@adatechnology/game-items 0.2.3 → 0.2.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.global.js +1 -0
- package/dist/index.global.js.map +1 -1
- package/package.json +4 -4
package/dist/index.global.js.map
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{"version":3,"sources":["../src/index.ts","../../game-contracts/src/blast-shove.ts","../../game-contracts/src/blast-knock.ts","../../game-contracts/src/impact-cost.ts","../../game-contracts/src/impact.ts","../../game-contracts/src/body.ts","../../game-contracts/src/spec.ts","../../game-contracts/src/weapons.ts","../../game-contracts/src/ignition.ts","../../game-contracts/src/seal.ts","../../game-contracts/src/twist.ts","../../game-contracts/src/animation.ts","../../game-contracts/src/tool-animation.ts","../../game-contracts/src/frame.ts","../../game-contracts/src/warn.ts","../../game-contracts/src/registry.ts","../../game-contracts/src/bench.ts","../../game-contracts/src/environment.ts","../../game-contracts/src/categories.ts","../../game-contracts/src/origin.ts","../../game-contracts/src/footprint.ts","../../game-contracts/src/foley.ts","../../game-contracts/src/index.ts","../src/categories.ts","../src/types.ts","../src/check-items.ts","../src/rules.ts","../src/create-items.ts","../src/decay.ts","../src/protection.ts","../src/carry.ts","../src/use-effect.ts","../src/recipes.ts","../src/finds/depletion.ts","../src/finds/rarity-pool.ts","../src/finds/category-roll.ts","../src/finds/explicit-pool.ts","../src/finds/spawn-state.ts","../src/finds/provider.ts","../../game-interactables/src/colliders.ts","../../game-interactables/src/rng.ts","../../game-interactables/src/loot.ts","../../game-interactables/src/locale.ts","../../game-interactables/src/math.ts","../../game-interactables/src/world.ts","../src/finds/place-finds.ts","../src/finds/loot-tables.ts","../src/arsenal-items.ts"],"sourcesContent":["export { createItems } from './create-items'\nexport { checkItems } from './check-items'\nexport { ITEM_CATEGORIES } from './categories'\nexport { DEFAULT_RULES } from './rules'\nexport { BODY_SLOTS, DURABILITY_KINDS, RARITIES } from './types'\nexport type * from './types'\nexport type * from './catalog-types'\nexport type * from './rules-types'\nexport { advanceAge, chargeLevel, failsToStart, freshness, moveToStorage, shelfRatio, storageMultiplier } from './decay'\nexport type { AgeOptions, AgeState, Freshness } from './decay'\nexport { blockChance, pieceBlock, repairPiece, wearBlocked } from './protection'\nexport type { AttackKind, WornPiece } from './protection'\nexport { bagOption, canTake, carriedKg, loadState, maxLoadKg } from './carry'\nexport type { BagOption, CarryEntry, LoadLevel, LoadState, TakeResult } from './carry'\nexport { resolveUse } from './use-effect'\nexport type { NutritionResult, UseContext, UseResult } from './use-effect'\nexport type * from './use-types'\nexport { canCraft, craft } from './recipes'\nexport type { CraftCheck, CraftContext, CraftOutcome, CraftResult, Consumption } from './recipes'\nexport type * from './recipe-types'\nexport { rollByCategory } from './finds/category-roll'\nexport { depletionFactor, scaleCount } from './finds/depletion'\nexport { rollExplicitPool } from './finds/explicit-pool'\nexport type { PoolPick } from './finds/explicit-pool'\nexport { createFindsProvider } from './finds/provider'\nexport type { FindsProviderOptions } from './finds/provider'\nexport { placeFinds } from './finds/place-finds'\nexport type { PlacedFinds } from './finds/place-finds'\nexport { toLootTables } from './finds/loot-tables'\nexport type { LootTablesQuery } from './finds/loot-tables'\nexport { spawnAgeDays, spawnData } from './finds/spawn-state'\nexport type { FindData, FindsProvider, FindsQuery, FindStack, Rng } from './finds/types'\nexport { ARSENAL_CATEGORIES, itemsFromArsenal } from './arsenal-items'\nexport type { ArsenalCaliberLike, ArsenalItemRecord, ArsenalItemsOptions, ArsenalLike, ArsenalWeaponLike } from './arsenal-items'\n","import type { Vec3 } from './destruction'\n\n/**\n * The numbers of the shove a blast gives to a body that moves (a loose item, a piece of furniture, a person): all of them a game value, with a default that reads well in a room,\n * not a physical table. A host reads them once and lends them to the modules that move their own bodies (`ModuleHost.blastShove`).\n */\nexport interface BlastShoveOptions {\n /**\n * The share of the blast energy that reaches a body as motion: the speed at the centre is `sqrt(2 * energy * coupling / mass)`, before the falloff (default 0.02).\n */\n readonly coupling?: number\n /** Fastest a body is thrown, in m/s, at the centre of the blast (default 20). */\n readonly maxSpeed?: number\n /** How much of the push goes up: the direction is `(away, lift)` normalised from the horizontal outward direction (default 0.3). */\n readonly lift?: number\n /** Below this speed (m/s) nothing moves: a heavy thing far from a small blast stays where it is (default 0.3). */\n readonly minSpeed?: number\n /** Exponent of the falloff `(1 - distance / radius) ^ power`, the same as the damage of the destruction world (default 2). */\n readonly falloffPower?: number\n}\n\n/** The defaults of `BlastShoveOptions`. */\nexport const DEFAULT_BLAST_SHOVE: Readonly<Required<BlastShoveOptions>> = { coupling: 0.02, maxSpeed: 20, lift: 0.3, minSpeed: 0.3, falloffPower: 2 }\n\n/** A blast as the shove reads it: where, how much energy (J) and how far it reaches (m). `reach` (0..1) is the share that got through what stood in the way. */\nexport interface BlastSource {\n readonly point: Vec3\n readonly energy: number\n readonly radius: number\n readonly reach?: number\n}\n\n/** What a blast does to one body: how fast it leaves (m/s), the unit direction it leaves in, and how far from the centre it was. */\nexport interface BlastShove {\n readonly speed: number\n readonly direction: Vec3\n readonly distance: number\n /** The falloff applied, 0..1. */\n readonly falloff: number\n}\n\n/**\n * The shove a blast gives to a body of `mass` kg whose centre is at `position`: away from the centre, lifted a little, with the speed\n * `min(maxSpeed, sqrt(2 * energy * reach * coupling / mass)) * (1 - distance / radius) ^ 2`. Undefined when the body is outside the radius or the speed is under `minSpeed`.\n * The same rule moves the loose items and furniture of the test room and the people of the characters module, so a game that tunes the options tunes all of them.\n */\nexport function blastShove(blast: BlastSource, target: { readonly position: Vec3; readonly mass: number }, options: BlastShoveOptions = {}): BlastShove | undefined {\n const o = { ...DEFAULT_BLAST_SHOVE, ...options }\n const dx = target.position[0] - blast.point[0]\n const dy = target.position[1] - blast.point[1]\n const dz = target.position[2] - blast.point[2]\n const distance = Math.hypot(dx, dy, dz)\n if (!(blast.radius > 0) || distance > blast.radius) return undefined\n const falloff = (1 - distance / blast.radius) ** o.falloffPower\n const mass = Math.max(target.mass, 0.05)\n const speed = Math.min(o.maxSpeed, Math.sqrt((2 * blast.energy * (blast.reach ?? 1) * o.coupling) / mass)) * falloff\n if (!(speed >= o.minSpeed)) return undefined\n // straight above or below the centre there is no \"away\": the push goes up\n const direction: Vec3 = distance > 1e-4 ? [dx / distance, dy / distance + o.lift, dz / distance] : [0, 1, 0]\n const length = Math.hypot(direction[0], direction[1], direction[2])\n return { speed, direction: [direction[0] / length, direction[1] / length, direction[2] / length], distance, falloff }\n}\n","import { blastShove } from './blast-shove'\nimport type { BlastShoveOptions, BlastSource } from './blast-shove'\nimport type { Vec3 } from './destruction'\n\n/** From this speed (m/s) a blast takes a standing body off its feet. Below it the body is only pushed. */\nexport const KNOCK_DOWN_SPEED = 2.5\n/** The angle of a body lying where it fell (the same tilt a dead body takes). */\nexport const KNOCKED_DOWN_ANGLE = 1.35\n/** Seconds the body lies after it lands: this plus the landing speed times `STAND_UP_PER_SPEED`. */\nconst LIE_SECONDS = 1.6\nconst STAND_UP_PER_SPEED = 0.25\nconst FALL_SECONDS = 0.25\nconst RISE_SECONDS = 0.6\n/** m/s squared that slows a body sliding on the ground. */\nconst GROUND_FRICTION = 7\nconst GRAVITY = 9.81\n/** Height of the chest above the feet: where the blast takes the body. */\nexport const KNOCK_CHEST = 1.1\nconst CHEST = KNOCK_CHEST\n\n/** What a blast is doing to one body: its velocity (m/s), whether it is in the air, and how far down it is (0 on its feet, 1 lying). */\nexport interface Knock {\n velocity: [number, number, number]\n airborne: boolean\n /** 0..1 */\n lying: number\n /** Seconds left to lie on the ground after it stopped. */\n lieLeft: number\n /** Knocked off its feet by this blast. */\n down: boolean\n}\n\n/** The mass of a body in kg from its height (m) and its build (1 = average): 70 kg at 1.75 m. */\nexport const bodyMass = (height: number, build = 1): number => 70 * (height / 1.75) ** 2 * build\n\n/**\n * What a blast does to a body standing at `feet`: the shove of `game-contracts` taken at the chest, a hop when it goes up, and a fall when it is strong enough. Undefined when the blast does not\n * reach it. The numbers are the host's (`ModuleHost.blastShove`), the same ones that throw its loose items.\n */\nexport function knockOf(blast: BlastSource, feet: Vec3, mass: number, options?: BlastShoveOptions): Knock | undefined {\n const hit = blastShove(blast, { position: [feet[0], feet[1] + CHEST, feet[2]], mass }, options)\n if (!hit) return undefined\n const [dx, dy, dz] = hit.direction\n return { velocity: [dx * hit.speed, Math.max(0, dy * hit.speed), dz * hit.speed], airborne: dy > 0, lying: 0, lieLeft: 0, down: hit.speed >= KNOCK_DOWN_SPEED }\n}\n\n/**\n * Moves a body one step: it slides on the ground and slows, falls when it was knocked down, lies a while and gets up (a dead body stays down). Moves `position` in place; returns true when the\n * body is on its feet and still, and the knock can be dropped.\n */\nexport function stepKnock(knock: Knock, position: { x: number; y: number; z: number }, dt: number, groundAt: (x: number, z: number) => number, alive: boolean): boolean {\n const v = knock.velocity\n position.x += v[0] * dt\n position.z += v[2] * dt\n const ground = groundAt(position.x, position.z)\n if (knock.airborne || position.y > ground + 1e-4) {\n v[1] -= GRAVITY * dt\n position.y += v[1] * dt\n if (position.y <= ground) {\n position.y = ground\n v[1] = 0\n knock.airborne = false\n }\n } else position.y = ground\n const horizontal = Math.hypot(v[0], v[2])\n if (!knock.airborne && horizontal > 0) {\n const slowed = Math.max(0, horizontal - GROUND_FRICTION * dt)\n v[0] *= slowed / horizontal\n v[2] *= slowed / horizontal\n }\n const moving = horizontal > 0.05 || knock.airborne\n if (knock.down) {\n if (moving) knock.lying = Math.min(1, knock.lying + dt / FALL_SECONDS)\n else {\n knock.lying = 1\n if (alive) {\n knock.lieLeft = knock.lieLeft > 0 ? knock.lieLeft : LIE_SECONDS + Math.hypot(v[0], v[2]) * STAND_UP_PER_SPEED\n knock.lieLeft -= dt\n if (knock.lieLeft <= 0) knock.down = false\n }\n }\n } else if (knock.lying > 0) knock.lying = Math.max(0, knock.lying - dt / RISE_SECONDS)\n return !moving && !knock.down && knock.lying === 0\n}\n","export interface CostOptions {\n /** Reads of `state()` and of `describe()` to time. Default 10 000. */\n reads?: number\n /** Ceiling, in milliseconds, for all the reads of one method. Default 50 (5 microseconds per read). */\n ceilingMs?: number\n /** Ceiling of heap growth, in bytes, over all the reads of one method (only where `process.memoryUsage` exists). Default 1 MiB. */\n allocationBytes?: number\n}\n\nconst DEFAULT_COST_READS = 10_000\nconst DEFAULT_COST_CEILING_MS = 50\nconst DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024\n\nconst heapUsedBytes = (): number | undefined => {\n const nodeProcess = (globalThis as { process?: { memoryUsage?: () => { heapUsed: number } } }).process\n return nodeProcess?.memoryUsage?.().heapUsed\n}\n\ntype CheckReadCostParams = { readonly name: string; readonly read: () => unknown; readonly options: CostOptions; readonly problems: string[] }\n\nexport const checkReadCost = ({ name, read, options, problems }: CheckReadCostParams): void => {\n const reads = options.reads ?? DEFAULT_COST_READS\n const ceilingMs = options.ceilingMs ?? DEFAULT_COST_CEILING_MS\n const allocationBytes = options.allocationBytes ?? DEFAULT_COST_ALLOCATION_BYTES\n if (read() !== read()) problems.push(`${name}() returns a new object on each read: cache it between changes (cost contract)`)\n // a first pass lets the engine compile and optimise the loop: that code and its feedback are heap too, and would read as the method allocating\n for (let i = 0; i < reads; i++) read()\n const heapBefore = heapUsedBytes()\n const started = performance.now()\n for (let i = 0; i < reads; i++) read()\n const elapsedMs = performance.now() - started\n const heapAfter = heapUsedBytes()\n if (elapsedMs > ceilingMs) problems.push(`${name}() took ${elapsedMs.toFixed(1)} ms for ${reads} reads, over the ${ceilingMs} ms ceiling (cost contract)`)\n if (heapBefore !== undefined && heapAfter !== undefined && heapAfter - heapBefore > allocationBytes)\n problems.push(`${name}() grew the heap by ${heapAfter - heapBefore} bytes over ${reads} reads, over the ${allocationBytes} byte ceiling (cost contract)`)\n}\n","import { checkReadCost } from './impact-cost'\nimport type { CostOptions } from './impact-cost'\nimport type { DamageType, DestructibleSpec, DestructionEvent, Hit, JointSpec, ObjectState, ToolKind, Vec3 } from './destruction'\n\n/**\n * What a game module implements for an object whose behaviour it owns (a vehicle with its own panel deformation, a creature, a machine). The\n * world (`DestructionWorld.register`) hosts it next to its own objects: raycast, shoot, explode, hit, disassemble, extinguish, update, state,\n * reset and `on` all route to it.\n *\n * Space: the impl receives hits in WORLD space and returns events in WORLD space (it owns its transform; the transform given to `register` or\n * `setTransform` is only used by the world for raycasts and blast range). Every event must carry `object === id` and name parts listed by\n * `describe()`.\n */\n/** World-space ray for `DestructibleImpl.surfaceRay`. */\nexport interface SurfaceRay {\n readonly origin: Vec3\n readonly direction: Vec3\n readonly maxDistance: number\n ignored?(part: string): boolean\n}\n\nexport interface SurfaceRayHit {\n readonly part: string\n readonly point: Vec3\n readonly normal: Vec3\n readonly distance: number\n /** Thickness the ray crosses in this part, metres. */\n readonly pathLen: number\n}\n\nexport interface DestructibleImpl {\n readonly id: string\n readonly name?: string\n /**\n * Parts, joints and structure in the impl's local space, for raycast, inspector and log.\n * COST CONTRACT (D8): called per frame by the renderer, so it is O(1), allocation-free and cached between changes: the same object comes\n * back until a hit, tool, fire or pose change alters it. `checkDestructible(impl, { cost: true })` measures it.\n */\n describe(): DestructibleSpec\n /** Apply one hit (see `IMPACT_CONTRACT` for the fields per type) and return the events it caused. */\n hit(hit: Hit): DestructionEvent[]\n /**\n * The real surface a ray meets, for an impl whose drawn shape is not its boxes (a car body): the boxes of `describe()` only say where to look, and a shot that crosses\n * them without touching the drawn surface goes on. `ignored` answers for the parts the round already went through. Null when the ray meets nothing.\n */\n surfaceRay?(ray: SurfaceRay): SurfaceRayHit | null\n /** Advance fire, melting, collapse and other timed behaviour. */\n update?(dt: number): DestructionEvent[]\n /**\n * COST CONTRACT (D8): the host reads it per part per frame, so it is O(1), allocation-free and cached between changes (see `describe()`).\n * The cached object is shared with every reader: treat it as read-only, copy before changing it.\n */\n state(): Readonly<ObjectState>\n reset?(): void\n /** The world took the object out (`DestructionWorld.remove`): the impl lets go of what it joined (shared queues, listeners). */\n dispose?(): void\n /** Same contract as `DestructionWorld.disassemble`: progress 0..1, or -1 when the tool cannot undo the joint. */\n disassemble?(jointId: string, tool: ToolKind, dt: number): number\n extinguish?(partId?: string): void\n /** Optional: an animation moved a part; `position` / `rotation` (Euler XYZ, radians) are object-local. Keep raycast and hit shapes in sync. */\n setPartPose?(partId: string, position: Vec3, rotation?: Vec3): void\n /** Plain JSON of the impl's own state, stored in `DestructionSnapshot.impls`. */\n serialize?(): unknown\n load?(data: unknown): void\n}\n\n/** The fields a weapon or hazard must put in a `Hit`, per damage type. THE impact contract. */\nexport interface ImpactContract {\n required: string[]\n optional: string[]\n note: string\n}\n\nexport const IMPACT_CONTRACT: Record<DamageType, ImpactContract> = {\n ballistic: { required: ['type', 'point', 'direction', 'energy', 'caliber'], optional: ['space', 'source'], note: 'bullets and pellets: joules and diameter in millimetres' },\n blunt: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'contact radius in metres (default 3 cm)' },\n slash: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'axes, knives, machetes' },\n explosive: { required: ['type', 'point', 'energy', 'radius'], optional: ['lethalRadius', 'space', 'source'], note: 'point is the centre of the blast, radius the range in metres' },\n fire: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'flame temperature in °C; duration in seconds (call every frame with `dt`)' },\n heat: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'heat without flame (cutting torch, hot plate)' },\n}\n\n/** Problems with a hit according to the impact contract (empty when it is valid). */\nexport const checkHit = (hit: Hit): string[] => {\n const c = IMPACT_CONTRACT[hit.type]\n if (!c) return [`unknown damage type \"${String(hit.type)}\"`]\n const out: string[] = []\n for (const f of c.required) {\n const v = (hit as unknown as Record<string, unknown>)[f]\n if (v === undefined || (Array.isArray(v) ? v.some((n) => !Number.isFinite(n)) : typeof v === 'number' && !Number.isFinite(v))) out.push(`${hit.type} hit needs \"${f}\"`)\n }\n return out\n}\n\nexport interface CheckOptions {\n /**\n * Ids of every material the impl may use (the contracts package does not know the materials of your world: pass the ids of\n * `world.materials`, or the built-in plus your own). When omitted, the material check is skipped.\n */\n materials?: Iterable<string>\n /** Opt-in cost measurement (D8): `true` for the defaults, or the limits to use. */\n cost?: boolean | CostOptions\n}\n\nconst finiteJson = (v: unknown, path: string, out: string[]) => {\n if (typeof v === 'number') {\n if (!Number.isFinite(v)) out.push(`${path} is not a finite number`)\n } else if (Array.isArray(v)) v.forEach((x, i) => finiteJson(x, `${path}[${i}]`, out))\n else if (v && typeof v === 'object') for (const [k, x] of Object.entries(v)) finiteJson(x, `${path}.${k}`, out)\n else if (typeof v === 'function' || typeof v === 'symbol' || typeof v === 'bigint') out.push(`${path} is not JSON`)\n}\n\n/**\n * Contract checker for the test room (it needs no world): `describe()` is valid, a 500 J ballistic hit at a part centre returns well-formed events of this impl, `state()`\n * matches `describe()`, hit points never go negative, `update(0.016)` returns an array and every event is JSON-serializable. It hits the impl\n * (and calls `reset()` afterwards when there is one). With `options.cost` it also times `state()` and `describe()` (the cost contract of D8).\n */\nexport const checkDestructible = (impl: DestructibleImpl, options: CheckOptions = {}): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const known = options.materials ? new Set(options.materials) : null\n let spec: DestructibleSpec | undefined\n try {\n spec = impl.describe()\n } catch (e) {\n return { ok: false, problems: [`describe() threw: ${String(e)}`] }\n }\n if (!spec || !Array.isArray(spec.parts) || spec.parts.length === 0) return { ok: false, problems: ['describe() must return at least one part'] }\n const ids = new Set<string>()\n for (const p of spec.parts) {\n if (ids.has(p.id)) problems.push(`duplicate part id \"${p.id}\"`)\n ids.add(p.id)\n if (known && !known.has(p.material)) problems.push(`part \"${p.id}\" has unknown material \"${p.material}\"`)\n if (!p.shape || !['box', 'cylinder', 'sphere'].includes(p.shape.kind)) problems.push(`part \"${p.id}\" has no valid shape`)\n if (!Array.isArray(p.position) || p.position.length !== 3) problems.push(`part \"${p.id}\" has no position`)\n }\n const jointIds = new Set<string>()\n for (const j of (spec.joints ?? []) as JointSpec[]) {\n if (!ids.has(j.a) || !ids.has(j.b)) problems.push(`joint \"${j.id ?? `${j.a}~${j.b}`}\" references an unknown part`)\n const jid = j.id ?? `${j.a}~${j.b}`\n if (jointIds.has(jid)) problems.push(`duplicate joint id \"${jid}\"`)\n jointIds.add(jid)\n }\n const checkState = (label: string) => {\n let st: ObjectState\n try {\n st = impl.state()\n } catch (e) {\n problems.push(`state() threw ${label}: ${String(e)}`)\n return\n }\n const sids = st.parts.map((p) => p.id).sort().join(',')\n if (sids !== [...ids].sort().join(',')) problems.push(`state() part ids do not match describe() ${label}`)\n for (const p of st.parts) if (!(p.hp >= 0)) problems.push(`part \"${p.id}\" has negative or invalid hp ${label}`)\n }\n const checkEvents = (events: unknown, label: string) => {\n if (!Array.isArray(events)) {\n problems.push(`${label} must return an array`)\n return\n }\n const evs = events as DestructionEvent[]\n evs.forEach((e, i) => {\n if (e.object !== impl.id) problems.push(`${label} event ${i} (${e.type}) has object \"${String(e.object)}\", expected \"${impl.id}\"`)\n const part = (e as { part?: string }).part\n if (part !== undefined && !ids.has(part)) problems.push(`${label} event ${i} (${e.type}) names unknown part \"${part}\"`)\n })\n const bad: string[] = []\n finiteJson(evs, 'events', bad)\n problems.push(...bad.map((b) => `${label}: ${b}`))\n try {\n const s = JSON.stringify(evs)\n if (JSON.stringify(JSON.parse(s)) !== s) problems.push(`${label} events do not survive a JSON round trip`)\n } catch (e) {\n problems.push(`${label} events are not JSON-serializable: ${String(e)}`)\n }\n }\n checkState('before the hit')\n const target = spec.parts[0]\n try {\n const hit: Hit = { type: 'ballistic', point: [target.position[0], target.position[1], target.position[2]], direction: [0, 0, -1], energy: 500, caliber: 9 }\n checkEvents(impl.hit(hit), 'hit()')\n } catch (e) {\n problems.push(`hit() threw: ${String(e)}`)\n }\n checkState('after the hit')\n if (impl.update) {\n try {\n checkEvents(impl.update(0.016), 'update()')\n } catch (e) {\n problems.push(`update() threw: ${String(e)}`)\n }\n checkState('after update')\n }\n try {\n impl.reset?.()\n } catch (e) {\n problems.push(`reset() threw: ${String(e)}`)\n }\n if (options.cost) {\n const cost = options.cost === true ? {} : options.cost\n try {\n checkReadCost({ name: 'state', read: () => impl.state(), options: cost, problems })\n checkReadCost({ name: 'describe', read: () => impl.describe(), options: cost, problems })\n } catch (e) {\n problems.push(`cost measurement threw: ${String(e)}`)\n }\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The slots of a body an item can cover (the item slot vocabulary: game-items imports it from here). */\nexport type BodySlot = 'head' | 'eyes' | 'torso' | 'arms' | 'hands' | 'legs' | 'feet' | 'over'\n\n/** The 11 segments of the detailed body model (the Arsenal ids). */\nexport type SegmentKind = 'head' | 'jaw' | 'neck' | 'torso' | 'pelvis' | 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\n\n/** The 6 regions of the crowd model (the game regions 0..5). */\nexport type BodyRegion = 'head' | 'torso' | 'armL' | 'armR' | 'legL' | 'legR'\n\n/** Bits of the `missing` mask of a body. The instanced body shader reads them, so the values are part of the contract. */\nexport const MISSING_BITS = {\n head: 1,\n armL: 2,\n armR: 4,\n legL: 8,\n legR: 16,\n armLBroken: 32,\n armRBroken: 64,\n legLBroken: 128,\n legRBroken: 256,\n jaw: 512,\n} as const\n","import type { DestructibleSpec, PartSpec } from './destruction'\n\nexport interface CheckSpecOptions {\n /** Known material ids. When given, every part's material must be one of them. */\n materials?: Iterable<string>\n}\n\nexport interface SpecReport {\n /** False when there is at least one problem (warnings do not count). */\n ok: boolean\n problems: string[]\n /** Things that are legal but probably wrong, e.g. structural parts that cannot reach an anchored part. */\n warnings: string[]\n}\n\nconst STRUCTURE_ROLES = ['foundation', 'column', 'beam', 'slab', 'wall', 'partition', 'roof', 'stair', 'none']\nconst BEARS = [true, false, 'a_on_b', 'b_on_a']\n\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\nconst positive = (n: unknown): boolean => finite(n) && n > 0\nconst vec3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every(finite)\nconst nonNegative = (n: unknown): boolean => n === undefined || (finite(n) && n >= 0)\n\nconst FACES = ['both', '+', '-']\nconst BONDS = ['running', 'stack']\n\n/** Layers, reinforcement, units and breach: known materials, finite positive sizes. */\nconst checkStagedFields = (p: PartSpec | undefined, label: string, materials: Set<string> | null, problems: string[]): void => {\n const known = (m: unknown, what: string): void => {\n if (materials && !materials.has(m as string)) problems.push(`${label} ${what} has unknown material \"${String(m)}\"`)\n }\n ;(p?.layers ?? []).forEach((l, i) => {\n known(l?.material, `layer ${i}`)\n if (!positive(l?.thickness)) problems.push(`${label} layer ${i} thickness must be finite and positive`)\n if (!FACES.includes(l?.faces)) problems.push(`${label} layer ${i} has an invalid faces \"${String(l?.faces)}\"`)\n })\n const r = p?.reinforcement\n if (r) {\n known(r.material, 'reinforcement')\n if (!positive(r.spacing) || !positive(r.diameter)) problems.push(`${label} reinforcement spacing and diameter must be finite and positive`)\n if (r.residualCapacity !== undefined && !(finite(r.residualCapacity) && r.residualCapacity >= 0 && r.residualCapacity <= 1)) problems.push(`${label} reinforcement residualCapacity must be between 0 and 1`)\n }\n const u = p?.units\n if (u) {\n known(u.mortar, 'units mortar')\n if (!vec3(u.size) || !u.size.every(positive)) problems.push(`${label} units size must be three finite positive numbers`)\n if (!BONDS.includes(u.bond)) problems.push(`${label} units has an invalid bond \"${String(u.bond)}\"`)\n }\n if (p?.breach && p.breach.area !== undefined && !positive(p.breach.area)) problems.push(`${label} breach area must be finite and positive`)\n}\n\n/**\n * Static checks on a `DestructibleSpec` (no world needed), for items that give a `spec` instead of an `impl`: unique part ids, known materials\n * (when `options.materials` is given), joints that reference existing, different parts, finite positive sizes, non-negative mass / hp / capacity,\n * valid structure roles and `bears` directions. A structural part with no path of joints to an anchored part is a warning, not a problem: it\n * is allowed, it just falls.\n */\nexport const checkSpec = (spec: DestructibleSpec, options: CheckSpecOptions = {}): SpecReport => {\n const problems: string[] = []\n const warnings: string[] = []\n const materials = options.materials ? new Set(options.materials) : null\n const parts = Array.isArray(spec?.parts) ? spec.parts : []\n if (!Array.isArray(spec?.parts) || parts.length === 0) problems.push('the spec needs at least one part')\n const ids = new Set<string>()\n for (const p of parts) {\n const id = String(p?.id ?? '')\n const label = `part \"${id}\"`\n if (id === '') problems.push('a part has no id')\n else if (ids.has(id)) problems.push(`duplicate part id \"${id}\"`)\n ids.add(id)\n if (materials && !materials.has(p?.material)) problems.push(`${label} has unknown material \"${String(p?.material)}\"`)\n else if (typeof p?.material !== 'string' || p.material === '') problems.push(`${label} needs a material`)\n const s = p?.shape\n if (s?.kind === 'box') {\n if (!Array.isArray(s.size) || s.size.length !== 3 || !s.size.every(positive)) problems.push(`${label} box size must be three finite positive numbers`)\n } else if (s?.kind === 'cylinder') {\n if (!positive(s.radius) || !positive(s.height)) problems.push(`${label} cylinder radius and height must be finite and positive`)\n } else if (s?.kind === 'sphere') {\n if (!positive(s.radius)) problems.push(`${label} sphere radius must be finite and positive`)\n } else problems.push(`${label} has an unknown shape`)\n if (!vec3(p?.position)) problems.push(`${label} needs a finite position [x, y, z]`)\n if (p?.rotation !== undefined && !vec3(p.rotation)) problems.push(`${label} has an invalid rotation`)\n for (const f of ['mass', 'hp', 'thickness'] as const) if (!nonNegative(p?.[f])) problems.push(`${label} ${f} must be a finite number >= 0`)\n if (p?.fill !== undefined && !(finite(p.fill) && p.fill >= 0 && p.fill <= 1)) problems.push(`${label} fill must be between 0 and 1`)\n if (p?.structure) {\n if (!STRUCTURE_ROLES.includes(p.structure.role)) problems.push(`${label} has an invalid structure role \"${String(p.structure.role)}\"`)\n if (!nonNegative(p.structure.capacity)) problems.push(`${label} structure capacity must be a finite number >= 0`)\n }\n if (p?.contains && !nonNegative(p.contains.liters)) problems.push(`${label} contains.liters must be a finite number >= 0`)\n checkStagedFields(p, label, materials, problems)\n }\n\n const jointIds = new Set<string>()\n const edges: Array<[string, string]> = []\n for (const j of spec?.joints ?? []) {\n const id = j.id ?? `${j.a}~${j.b}`\n const label = `joint \"${id}\"`\n if (jointIds.has(id)) problems.push(`duplicate joint id \"${id}\"`)\n jointIds.add(id)\n if (!ids.has(j.a)) problems.push(`${label} references unknown part \"${String(j.a)}\"`)\n if (!ids.has(j.b)) problems.push(`${label} references unknown part \"${String(j.b)}\"`)\n if (j.a === j.b) problems.push(`${label} joins part \"${String(j.a)}\" to itself`)\n if (j.bears !== undefined && !BEARS.includes(j.bears)) problems.push(`${label} has an invalid bears \"${String(j.bears)}\"`)\n if (!nonNegative(j.strength)) problems.push(`${label} strength must be a finite number >= 0`)\n if (!nonNegative(j.seconds)) problems.push(`${label} seconds must be a finite number >= 0`)\n if (j.bears !== false && ids.has(j.a) && ids.has(j.b) && j.a !== j.b) edges.push([j.a, j.b])\n }\n\n // structural parts must reach an anchored part over the joints (only when the spec lists its joints: otherwise they are inferred later)\n const structural = parts.filter((p) => p?.structure && p.structure.role !== 'none')\n if (structural.length && spec.joints) {\n const anchored = parts.filter((p) => p.anchored || p.structure?.role === 'foundation').map((p) => p.id)\n const adj = new Map<string, string[]>()\n for (const [a, b] of edges) {\n adj.set(a, [...(adj.get(a) ?? []), b])\n adj.set(b, [...(adj.get(b) ?? []), a])\n }\n const seen = new Set(anchored)\n const queue = [...anchored]\n while (queue.length) {\n for (const n of adj.get(queue.pop()!) ?? []) {\n if (seen.has(n)) continue\n seen.add(n)\n queue.push(n)\n }\n }\n const lost = structural.filter((p) => !seen.has(p.id)).map((p) => p.id)\n if (lost.length) warnings.push(`structural part(s) ${lost.map((i) => `\"${i}\"`).join(', ')} cannot reach an anchored part, so they will fall`)\n }\n return { ok: problems.length === 0, problems, warnings }\n}\n","import type { BallisticExtras, Hit, HitIgnition, Vec3 } from './destruction'\n\n/**\n * A ballistic shot (one per pellet) as a weapon module produces it. Plain data: any damage model can consume it (`shotToHit` makes the `Hit`).\n */\nexport interface Shot {\n origin: Vec3\n /** Unit vector. */\n direction: Vec3\n /** Muzzle energy in joules. */\n energy: number\n /** Bullet diameter in millimetres. */\n caliber: number\n /** snake_case calibre id, e.g. `9x19`. */\n caliberId: string\n /** Muzzle speed in m/s. */\n speed: number\n /** Projectile mass in grams (one pellet for a shotgun load). */\n mass?: number\n /** Energy at a distance in metres, with the calibre's drag. */\n energyAt(distance: number): number\n pellet: number\n /** snake_case weapon id. */\n weapon: string\n source?: string\n /** Kind of the round that was loaded (`fmj`, `hp`, `ap`, `buck`, `slug`, `incendiary`, `tracer`...). */\n ammo?: string\n /** Millimetres of steel, concrete, brick and wood the round goes through at the muzzle (the ammo table of the weapons module). `shotToHit` scales it by the energy left. */\n penetration?: Readonly<Record<string, number>>\n incendiary?: boolean\n tracer?: boolean\n /** Chances that the round lights flammable vapour or fuel. */\n ignition?: HitIgnition\n}\n\n/**\n * The fields of the round that a damage model takes besides the geometry: the penetration by material scaled by the energy that is left at `distance`\n * (linear in the energy: half the energy goes through half as much), the incendiary and tracer flags and the ignition chances. Pass it as the sixth\n * argument of `DestructionWorld.shoot` or spread it in a `Hit`.\n */\nexport const shotExtras = (shot: Shot, distance = 0): BallisticExtras => {\n const out: { -readonly [K in keyof BallisticExtras]: BallisticExtras[K] } = {}\n if (shot.penetration) {\n const k = shot.energy > 0 ? Math.min(1, Math.max(0, shot.energyAt(distance) / shot.energy)) : 1\n const scaled: Record<string, number> = {}\n for (const key of Object.keys(shot.penetration)) scaled[key] = shot.penetration[key]! * k\n out.penetration = scaled\n }\n if (shot.incendiary) out.incendiary = true\n if (shot.tracer) out.tracer = true\n if (shot.ignition) out.ignition = { spark: shot.ignition.spark, flame: shot.ignition.flame }\n return out\n}\n\n/** One use of a non-firearm (melee swing, flame tick, heat tick, throw, tool tick, extinguisher tick). */\nexport type Use =\n | { kind: 'melee'; damage: 'blunt' | 'slash'; energy: number; radius: number; reach: number; origin: Vec3; direction: Vec3 }\n | { kind: 'flame'; temperature: number; radius: number; range: number; cone: boolean; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'heat'; temperature: number; radius: number; range: number; duration: number; origin: Vec3; direction: Vec3 }\n | {\n kind: 'throw'\n energy: number\n radius: number\n fuse: number\n velocity: Vec3\n origin: Vec3\n fire?: { temperature: number; radius: number; seconds: number }\n /** Explosive id (`m67`, `molotov`, `pg7v`...): the host looks the numbers up in the arsenal. Absent on a plain thrown object. */\n explosive?: string\n /** What sets it off: `timer` after `fuse` seconds, `impact` on the first hit once armed. */\n trigger?: 'timer' | 'impact'\n /** Metres the projectile must fly before an impact sets it off; closer, it hits without exploding (rocket launchers). */\n armDistance?: number\n /** Radius in metres of the wounding area (`radius` is the lethal one). */\n injuryRadius?: number\n /** Seconds the blast stuns whoever is inside the injury radius (flashbang). */\n stunSeconds?: number\n /** Seconds the thrower held it after pulling the pin: `fuse` is what was left of the full fuse when it left the hand. */\n cooked?: number\n /** Went off in the thrower's hand (held past the fuse): no velocity, `fuse` is 0 and the blast is at `origin`. */\n inHand?: boolean\n }\n /** An explosive set down where the trigger is pulled (mine, C4, charge): it waits for its trigger instead of flying. */\n | {\n kind: 'place'\n explosive: string\n /** `wire`: something trips it; `remote`: the player fires it; `timer`: after `fuse` seconds. */\n triggers: readonly ('timer' | 'wire' | 'remote')[]\n energy: number\n /** Lethal radius in metres. */\n radius: number\n injuryRadius: number\n /** Cone the blast goes through, in front of `direction` (mine); absent for a blast in every direction. */\n cone?: { halfAngleDeg: number; length: number }\n /** The wire a `wire` charge stretches from where it is set down: metres out, degrees from its facing (counter-clockwise from above) and metres above it. */\n tripwire?: { length: number; angleDeg: number; height: number }\n fuse?: number\n origin: Vec3\n direction: Vec3\n }\n /** The blast behind a rocket launcher: dangerous inside `radius` metres, in the cone around `direction` (pointing away from the target). */\n | { kind: 'backblast'; radius: number; halfAngleDeg: number; origin: Vec3; direction: Vec3 }\n | { kind: 'tool'; tool: string; reach: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'extinguish'; range: number; coolC: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'hand'; reach: number; origin: Vec3; direction: Vec3 }\n\n/**\n * The `Hit` a ballistic shot makes at `point` (world space): the energy is what is left of the shot at that distance from its origin\n * (`shot.energyAt`), the direction and calibre come from the shot. `normal` (the surface normal at the point, when the caller knows it) does not\n * change the hit; it is accepted so that callers can pass what their raycast returned and so that a stricter implementation could use it.\n */\nexport const shotToHit = (shot: Shot, point: Vec3, normal?: Vec3): Hit => {\n void normal\n const dx = point[0] - shot.origin[0]\n const dy = point[1] - shot.origin[1]\n const dz = point[2] - shot.origin[2]\n const distance = Math.hypot(dx, dy, dz)\n return {\n type: 'ballistic',\n point: [point[0], point[1], point[2]],\n direction: [shot.direction[0], shot.direction[1], shot.direction[2]],\n energy: shot.energyAt(distance),\n caliber: shot.caliber,\n ...(shot.mass === undefined ? {} : { mass: shot.mass }),\n ...shotExtras(shot, distance),\n source: shot.source ?? shot.weapon,\n }\n}\n\n/**\n * The `Hit` a non-firearm `Use` makes at `point` (world space), or `null` for uses that do not damage by themselves.\n *\n * - `melee` -> `blunt` / `slash` with the swing's `energy`, contact `radius` and `direction`;\n * - `flame` -> `fire` and `heat` -> `heat`, with `temperature`, `duration` and a contact radius of at most 0.3 m (one ray of the cone);\n * - `throw` -> the blast (`explosive`, `energy`, `radius`, centred on `point`, the place it detonates). A thrown item with no blast energy but\n * a `fire` patch (a molotov) gives that patch as a `fire` hit (`temperature`, `radius`, `seconds` as `duration`). No energy and no fire -> `null`;\n * - `tool`, `extinguish` and `hand` -> `null` (tools work on joints, the extinguisher cools, the hand only grabs).\n *\n * `normal` does not change the hit (same as `shotToHit`).\n */\nexport const useToHit = (use: Use, point: Vec3, normal?: Vec3): Hit | null => {\n void normal\n const p: Vec3 = [point[0], point[1], point[2]]\n switch (use.kind) {\n case 'melee':\n return { type: use.damage, point: p, direction: [use.direction[0], use.direction[1], use.direction[2]], energy: use.energy, radius: use.radius }\n case 'flame':\n case 'heat':\n return {\n type: use.kind === 'flame' ? 'fire' : 'heat',\n point: p,\n direction: [use.direction[0], use.direction[1], use.direction[2]],\n temperature: use.temperature,\n radius: Math.min(use.radius, 0.3),\n duration: use.duration,\n }\n case 'throw':\n if (use.energy > 0) return { type: 'explosive', point: p, energy: use.energy, radius: use.radius }\n if (use.fire) return { type: 'fire', point: p, temperature: use.fire.temperature, radius: use.fire.radius, duration: use.fire.seconds }\n return null\n default:\n return null\n }\n}\n","import type { Hit } from './destruction'\n\n/**\n * How a container of flammable fluid (a fuel tank, a jerrycan, a gas bottle) is set alight by what hits it. A normal bullet that goes through only\n * makes a leak; the leak lights when something supplies a flame: a spark of a hard round on metal, an incendiary or tracer round, a fire nearby\n * or a blast. These are the numbers of the target side; the numbers of the round (core, jacket, incendiary, tracer) are in the weapons module\n * (`rules.ignition` of `@adatechnology/game-weapons`) and reach the target in `Hit.ignition`. Every number is a default to be changed per game.\n */\nexport interface IgnitionRules {\n /**\n * How much of the spark and of the flame of a round reaches the vapour, by how full the container is: points `[filled, factor]`, `filled` 0..1\n * (litres over capacity), `factor` 0..1, linear between points. A full container holds a mixture too rich to burn (the vapour has no air) and\n * mostly leaks; a nearly empty one holds the vapour/air mixture of a flammable range and lights the easiest; a dry one has little vapour left.\n * Default: 0.6 empty, 1 at 10 percent, 0.6 at 35, 0.3 at 65, 0.15 at 90 and 0.12 full.\n */\n fillCurve: ReadonlyArray<readonly [number, number]>\n /** 0..1: how much of the fill factor also weighs on the flame of an incendiary or tracer (1: as much as on a spark; 0: not at all). Default 0.5. */\n flameFillInfluence: number\n /** Chance of the flame of a round that is flagged `incendiary` or `tracer` but carries no `ignition` numbers (a host that passes only the flags). */\n flameDefaults: { incendiary: number; tracer: number }\n /**\n * What a spark needs to strike: a factor 0..1 by material id of the struck part. A material that is not listed but is metal takes\n * `sparkMetalDefault`; a part that is not metal never sparks. Default: steel and iron 1, aluminium 0.25.\n */\n sparkTarget: Readonly<Record<string, number>>\n sparkMetalDefault: number\n /**\n * Factor 0..1 on the spark by fluid (default 1): diesel has a flash point of 52 degrees C and more, so a spark that lights petrol vapour does\n * not light it (a flame does). Default: diesel 0.15.\n */\n sparkFluid: Readonly<Record<string, number>>\n /** A leaking container of flammable fluid within `radius` metres of a burning part or a burning fuel stain lights at `chancePerSecond`. */\n fireNear: { radius: number; chancePerSecond: number }\n}\n\n/** Defaults of `IgnitionRules`. */\nexport const DEFAULT_IGNITION_RULES: IgnitionRules = {\n fillCurve: [\n [0, 0.6],\n [0.1, 1],\n [0.35, 0.6],\n [0.65, 0.3],\n [0.9, 0.15],\n [1, 0.12],\n ],\n flameFillInfluence: 0.5,\n flameDefaults: { incendiary: 0.7, tracer: 0.2 },\n sparkTarget: { steel: 1, iron: 1, aluminium: 0.25 },\n sparkMetalDefault: 0.5,\n sparkFluid: { diesel: 0.15 },\n fireNear: { radius: 1.5, chancePerSecond: 0.5 },\n}\n\n/** Merges a partial `IgnitionRules` over the defaults (an object is merged one level deep). */\nexport const resolveIgnitionRules = (rules?: Partial<IgnitionRules>): IgnitionRules => ({\n ...DEFAULT_IGNITION_RULES,\n ...rules,\n flameDefaults: { ...DEFAULT_IGNITION_RULES.flameDefaults, ...rules?.flameDefaults },\n sparkTarget: { ...DEFAULT_IGNITION_RULES.sparkTarget, ...rules?.sparkTarget },\n sparkFluid: { ...DEFAULT_IGNITION_RULES.sparkFluid, ...rules?.sparkFluid },\n fireNear: { ...DEFAULT_IGNITION_RULES.fireNear, ...rules?.fireNear },\n})\n\n/** Linear interpolation of the fill curve at `fill` (0..1); outside the points it keeps the first or the last. */\nexport const fillFactor = (fill: number, curve: IgnitionRules['fillCurve'] = DEFAULT_IGNITION_RULES.fillCurve): number => {\n if (curve.length === 0) return 1\n const f = Math.min(1, Math.max(0, fill))\n if (f <= curve[0]![0]) return curve[0]![1]\n for (let i = 1; i < curve.length; i++) {\n const [x1, y1] = curve[i]!\n const [x0, y0] = curve[i - 1]!\n if (f <= x1) return x1 === x0 ? y1 : y0 + ((y1 - y0) * (f - x0)) / (x1 - x0)\n }\n return curve[curve.length - 1]![1]\n}\n\n/** The factor of what a spark strikes: 0 when the struck part is not metal. */\nexport const sparkTargetFactor = (materialId: string, metal: boolean, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number =>\n !metal ? 0 : rules.sparkTarget[materialId] ?? rules.sparkMetalDefault\n\n/**\n * Chance that one round that went through the wall of a container lights the fluid that leaks: the spark (only on metal) and the flame (any\n * wall), each weighed by the fill of the container; the two are independent. 0 when the round carries nothing (`Hit.ignition` absent and not\n * flagged `incendiary` or `tracer`): a plain bullet on a plain wall only leaks.\n */\nexport const ignitionChance = (hit: Pick<Hit, 'incendiary' | 'tracer' | 'ignition'>, target: { sparkTarget: number; fill: number; fluid?: string }, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number => {\n const k = fillFactor(target.fill, rules.fillCurve)\n const spark = (hit.ignition?.spark ?? 0) * target.sparkTarget * (target.fluid === undefined ? 1 : rules.sparkFluid[target.fluid] ?? 1) * k\n const flameBase = hit.ignition?.flame ?? Math.max(hit.incendiary ? rules.flameDefaults.incendiary : 0, hit.tracer ? rules.flameDefaults.tracer : 0)\n const flame = flameBase * (1 - rules.flameFillInfluence * (1 - k))\n return 1 - (1 - Math.min(1, Math.max(0, spark))) * (1 - Math.min(1, Math.max(0, flame)))\n}\n","/**\n * The seal of a closed container (a food tin, a drink can, a jar, a bottle with a cap): what opens it and whether a breach spoils what is inside.\n * Plain data and one pure check, shared by the item rules (`resolveUse` of game-items) and any host that lets the player open and eat (the test room).\n */\nexport interface SealSpec {\n /** Ids of the tools that open it (items or weapons: `can_opener`, `knife`); any one of them is enough. */\n readonly openWith?: readonly string[]\n /** It opens by hand (a pull tab, a ring pull, a screw cap): no tool needed. */\n readonly byHand?: boolean\n /** A hole through the container or a leak spoils what is inside: it can no longer be eaten or drunk. */\n readonly spoilsWhenBreached?: boolean\n}\n\n/** The state of one container: opened, holed through (a shot, a blade) or leaking. */\nexport interface SealState {\n readonly opened?: boolean\n readonly breached?: boolean\n readonly leaked?: boolean\n}\n\n/** Why a sealed container cannot be eaten or drunk now. */\nexport type SealBlock = 'sealed' | 'breached' | 'leaked'\n\n/** Whether it can be opened with the tools at hand, and with which one (undefined when it opens by hand). */\nexport const sealOpener = (seal: SealSpec, tools: Iterable<string>): { readonly ok: boolean; readonly tool?: string } => {\n if (seal.byHand || !seal.openWith || seal.openWith.length === 0) return { ok: true }\n const have = new Set(tools)\n const tool = seal.openWith.find((id) => have.has(id))\n return tool === undefined ? { ok: false } : { ok: true, tool }\n}\n\n/** What stops eating or drinking it now, or undefined when nothing does. A spoiled container (breached, leaked) is blocked even once open. */\nexport const sealBlock = (seal: SealSpec, state: SealState): SealBlock | undefined => {\n if (seal.spoilsWhenBreached && state.breached) return 'breached'\n if (seal.spoilsWhenBreached && state.leaked) return 'leaked'\n if (!state.opened) return 'sealed'\n return undefined\n}\n","/** How a hand turns something round in strokes (a screw cap, a tap handle, a knob): what `twistStroke` answers for one moment of the turning. */\nexport interface TwistStroke {\n /** Radians the wrist is turned from the middle of its stroke, positive the way the part turns. */\n readonly angle: number\n /** Radians the part has turned in all, from 0 to `strokes * reach`. */\n readonly turned: number\n /** How closed the fingers are, 0 open to 1 closed: closed on the part while it turns, open while the wrist turns back. */\n readonly grip: number\n /** 0..1, how far the hand rises off the part while the wrist turns back (1 is `TWIST_LIFT` metres). */\n readonly lift: number\n}\n\nexport interface TwistOptions {\n /** Strokes of the wrist. Default 3. */\n readonly strokes?: number\n /** Radians the part turns in one stroke (a wrist turns about a quarter round with its hold). Default 1.6. */\n readonly reach?: number\n}\n\n/** Metres a hand rises off the part between two strokes. */\nexport const TWIST_LIFT = 0.012\n/** Share of each stroke spent turning the part; the rest turns the wrist back open. */\nconst TURNING = 0.7\n\nconst smooth = (k: number): number => k * k * (3 - 2 * k)\n\n/**\n * The hand turning a part round at `share` (0..1) of the whole turning: in each stroke the wrist turns with the part, then lets go, rises a little and turns back.\n * Pure and the same for every host, so first and third person turn the same hand the same way.\n */\nexport const twistStroke = (share: number, options: TwistOptions = {}): TwistStroke => {\n const strokes = Math.max(1, Math.round(options.strokes ?? 3))\n const reach = options.reach ?? 1.6\n const along = Math.min(1, Math.max(0, share)) * strokes\n const index = Math.min(strokes - 1, Math.floor(along))\n const phase = along - index\n if (phase <= TURNING) {\n const k = smooth(phase / TURNING)\n return { angle: reach * (k - 0.5), turned: reach * (index + k), grip: 1, lift: 0 }\n }\n const k = (phase - TURNING) / (1 - TURNING)\n return { angle: reach * (0.5 - smooth(k)), turned: reach * (index + 1), grip: 0.35, lift: Math.sin(k * Math.PI) }\n}\n","import type { Vec3 } from './destruction'\n\n/** Pose of one part (or of the whole item) at a key: position offset in metres and Euler XYZ rotation in radians, both relative to the rest pose. */\nexport interface AnimationPose {\n position?: Vec3\n rotation?: Vec3\n}\n\nexport interface AnimationKey {\n /** Seconds from the start of the clip. */\n t: number\n /** Pose of the item's root. */\n position?: Vec3\n rotation?: Vec3\n /** Poses of named parts: the key is a destruction part id (a pistol `reload` moves `mag`; a car door `open` rotates `door_l`). */\n parts?: Record<string, AnimationPose>\n}\n\nexport interface AnimationEventSpec {\n /** Seconds from the start of the clip. */\n t: number\n /** snake_case type the host maps (`sound`, `eject_casing`, `door_latch`...). */\n type: string\n data?: Record<string, unknown>\n /**\n * Seconds of real time the event fires before `t`, not stretched with the clip: a recorded sound whose hit comes that long after its start\n * (the click of a magazine seating) starts early so the hit lands on `t`. The player passes the lead it could apply as `data.lead`.\n */\n lead?: number\n}\n\n/** A use animation a module brings with its item. Poses between keys are interpolated by the player (the test room does it linearly). */\nexport interface AnimationClipSpec {\n /** snake_case: `reload`, `open`, `drink`... Unique within the item. */\n id: string\n /** Seconds. */\n duration: number\n keys: AnimationKey[]\n events?: AnimationEventSpec[]\n}\n\n/** What an item exposes when it brings its own animations. */\nexport interface ItemAnimationContract {\n animations: AnimationClipSpec[]\n}\n\nconst finite3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === 'number' && Number.isFinite(n))\n\n/**\n * Problems with a clip (empty when it is valid): a snake_case id, a positive finite duration, at least one key, key and event times inside\n * `[0, duration]` and not going backwards, finite vectors, every named part one of `partIds`, event types that are non-empty strings and\n * JSON-serializable event data.\n */\nexport const checkAnimation = (clip: AnimationClipSpec, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const parts = new Set(partIds)\n const id = String(clip?.id ?? '')\n if (!/^[a-z][a-z0-9_]*$/.test(id)) problems.push(`clip id \"${id}\" must be snake_case`)\n const label = `clip \"${id}\"`\n if (!(typeof clip?.duration === 'number' && Number.isFinite(clip.duration) && clip.duration > 0)) problems.push(`${label} needs a positive finite duration`)\n const dur = typeof clip?.duration === 'number' && clip.duration > 0 ? clip.duration : Infinity\n if (!Array.isArray(clip?.keys) || clip.keys.length === 0) {\n problems.push(`${label} needs at least one key`)\n return { ok: false, problems }\n }\n let prev = -Infinity\n clip.keys.forEach((k, i) => {\n if (!(typeof k.t === 'number' && Number.isFinite(k.t)) || k.t < 0 || k.t > dur + 1e-9) problems.push(`${label} key ${i} has t=${String(k.t)} outside 0..${dur}`)\n else if (k.t < prev) problems.push(`${label} key ${i} goes back in time (${k.t} < ${prev})`)\n else prev = k.t\n for (const f of ['position', 'rotation'] as const) if (k[f] !== undefined && !finite3(k[f])) problems.push(`${label} key ${i} has an invalid ${f}`)\n for (const [pid, pose] of Object.entries(k.parts ?? {})) {\n if (!parts.has(pid)) problems.push(`${label} key ${i} moves unknown part \"${pid}\"`)\n for (const f of ['position', 'rotation'] as const) if (pose?.[f] !== undefined && !finite3(pose[f])) problems.push(`${label} key ${i} part \"${pid}\" has an invalid ${f}`)\n }\n })\n let prevEv = -Infinity\n ;(clip.events ?? []).forEach((e, i) => {\n if (!(typeof e.t === 'number' && Number.isFinite(e.t)) || e.t < 0 || e.t > dur + 1e-9) problems.push(`${label} event ${i} has t=${String(e.t)} outside 0..${dur}`)\n else if (e.t < prevEv) problems.push(`${label} event ${i} goes back in time`)\n else prevEv = e.t\n if (typeof e.type !== 'string' || e.type === '') problems.push(`${label} event ${i} needs a type`)\n try {\n JSON.stringify(e.data ?? {})\n } catch {\n problems.push(`${label} event ${i} data is not JSON`)\n }\n })\n return { ok: problems.length === 0, problems }\n}\n","import type { AnimationClipSpec, AnimationEventSpec, AnimationPose } from './animation'\nimport { checkAnimation } from './animation'\nimport type { HostEvent } from './module'\n\n/** Clips a tool can bring, one per move of its cycle. A tool brings the ones it has; a missing clip is simply not played. */\nexport const TOOL_CLIP = {\n DRAW: 'draw',\n SHOT: 'shot',\n MISFIRE: 'misfire',\n EMPTY: 'empty',\n CYCLE: 'cycle',\n RELOAD: 'reload',\n FEED: 'feed',\n FAULT: 'fault',\n CLEAR: 'clear',\n SAFETY_ON: 'safety_on',\n SAFETY_OFF: 'safety_off',\n MODE: 'mode',\n /** A throwable with the pin out, held until it is thrown. */\n COOK: 'cook',\n /** The stock folds, unfolds, slides in or out (variants `fold`, `unfold`, `collapse`, `extend`). */\n STOCK: 'stock',\n /** A light or a laser is switched (variants `on`, `off`). */\n TOGGLE: 'toggle',\n} as const\nexport type ToolClipId = (typeof TOOL_CLIP)[keyof typeof TOOL_CLIP]\n\n/** What a renderer does when a rule event arrives. `variant` picks `<clip>_<variant>` when the tool has it, else `<clip>`. */\nexport type ToolAnimationStep =\n | { readonly type: 'play'; readonly clip: ToolClipId; readonly variant?: string; readonly duration?: number; readonly repeat?: number }\n /** Move the clip that is playing to the marker (a clip event `stage` with `data.stage`) the rule just reached. */\n | { readonly type: 'sync'; readonly stage: string }\n /** The rule says the phase is over: the clip jumps to its end if it is still running. */\n | { readonly type: 'finish'; readonly clip: ToolClipId }\n\nconst stockVariant = (event: Extract<HostEvent, { type: 'stock' }>): string => {\n const isFolding = event.kind === undefined ? false : event.kind.includes('fold')\n if (event.state === 'collapsed') return isFolding ? 'fold' : 'collapse'\n return isFolding ? 'unfold' : 'extend'\n}\n\n/** The move a host event asks of the tool in hand, or null when it has no motion. */\nexport const toolAnimationStep = (event: HostEvent): ToolAnimationStep | null => {\n switch (event.type) {\n case 'tool':\n return { type: 'play', clip: TOOL_CLIP.DRAW, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'shot':\n return { type: 'play', clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) }\n case 'misfire':\n return { type: 'play', clip: TOOL_CLIP.MISFIRE }\n case 'empty':\n return { type: 'play', clip: TOOL_CLIP.EMPTY }\n case 'mode':\n return { type: 'play', clip: TOOL_CLIP.MODE, variant: event.mode }\n case 'fault':\n return { type: 'play', clip: TOOL_CLIP.FAULT, variant: event.fault }\n case 'clear':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CLEAR }\n return { type: 'play', clip: TOOL_CLIP.CLEAR, variant: event.fault, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'safety':\n return { type: 'play', clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF }\n case 'cycle':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CYCLE }\n return { type: 'play', clip: TOOL_CLIP.CYCLE, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'reload':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.RELOAD }\n return { type: 'play', clip: TOOL_CLIP.RELOAD, ...(event.kind === undefined ? {} : { variant: event.kind }), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'stage':\n return { type: 'sync', stage: event.stage }\n case 'feed':\n return { type: 'play', clip: TOOL_CLIP.FEED }\n case 'cook':\n if (event.phase === 'start') return { type: 'play', clip: TOOL_CLIP.COOK, duration: event.fuse }\n return { type: 'finish', clip: TOOL_CLIP.COOK }\n case 'stock':\n return { type: 'play', clip: TOOL_CLIP.STOCK, variant: stockVariant(event), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'toggle':\n return { type: 'play', clip: TOOL_CLIP.TOGGLE, variant: event.on ? 'on' : 'off' }\n default:\n return null\n }\n}\n\n/** Where a renderer puts the poses: every part of the tool by id (the ids the clips move), and the whole tool. Poses are offsets from rest. */\nexport interface ToolRig {\n setPartPose(partId: string, pose: AnimationPose): void\n setRootPose?(pose: AnimationPose): void\n}\n\n/** Clips by id, with the variants as `<clip>_<variant>`. */\nexport type ToolClipSet = Readonly<Record<string, AnimationClipSpec>>\n\n/** A renderer's tool animator: feed it the host events and the frame time. */\nexport interface ToolAnimator {\n handle(event: HostEvent): void\n update(dt: number): void\n /** Ids of the clips playing now. */\n readonly playing: readonly string[]\n dispose(): void\n}\n\nexport const STAGE_EVENT = 'stage'\n\n/** The clip with its times (keys and events) scaled so that it lasts `duration` seconds. */\nexport const scaleClip = (clip: AnimationClipSpec, duration: number): AnimationClipSpec => {\n const factor = clip.duration > 0 ? duration / clip.duration : 1\n return {\n ...clip,\n duration,\n keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}),\n }\n}\n\nconst ZERO: [number, number, number] = [0, 0, 0]\nconst mix = (from: readonly number[], to: readonly number[], fraction: number): [number, number, number] => [\n (from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,\n (from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,\n (from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction,\n]\n\n/** Pose of the whole tool (`partId` undefined) or of one part at `time`, linear between keys; a key that does not name it means rest. */\nexport const sampleClip = (clip: AnimationClipSpec, partId: string | undefined, time: number): { position: [number, number, number]; rotation: [number, number, number] } => {\n const points = clip.keys.map((key) => {\n const pose = partId === undefined ? key : key.parts?.[partId]\n return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO }\n })\n const first = points[0]\n if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO })\n const last = points[points.length - 1]\n if (!last) return { position: ZERO, rotation: ZERO }\n if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) }\n const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)))\n const from = points[index]\n const to = points[index + 1]\n if (!from || !to) return { position: ZERO, rotation: ZERO }\n const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0\n return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) }\n}\n\n/** Problems with a clip set (empty when valid): each key is the clip id (or `<clip>_<variant>`), every clip passes `checkAnimation`, and a `stage` event names its stage. */\nexport const checkToolClips = (clips: ToolClipSet, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const parts = [...partIds]\n const problems: string[] = []\n for (const [key, clip] of Object.entries(clips)) {\n if (clip.id !== key) problems.push(`clip \"${key}\" has the id \"${clip.id}\"`)\n if (!(clip.duration > 0)) problems.push(`clip \"${key}\" has no duration`)\n problems.push(...checkAnimation(clip, parts).problems)\n for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== 'string') problems.push(`clip \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n /** The clips being played with the time each has reached and the clip itself (scaled to the duration the rule gave), for a renderer that has to follow what the clip does now (the hands working a part). */\n readonly running: ReadonlyArray<{ readonly name: string; readonly time: number; readonly clip: AnimationClipSpec }>\n}\n\n/**\n * The clip with every event that has a `lead` moved that many seconds earlier, the lead it got in `data.lead`. A led event never goes before 0\n * nor before the event written ahead of it (a fast clip keeps its order: the lead shrinks). Run after `scaleClip`: the lead is real time, the\n * clip's stretch does not touch it.\n */\nexport const leadClipEvents = (clip: AnimationClipSpec): AnimationClipSpec => {\n const events = clip.events ?? []\n if (!events.some((event) => (event.lead ?? 0) > 0)) return clip\n let floor = 0\n const led = events.map((event) => {\n const lead = Math.max(0, Math.min(event.t - floor, event.lead ?? 0))\n const t = event.t - lead\n floor = Math.max(floor, t)\n if (event.lead === undefined) return event\n const moved: AnimationEventSpec = { ...event, t, data: lead > 0 ? { ...event.data, lead } : { ...event.data } }\n delete moved.lead\n return moved\n })\n return { ...clip, events: led }\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip\n const found = clips[name]\n return found ? { name, clip: found } : undefined\n }\n\n const render = (instance: Instance): void => {\n const time = Math.min(instance.time, instance.clip.duration)\n const root = sampleClip(instance.clip, undefined, time)\n if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root)\n const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})))\n for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time))\n }\n\n const fireEvents = (instance: Instance, upTo: number): void => {\n const events = instance.clip.events ?? []\n while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {\n const event = events[instance.fired]\n instance.fired += 1\n if (event) onEvent?.(event, instance.name)\n }\n }\n\n return {\n apply(step) {\n if (step.type === 'sync') {\n for (const instance of instances) {\n const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage)\n if (marker && instance.time < marker.t) instance.time = marker.t\n }\n return\n }\n if (step.type === 'finish') {\n for (const instance of instances) {\n if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue\n fireEvents(instance, instance.clip.duration)\n instance.time = instance.clip.duration\n }\n return\n }\n const found = find(step.clip, step.variant)\n if (!found) return\n const clip = leadClipEvents(step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip)\n const interval = options.repeatInterval?.() ?? 0.1\n instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0)\n for (let round = 0; round < (step.repeat ?? 1); round++) {\n instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 })\n }\n },\n update(dt) {\n for (const instance of instances) {\n const carried = instance.delay > 0 ? dt - instance.delay : dt\n if (instance.delay > 0) {\n instance.delay = Math.max(0, instance.delay - dt)\n if (instance.delay > 0) continue\n }\n instance.time += carried\n fireEvents(instance, instance.time)\n render(instance)\n }\n instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration)\n },\n get playing() {\n return instances.map((instance) => instance.name)\n },\n get running() {\n return instances.filter((instance) => instance.delay <= 0).map((instance) => ({ name: instance.name, time: instance.time, clip: instance.clip }))\n },\n }\n}\n","export const FRAME_PHASES = ['input', 'fixedSimulate', 'lateSimulate', 'present', 'render', 'idle'] as const\nexport type FramePhase = (typeof FRAME_PHASES)[number]\n\n/**\n * Presentation work a system leaves for later frames, run in small units within a shared time budget.\n * Never simulation: nothing that consumes a seeded generator or decides an outcome may wait in a queue.\n */\nexport interface DeferredQueue {\n /** Stable name for stats and logs (see `DEFERRED_QUEUE_ID`). */\n readonly id: string\n /**\n * Units waiting. 0 means idle; the budget skips the queue without calling `run`. `frame` is the budget's frame counter: a queue may\n * report 0 for the rest of a frame (the crease queue does in the frame a panel was torn). Same value for repeated calls in one frame.\n */\n pending(frame?: number): number\n /**\n * Runs units in order until `clock() >= deadline`. Contract: when `pending() > 0` it runs **at least one** unit, even with a deadline\n * already past; it never runs a unit after it saw the deadline pass. Returns how many units it ran.\n */\n run(deadline: number, clock: () => number): number\n /** Runs everything now (synchronous step, clear, dispose). */\n flush(): void\n /**\n * Called by `budget.register`: from now on the owner stops draining on its own (no MessageChannel, no drain inside `update`).\n * Never called by a getter; a queue nobody registered keeps today's internal draining.\n */\n attach?(): void\n /** Called by the unregister function and by `budget.dispose`: the owner goes back to its internal draining. */\n detach?(): void\n}\n\n/** Where a module registers a deferred queue with the host's budget. */\nexport interface DeferredQueueOptions {\n /** Higher runs first. See DEFERRED_PRIORITY. */\n readonly priority: number\n /** `present` runs before the render (the work must show this frame); `idle` runs after it. Default `idle`. */\n readonly phase?: 'present' | 'idle'\n /** Starvation guard: the queue runs at least one unit every this many frames, even with the budget spent. Default 4. */\n readonly minEveryFrames?: number\n /** Milliseconds of every frame kept for this queue before the others share the rest (when it has work). Default 0. */\n readonly reserveMs?: number\n}\n\n/** The ids of the kit's queues: what `DeferredQueue.id` says and what `DEFERRED_PRIORITY` is keyed by. */\nexport const DEFERRED_QUEUE_ID = {\n DESTRUCTION_EVENTS: 'destruction.events',\n BREACH_PAINT: 'floorplan.breach-paint',\n AUDIO_VOICES: 'audio.voices',\n VEHICLE_CREASE: 'vehicles.crease',\n} as const\n\n/** Default priorities and reserves of the kit's queues; a host may override any of them. */\nexport const DEFERRED_PRIORITY = {\n [DEFERRED_QUEUE_ID.DESTRUCTION_EVENTS]: { priority: 300, phase: 'present' },\n [DEFERRED_QUEUE_ID.BREACH_PAINT]: { priority: 250, phase: 'present' },\n [DEFERRED_QUEUE_ID.AUDIO_VOICES]: { priority: 200, phase: 'idle', reserveMs: 1 },\n [DEFERRED_QUEUE_ID.VEHICLE_CREASE]: { priority: 100, phase: 'idle' },\n} as const satisfies Readonly<Record<string, DeferredQueueOptions>>\n\nexport interface DeferredQueueReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\n/**\n * Checks the `DeferredQueue` contract. `fill` leaves the queue with at least two units waiting (the same call is made on a fresh queue).\n * It cannot prove the queue only carries presentation work: that is a rule of review.\n */\nexport function checkDeferredQueue(queue: DeferredQueue, fill: () => void): DeferredQueueReport {\n const problems: string[] = []\n fill()\n const waiting = queue.pending(1)\n if (waiting < 2) problems.push(`fill() must leave at least 2 units waiting (pending is ${waiting})`)\n if (queue.pending(1) !== waiting) problems.push('pending(frame) changed between two calls in the same frame')\n const ran = queue.run(0, () => 1)\n if (ran !== 1) problems.push(`run with a deadline already past must run exactly one unit (ran ${ran})`)\n if (waiting >= 2 && queue.pending(2) !== waiting - 1) problems.push(`one unit ran but pending went from ${waiting} to ${queue.pending(2)}`)\n try {\n queue.attach?.()\n queue.attach?.()\n queue.detach?.()\n queue.detach?.()\n } catch (error) {\n problems.push(`attach/detach must be idempotent: ${error instanceof Error ? error.message : String(error)}`)\n }\n queue.flush()\n if (queue.pending(3) !== 0) problems.push(`flush must leave nothing pending (pending is ${queue.pending(3)})`)\n if (queue.run(0, () => 1) !== 0) problems.push('run on an empty queue must run no unit')\n return { ok: problems.length === 0, problems }\n}\n","const WARNED_KEY = Symbol.for('@adatechnology/game-contracts.warned')\n\ntype WarnedHolder = { [WARNED_KEY]?: Set<string> }\n\nconst warnedKeys = (): Set<string> => {\n const holder = globalThis as WarnedHolder\n return (holder[WARNED_KEY] ??= new Set<string>())\n}\n\ndeclare const process: { readonly env: { readonly NODE_ENV?: string } }\n\n// The literal `process.env.NODE_ENV` is what bundlers replace; where there is no `process` the reference throws and counts as development.\nconst isProduction = (): boolean => {\n try {\n return process.env.NODE_ENV === 'production'\n } catch {\n return false\n }\n}\n\nconst isQuiet = (): boolean => (globalThis as { __GAME_KIT_QUIET__?: unknown }).__GAME_KIT_QUIET__ === true\n\n/**\n * Warns on the console the first time `key` is seen, and only outside production and when `globalThis.__GAME_KIT_QUIET__` is not `true`: for a silent fallback that keeps working (an adapter that made its own effects\n * world or audio engine because the host lent none). The seen keys live on `globalThis`, so several bundles of the kit on one page warn once together.\n */\nexport const warnOnce = (key: string, message: string): void => {\n if (isQuiet() || isProduction()) return\n const seen = warnedKeys()\n if (seen.has(key)) return\n seen.add(key)\n console.warn(`[game-kit] ${message}`)\n}\n\n/** Forgets what `warnOnce` has seen (tests that count warnings). */\nexport const resetWarnOnce = (): void => warnedKeys().clear()\n","import { warnOnce } from './warn'\n\ntype PlainObject = Record<string, unknown>\ntype Entry = { readonly id: string }\n\n/** Keys that would reach the prototype of the result when a patch comes from parsed JSON. */\nconst UNSAFE_KEYS: ReadonlySet<string> = new Set(['__proto__', 'constructor', 'prototype'])\n\nconst isPlainObject = (value: unknown): value is PlainObject =>\n typeof value === 'object' && value !== null && !Array.isArray(value) && Object.getPrototypeOf(value) === Object.prototype\n\n/** Recursively optional; arrays and functions are replaced as a whole, objects are merged. */\nexport type DeepPartial<TValue> = TValue extends (...args: never[]) => unknown\n ? TValue\n : TValue extends readonly unknown[]\n ? TValue\n : TValue extends object\n ? { [TKey in keyof TValue]?: DeepPartial<TValue[TKey]> }\n : TValue\n\n/** Merges `patch` over `base`: plain objects merge field by field, arrays, functions and primitives replace. `undefined` in the patch is ignored. */\nexport const deepMerge = <TBase extends object>(base: TBase, patch: object | undefined): TBase => {\n if (!patch) return base\n const result: PlainObject = { ...(base as PlainObject) }\n for (const [key, value] of Object.entries(patch)) {\n if (value === undefined || UNSAFE_KEYS.has(key)) continue\n const current = result[key]\n result[key] = isPlainObject(current) && isPlainObject(value) ? deepMerge(current, value) : value\n }\n return result as TBase\n}\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id; a patch for an id that does not exist is ignored (and warned about once, in development). */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, DeepPartial<TEntry> | Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, deepMerge(entry, patch))\n else warnOnce(`registry.patch.${id}`, `patch for \"${id}\" ignored: no entry has that id`)\n }\n}\n\n/** Takes the ids out; an id that does not exist is ignored (and warned about once, in development). */\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) {\n if (!entries.delete(id)) warnOnce(`registry.remove.${id}`, `remove of \"${id}\" ignored: no entry has that id`)\n }\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The bench of a module: controls, layers and counters it declares as data. The host keeps the values, draws them in a generic way and hands\n * every change back through `ModuleHost.bench`. Nothing here is specific to a kind of module.\n */\nexport type ControlValue = number | boolean | string\n\nexport interface ChoiceOption {\n readonly id: string\n readonly name: string\n /** Heading the host lists the option under (`optgroup`, a grouped row of buttons). Options of a group must sit next to each other. */\n readonly group?: string\n}\n\ninterface ControlBase {\n /** snake_case, unique across the module's controls, layers and metrics. */\n readonly id: string\n /** Display name, already translated for the locale the host asked for. */\n readonly name: string\n readonly hint?: string\n readonly hidden?: boolean\n /**\n * The change (or the press, for an action) takes a noticeable time, a third of a second or more: the host shows its loading indicator while it works, with this text, or the control's name for `true`.\n * Only the host's own controls panel does it; a change made through `TestRoom.bench().set / act` runs at once.\n */\n readonly slow?: boolean | string\n}\n\nexport interface NumberControl extends ControlBase {\n readonly kind: 'number'\n readonly min: number\n readonly max: number\n readonly step?: number\n readonly unit?: string\n readonly default: number\n}\n\nexport interface BooleanControl extends ControlBase {\n readonly kind: 'boolean'\n readonly default: boolean\n}\n\nexport interface ChoiceControl extends ControlBase {\n readonly kind: 'choice'\n readonly options: readonly ChoiceOption[]\n readonly default: string\n}\n\n/** A button: no value, only the press. */\nexport interface ActionControl extends ControlBase {\n readonly kind: 'action'\n}\n\nexport type ModuleControl = NumberControl | BooleanControl | ChoiceControl | ActionControl\n\n/** Something of the module the viewer turns on or off (smoke, flash, casings). */\nexport interface ModuleLayer {\n readonly id: string\n readonly name: string\n /** On unless `false`. */\n readonly default?: boolean\n}\n\n/** Pulled: the room calls read only when it samples (~4 Hz, or on TestRoom.metrics()). */\nexport interface ModuleMetric {\n readonly id: string\n readonly name: string\n readonly unit?: string\n /** Budget: the host shows a bar and warns past it. */\n readonly max?: number\n readonly digits?: number\n read(): number | string\n}\n\nexport type BenchChange =\n | { readonly kind: 'control'; readonly id: string; readonly value: ControlValue }\n | { readonly kind: 'layer'; readonly id: string; readonly on: boolean }\n | { readonly kind: 'action'; readonly id: string }\n\nexport interface ControlPatch {\n readonly hidden?: boolean\n readonly disabled?: boolean\n readonly options?: readonly ChoiceOption[]\n readonly value?: ControlValue\n}\n\n/** What the host lends a module that declares a bench: the current values and the changes. */\nexport interface ModuleBench {\n value(id: string): ControlValue | undefined\n layer(id: string): boolean\n /** Right after attach returns, the host sends one change per control (not actions) and per layer, in declaration order. */\n onChange(listener: (change: BenchChange) => void): () => void\n /** `value` sets without emitting (no echo loops); `options` falls back to the first option if the value is no longer offered. */\n patch(id: string, patch: ControlPatch): void\n /** Move the host camera (a near / middle / far choice). */\n look(eye: Vec3, target: Vec3): void\n /** Shows a sheet on the host's panel, or takes it down with `null`. A host without a sheet area ignores it. */\n sheet?(sheet: BenchSheet | null): void\n}\n\n/**\n * A card of text the module puts on the host's panel (the sheet of an effect, of a weapon): what it is, its numbers, its steps, its colours and,\n * optionally, a strip of segments over time. Names and texts are already translated for the host's locale.\n */\nexport interface BenchSheet {\n readonly kicker?: string\n readonly title: string\n readonly body?: string\n readonly facts?: readonly { readonly label: string; readonly value: string }[]\n readonly steps?: readonly { readonly at: string; readonly text: string }[]\n readonly swatches?: readonly { readonly color: string; readonly name: string }[]\n readonly note?: string\n /** A strip of named segments (seconds), with tick marks and a playhead that follows the module metric `metric`. */\n readonly timeline?: {\n readonly segments: readonly { readonly name: string; readonly start: number; readonly end: number; readonly color: string }[]\n readonly ticks: readonly number[]\n readonly metric: string\n }\n}\n\nexport interface BenchReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\nexport interface BenchDeclaration {\n readonly controls?: readonly ModuleControl[]\n readonly layers?: readonly ModuleLayer[]\n readonly metrics?: readonly ModuleMetric[]\n}\n\nconst SNAKE_CASE = /^[a-z][a-z0-9_]*$/\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\n\nfunction checkControl(control: ModuleControl, problems: string[]): void {\n const label = `control \"${control.id}\"`\n if (control.kind === 'number') {\n if (!finite(control.min) || !finite(control.max) || control.min >= control.max) problems.push(`${label} needs min < max`)\n if (control.step !== undefined && !(finite(control.step) && control.step > 0)) problems.push(`${label} needs a step > 0`)\n if (!finite(control.default) || control.default < control.min || control.default > control.max) problems.push(`${label} default ${String(control.default)} is outside ${control.min}..${control.max}`)\n return\n }\n if (control.kind !== 'choice') return\n if (control.options.length === 0) {\n problems.push(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n const groups = new Set<string>()\n let previousGroup: string | undefined\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n if (option.group !== undefined && (typeof option.group !== 'string' || option.group === '')) problems.push(`${label} option \"${option.id}\" has an empty group`)\n else if (option.group !== undefined && option.group !== previousGroup && groups.has(option.group)) problems.push(`${label} group \"${option.group}\" is split: its options must be next to each other`)\n if (typeof option.group === 'string' && option.group !== '') groups.add(option.group)\n previousGroup = option.group\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them, each group in one run; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${kind} id \"${id}\" must be snake_case`)\n if (ids.has(id)) problems.push(`duplicate id \"${id}\" across controls, layers and metrics`)\n ids.add(id)\n }\n for (const control of declared.controls ?? []) {\n claim('control', control.id)\n checkControl(control, problems)\n }\n for (const layer of declared.layers ?? []) claim('layer', layer.id)\n for (const metric of declared.metrics ?? []) {\n claim('metric', metric.id)\n if (metric.max !== undefined && !(finite(metric.max) && metric.max > 0)) problems.push(`metric \"${metric.id}\" needs a max > 0`)\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The weather, light and ground as the world is right now. Written by whoever drives the weather, read by whoever reacts to it. */\nexport interface EnvironmentState {\n /** Rain in mm/h; 0 is dry. */\n readonly rain: number\n /** Wind in m/s along x and z, and its strength (the length of that vector). */\n readonly windX: number\n readonly windZ: number\n readonly windSpeed: number\n /** Strongest gust in m/s. */\n readonly gust: number\n /** Render fog far distance in metres. */\n readonly fogFar: number\n /** How far one can see for gameplay, in metres (not the render fog). */\n readonly visibility: number\n /** 0 is full daylight, 1 is the darkest night. */\n readonly nightFactor: number\n readonly temperatureC: number\n /** Wet ground, 0..1: rises with rain and dries after it stops. */\n readonly wetness: number\n}\n\nexport type EnvironmentKey = keyof EnvironmentState\n\n/** A calm dry day (the normal world, before anything went wrong). */\nexport const DEFAULT_ENVIRONMENT: EnvironmentState = {\n rain: 0,\n windX: 0,\n windZ: 0,\n windSpeed: 0,\n gust: 0,\n fogFar: 220,\n visibility: 220,\n nightFactor: 0,\n temperatureC: 20,\n wetness: 0,\n}\n\n/** The host's environment (`ModuleHost.environment`): a store the weather module writes to and the others read. */\nexport interface EnvironmentBus {\n get(): EnvironmentState\n /** Merges `patch` into the state; listeners hear it only when a value really changed. */\n set(patch: Partial<EnvironmentState>): void\n /** Hears every change with the keys that changed. Returns the unsubscribe function. */\n on(listener: (state: EnvironmentState, changed: readonly EnvironmentKey[]) => void): () => void\n}\n\n/** A plain store that implements the bus; the test room and tests use it, a game may bring its own. */\nexport function createEnvironmentBus(initial: Partial<EnvironmentState> = {}): EnvironmentBus {\n let state: EnvironmentState = { ...DEFAULT_ENVIRONMENT, ...initial }\n const listeners = new Set<(state: EnvironmentState, changed: readonly EnvironmentKey[]) => void>()\n return {\n get: () => state,\n set(patch) {\n const changed = (Object.keys(patch) as EnvironmentKey[]).filter((key) => patch[key] !== undefined && patch[key] !== state[key])\n if (changed.length === 0) return\n const next = { ...state } as { -readonly [Key in EnvironmentKey]: number }\n for (const key of changed) next[key] = patch[key] as number\n state = next\n for (const listener of [...listeners]) listener(state, changed)\n },\n on(listener) {\n listeners.add(listener)\n return () => void listeners.delete(listener)\n },\n }\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nimport type { DeepPartial } from './registry'\n\n/** One category (kind) of items. Defaults and required contracts are inherited from the `extends` chain. */\nexport interface CategoryDef<TDefaults extends object = Record<string, unknown>> {\n readonly id: string\n /** Parent category id; the child inherits its defaults and its required contracts. */\n readonly extends?: string\n /** Field values every entry of this kind starts with; objects merge down the chain, arrays replace. */\n readonly defaults?: DeepPartial<TDefaults>\n /** Contract ids (`ContractChecker.id`) every entry of this kind, or of a descendant, must satisfy. */\n readonly requires?: readonly string[]\n /** An abstract category only groups: entries cannot declare it directly, only its descendants. */\n readonly abstract?: boolean\n}\n\n/** Where a checker is being run: the entry's kind and the chain of categories root first. */\nexport interface ContractContext {\n readonly kind: string\n readonly chain: readonly string[]\n}\n\n/** A named contract: returns the problems of an entry, each a short phrase like `missing leftover.despawnSeconds`. Empty means it holds. */\nexport interface ContractChecker<TEntry> {\n readonly id: string\n check(entry: TEntry, ctx: ContractContext): string[]\n}\n\nexport interface CategoryOptions {\n /** Categories added to the shipped ones; the same id replaces. */\n readonly extra?: readonly CategoryDef[]\n /** Partial changes by id, applied after `extra`. */\n readonly patches?: Readonly<Record<string, DeepPartial<CategoryDef> | Partial<CategoryDef>>>\n /** Ids taken out of the tree (their children are then reported by `check()`). */\n readonly remove?: readonly string[]\n}\n\nexport interface CategoryRegistry {\n get(id: string): CategoryDef | undefined\n has(id: string): boolean\n ids(): string[]\n /** Root first, ending at `id`. Throws on an unknown id, an unknown parent or a cycle. */\n chain(id: string): string[]\n /** `defaults` merged along the chain, root first, so the closest category wins. */\n defaults(id: string): Record<string, unknown>\n /** Union of `requires` along the chain, order kept, without duplicates. */\n requires(id: string): string[]\n /** True when `id` is `ancestorId` or descends from it. */\n isA(id: string, ancestorId: string): boolean\n /** Problems in the tree itself: duplicate ids, unknown `extends`, cycles. */\n check(): string[]\n}\n\nexport interface CategorizedOptions {\n /** Field of the entry that names its category. Default `kind`. */\n readonly kindField?: string\n /** Known gaps by entry id: problems starting with one of these texts go to `allowed`, so the list can shrink over time. */\n readonly allow?: Readonly<Record<string, readonly string[]>>\n}\n\nexport interface CategorizedReport {\n readonly ok: boolean\n readonly problems: string[]\n readonly allowed: string[]\n}\n\nexport const defineCategories = (defs: readonly CategoryDef[], options: CategoryOptions = {}): CategoryRegistry => {\n const problems: string[] = []\n const duplicates = (list: readonly CategoryDef[]): void => {\n const ids = new Set<string>()\n for (const def of list) {\n if (ids.has(def.id)) problems.push(`duplicate category \"${def.id}\"`)\n ids.add(def.id)\n }\n }\n duplicates(defs)\n duplicates(options.extra ?? [])\n\n const entries = mergeById(defs, options.extra)\n applyPatches(entries, options.patches)\n removeIds(entries, options.remove)\n\n const chain = (id: string): string[] => {\n const path: string[] = []\n let current: string | undefined = id\n while (current !== undefined) {\n const def = entries.get(current)\n if (!def) throw new Error(path.length === 0 ? `unknown category \"${current}\"` : `category \"${path[0]}\" has unknown parent \"${current}\"`)\n if (path.includes(current)) throw new Error(`category cycle: ${[...path, current].reverse().join(' -> ')}`)\n path.push(current)\n current = def.extends\n }\n return path.reverse()\n }\n\n const registry: CategoryRegistry = {\n get: (id) => entries.get(id),\n has: (id) => entries.has(id),\n ids: () => [...entries.keys()],\n chain,\n defaults: (id) => chain(id).reduce<Record<string, unknown>>((acc, ancestor) => deepMerge(acc, entries.get(ancestor)?.defaults), {}),\n requires: (id) => {\n const out: string[] = []\n for (const ancestor of chain(id)) for (const contract of entries.get(ancestor)?.requires ?? []) if (!out.includes(contract)) out.push(contract)\n return out\n },\n isA: (id, ancestorId) => {\n try {\n return chain(id).includes(ancestorId)\n } catch {\n return false\n }\n },\n check: () => {\n const found = [...problems]\n for (const [id, def] of entries) {\n if (def.extends !== undefined && !entries.has(def.extends)) found.push(`category \"${id}\" extends unknown \"${def.extends}\"`)\n else {\n try {\n chain(id)\n } catch (error) {\n const message = (error as Error).message\n // The same cycle is found from each of its members; the dedupe keeps one line per distinct message.\n if (message.startsWith('category cycle') && !found.includes(message)) found.push(message)\n }\n }\n }\n return found\n },\n }\n return registry\n}\n\n/** The entry with the defaults of its category underneath: the entry wins, objects merge, arrays replace. */\nexport const resolveEntry = <TEntry extends object>(registry: CategoryRegistry, entry: TEntry, kindField = 'kind'): TEntry =>\n deepMerge(registry.defaults(String((entry as Record<string, unknown>)[kindField])) as TEntry, entry)\n\n/** Checks that each entry has a known, concrete kind and satisfies every contract its chain requires. */\nexport const checkCategorized = <TEntry extends { readonly id: string }>(\n entries: readonly TEntry[],\n registry: CategoryRegistry,\n checkers: readonly ContractChecker<TEntry>[],\n options: CategorizedOptions = {},\n): CategorizedReport => {\n const kindField = options.kindField ?? 'kind'\n const byId = new Map(checkers.map((checker) => [checker.id, checker]))\n const problems: string[] = [...registry.check()]\n const allowed: string[] = []\n\n for (const entry of entries) {\n const kind = String((entry as Record<string, unknown>)[kindField])\n if (!registry.has(kind)) {\n problems.push(`\"${entry.id}\" has unknown kind \"${kind}\"`)\n continue\n }\n if (registry.get(kind)?.abstract) {\n problems.push(`\"${entry.id}\" has abstract kind \"${kind}\"`)\n continue\n }\n let path: string[]\n try {\n path = registry.chain(kind)\n } catch (error) {\n problems.push(`\"${entry.id}\" (${kind}): ${(error as Error).message}`)\n continue\n }\n const resolved = resolveEntry(registry, entry, kindField)\n for (const contract of registry.requires(kind)) {\n const owner = path.find((ancestor) => registry.get(ancestor)?.requires?.includes(contract)) ?? kind\n const checker = byId.get(contract)\n if (!checker) {\n problems.push(`kind \"${kind}\" requires contract \"${contract}\" but no checker is registered`)\n continue\n }\n const prefix = `\"${entry.id}\" (${kind}): `\n for (const problem of checker.check(resolved, { kind, chain: path })) {\n const text = `${prefix}${problem}, required by ${owner}`\n if ((options.allow?.[entry.id] ?? []).some((start) => problem.startsWith(start))) allowed.push(text)\n else problems.push(text)\n }\n }\n }\n return { ok: problems.length === 0, problems: [...new Set(problems)], allowed }\n}\n","/**\n * Where a drawn object comes from. Every builder of the kit that draws a piece (a car of the fleet, a house or a wall, a piece of furniture, a person, an\n * animal, a plant, an item, a weapon) marks the root it returns, and every renderer that draws for the room (effects, debris, liquids, the room itself)\n * marks its own roots, so a host can tell a piece of the kit from something drawn on the spot. Duck-typed on three.js objects (`userData`, `parent`,\n * `children`), so the contracts stay free of three.js.\n */\nexport const KIT_ORIGIN_KEY = 'kitOrigin'\n\n/** What drew an object: the package and the kind of piece (`vehicle`, `structure`, `furniture`, `person`... or `effect`, `room` for what is not a piece). */\nexport interface KitOrigin {\n readonly owner: string\n readonly kind: string\n /** The catalogue id of the piece, when it has one. */\n readonly id?: string\n /** Drawn as a simple stand-in shape because the kit has no model of the piece yet (an item with no team model): a model still to make. */\n readonly standIn?: boolean\n}\n\ninterface Node {\n userData?: Record<string, unknown>\n parent?: Node | null\n children?: readonly Node[]\n name?: string\n visible?: boolean\n isMesh?: boolean\n isPoints?: boolean\n isLine?: boolean\n isSprite?: boolean\n}\n\n/** Marks `object` as drawn by `origin.owner` and returns it. */\nexport function markKitOrigin<T>(object: T, origin: KitOrigin): T {\n const node = object as unknown as Node\n node.userData = node.userData ?? {}\n node.userData[KIT_ORIGIN_KEY] = { ...origin }\n return object\n}\n\n/** The origin of the object or of its nearest marked ancestor; null when nothing up the tree is marked. */\nexport function kitOriginOf(object: unknown): KitOrigin | null {\n for (let node = object as Node | null | undefined; node; node = node.parent) {\n const origin = node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined\n if (origin && typeof origin.owner === 'string') return origin\n }\n return null\n}\n\n/** A drawn thing that no builder of the kit marked: what was drawn on the spot. */\nexport interface UnmarkedDrawing {\n /** The names of the object and its named ancestors, outermost first. */\n readonly path: string\n readonly object: unknown\n}\n\n/** Every visible mesh, line, point cloud or sprite under `root` with no marked ancestor (`root` itself not counted as one). */\nexport function unmarkedDrawings(root: unknown): UnmarkedDrawing[] {\n const out: UnmarkedDrawing[] = []\n const pathOf = (node: Node): string => {\n const names: string[] = []\n for (let n: Node | null | undefined = node; n && n !== root; n = n.parent) if (n.name) names.push(n.name)\n return names.reverse().join(' > ') || '(no name)'\n }\n const walk = (node: Node, marked: boolean): void => {\n if (node.visible === false) return\n const here = marked || (node !== root && Boolean((node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined)?.owner))\n if (!here && (node.isMesh || node.isPoints || node.isLine || node.isSprite)) out.push({ path: pathOf(node), object: node })\n for (const child of node.children ?? []) walk(child, here)\n }\n walk(root as Node, false)\n return out\n}\n","/** A floor rectangle in an object's own space, metres (x across, z along). */\nexport interface Footprint {\n readonly minX: number\n readonly maxX: number\n readonly minZ: number\n readonly maxZ: number\n}\n\n/** What `footprintBlocker` reads of an object: its world matrix (three.js `Object3D`, duck-typed so the contracts stay free of three.js). */\nexport interface FootprintObject {\n readonly matrixWorld: { readonly elements: ArrayLike<number> }\n readonly parent?: unknown\n updateWorldMatrix?(updateParents: boolean, updateChildren: boolean): void\n}\n\n/**\n * The `ModuleHost.addBlocker` function of a solid object standing on the floor: the walking player stays out of `footprint`, a rectangle in the object's own space,\n * so the object blocks turned with it and follows it when it moves. An object out of the scene (no parent) blocks nothing.\n */\nexport function footprintBlocker(object: FootprintObject | (() => FootprintObject | null | undefined), footprint: Footprint | (() => Footprint | null | undefined)): (x: number, z: number, radius: number) => boolean {\n return (x, z, radius) => {\n const o = typeof object === 'function' ? object() : object\n const fp = typeof footprint === 'function' ? footprint() : footprint\n if (!o || !fp || !o.parent) return false\n o.updateWorldMatrix?.(true, false)\n const e = o.matrixWorld.elements\n // the world point in the object's own floor axes: its x and z columns are at right angles, so a projection on each (over its squared length, for a scale) inverts the matrix\n const dx = x - (e[12] as number)\n const dz = z - (e[14] as number)\n const ax = (e[0] as number) ** 2 + (e[1] as number) ** 2 + (e[2] as number) ** 2\n const az = (e[8] as number) ** 2 + (e[9] as number) ** 2 + (e[10] as number) ** 2\n const lx = (dx * (e[0] as number) + dz * (e[2] as number)) / (ax || 1)\n const lz = (dx * (e[8] as number) + dz * (e[10] as number)) / (az || 1)\n return lx > fp.minX - radius && lx < fp.maxX + radius && lz > fp.minZ - radius && lz < fp.maxZ + radius\n }\n}\n","/**\n * The sounds of a body (footsteps, jumps, landings, blows, hurt), as ids every package agrees on: the rule that knows what the body did\n * (`game-player`, a host's own player) names the sound, and the bank that knows how it sounds (`game-audio`'s `BODY_FOLEY_BANK`) answers it.\n * A game swaps the sound of an id (a sample instead of the synthesis) without touching the rule.\n */\n\n/** What the feet touch, by how it sounds (not by what it is made of: a wooden floor and a plywood board both sound `wood`). */\nexport const SURFACE_IDS = ['concrete', 'asphalt', 'wood', 'tile', 'dirt', 'grass', 'gravel', 'sand', 'metal', 'water', 'glass', 'carpet'] as const\nexport type SurfaceId = (typeof SURFACE_IDS)[number]\n\n/** The surface a body stands on when nobody says (the test room's floor is a concrete slab). */\nexport const DEFAULT_SURFACE: SurfaceId = 'concrete'\n\n/** How the feet move: a run hits harder and shorter; a crouched step is the walk, quieter. */\nexport const GAIT_IDS = ['walk', 'run'] as const\nexport type GaitId = (typeof GAIT_IDS)[number]\n\n/** How hard a landing is: `light` for a jump on the spot or a step down (up to about 5 m/s), `heavy` for a drop of more than a metre and a half. */\nexport const LANDING_IDS = ['light', 'heavy'] as const\nexport type LandingId = (typeof LANDING_IDS)[number]\n\n/** The fall speed (m/s) from which a landing is `heavy`. */\nexport const HEAVY_LANDING_SPEED = 5.5\n\nexport type FootstepSoundId = `footstep_${SurfaceId}_${GaitId}`\nexport type LandSoundId = `land_${SurfaceId}_${LandingId}`\n\n/**\n * How a blow is struck, by the body part or the tool that does it. `blade` stabs or slashes, `blunt` is a club, a bat, a pipe or a hammer, `chop` an\n * axe or a machete driven down.\n */\nexport const BLOW_IDS = ['punch', 'kick', 'shove', 'blade', 'blunt', 'chop'] as const\nexport type BlowId = (typeof BLOW_IDS)[number]\n\n/** What the blow meets: a body (flesh and bone, the head apart), something else (the material answers with its own impact), or nothing. */\nexport type BlowTarget = 'body' | 'head' | 'object' | 'air'\n\n/** The sounds of the body that are not a footstep or a landing. */\nexport const BODY_SOUND_IDS = [\n 'jump',\n 'cloth_rustle',\n 'body_fall',\n 'fall_damage',\n 'player_hurt',\n 'player_breath_run',\n 'player_death',\n 'bite',\n 'grab',\n 'punch_swing',\n 'punch_hit_body',\n 'punch_hit_face',\n 'punch_hit_object',\n 'kick_swing',\n 'kick_hit',\n 'kick_hit_object',\n 'shove_two_hands',\n 'knife_swing',\n 'knife_stab',\n 'knife_slash',\n 'knife_hit_object',\n 'blunt_swing',\n 'blunt_hit',\n 'blunt_hit_object',\n 'axe_swing',\n 'axe_chop',\n 'axe_hit_object',\n] as const\nexport type BodySoundId = (typeof BODY_SOUND_IDS)[number]\n\n/** Every sound of a body: what a host plays for the player, a survivor or a zombie. */\nexport type BodyFoleyId = FootstepSoundId | LandSoundId | BodySoundId\n\nexport const footstepSoundId = (surface: SurfaceId, gait: GaitId): FootstepSoundId => `footstep_${surface}_${gait}`\nexport const landSoundId = (surface: SurfaceId, fallSpeed: number): LandSoundId => `land_${surface}_${fallSpeed >= HEAVY_LANDING_SPEED ? 'heavy' : 'light'}`\n\n/** Every footstep and landing id, in the order of the surfaces. */\nexport const FOOTSTEP_SOUND_IDS: readonly FootstepSoundId[] = SURFACE_IDS.flatMap((surface) => GAIT_IDS.map((gait) => footstepSoundId(surface, gait)))\nexport const LAND_SOUND_IDS: readonly LandSoundId[] = SURFACE_IDS.flatMap((surface) => LANDING_IDS.map((landing): LandSoundId => `land_${surface}_${landing}`))\nexport const BODY_FOLEY_IDS: readonly BodyFoleyId[] = [...FOOTSTEP_SOUND_IDS, ...LAND_SOUND_IDS, ...BODY_SOUND_IDS]\n\nconst SWING: Readonly<Record<BlowId, BodySoundId | null>> = {\n punch: 'punch_swing',\n kick: 'kick_swing',\n // two hands pushed out do not whistle: the shove is one sound, at the contact\n shove: null,\n blade: 'knife_swing',\n blunt: 'blunt_swing',\n chop: 'axe_swing',\n}\n\n/**\n * Seconds from the start of a swing's sound to its loudest point (the limb or the tool at full speed, just before the contact). A host that knows when the\n * blow lands starts the swing this long before; one that does not plays the swing now and the hit this long after.\n */\nexport const SWING_LEAD_SECONDS: Readonly<Record<BlowId, number>> = { punch: 0.07, kick: 0.09, shove: 0, blade: 0.05, blunt: 0.1, chop: 0.11 }\n\n/** The swing through the air, played as the blow starts (`null`: the blow has none). */\nexport const swingSoundId = (blow: BlowId): BodySoundId | null => SWING[blow]\n\nconst HIT: Readonly<Record<BlowId, Readonly<Record<Exclude<BlowTarget, 'air'>, BodySoundId>>>> = {\n punch: { body: 'punch_hit_body', head: 'punch_hit_face', object: 'punch_hit_object' },\n kick: { body: 'kick_hit', head: 'kick_hit', object: 'kick_hit_object' },\n shove: { body: 'shove_two_hands', head: 'shove_two_hands', object: 'shove_two_hands' },\n blade: { body: 'knife_stab', head: 'knife_stab', object: 'knife_hit_object' },\n blunt: { body: 'blunt_hit', head: 'blunt_hit', object: 'blunt_hit_object' },\n chop: { body: 'axe_chop', head: 'axe_chop', object: 'axe_hit_object' },\n}\n\n/**\n * The body's side of a blow that lands: the knuckles, the shoe, the blade or the club meeting what it hit. On an object the material's own impact\n * plays too (the wood, the metal); this is the part that says it was a punch and not a shot.\n */\nexport const hitSoundId = (blow: BlowId, target: Exclude<BlowTarget, 'air'>): BodySoundId => HIT[blow][target]\n\n/**\n * The surface a material sounds like underfoot, by the material ids of `game-destruction` and `game-terrain` (unknown ids: `fallback`). Data, so\n * a game with its own materials passes its own table to `surfaceOfMaterial`.\n */\nexport const MATERIAL_SURFACES: Readonly<Record<string, SurfaceId>> = {\n concrete: 'concrete',\n mortar: 'concrete',\n stone: 'concrete',\n brick: 'concrete',\n plaster: 'concrete',\n asphalt: 'asphalt',\n wood_soft: 'wood',\n wood_hard: 'wood',\n green_wood: 'wood',\n plywood: 'wood',\n mdf: 'wood',\n ceramic: 'tile',\n plastic: 'tile',\n soil: 'dirt',\n wax: 'dirt',\n flesh_fruit: 'dirt',\n turf: 'grass',\n foliage: 'grass',\n cactus: 'grass',\n gravel: 'gravel',\n sand: 'sand',\n steel: 'metal',\n cast_iron: 'metal',\n aluminium: 'metal',\n copper: 'metal',\n water: 'water',\n glass: 'glass',\n tempered_glass: 'glass',\n fabric: 'carpet',\n foam: 'carpet',\n leather: 'carpet',\n rubber: 'carpet',\n paper: 'carpet',\n}\n\nexport const isSurfaceId = (value: unknown): value is SurfaceId => typeof value === 'string' && (SURFACE_IDS as readonly string[]).includes(value)\n\n/** The surface of a material id; a surface id passes through. */\nexport function surfaceOfMaterial(material: string | undefined, table: Readonly<Record<string, SurfaceId>> = MATERIAL_SURFACES, fallback: SurfaceId = DEFAULT_SURFACE): SurfaceId {\n if (material === undefined) return fallback\n if (isSurfaceId(material)) return material\n return table[material] ?? fallback\n}\n","/**\n * @adatechnology/game-contracts: the contracts every game module (vehicles, furniture, plants, houses, weapons) depends on, and nothing else.\n * Types plus tiny pure checkers, no runtime dependencies. The default destruction world, the renderers and the test room are optional.\n */\nexport type {\n ChainDelay,\n Crack,\n DamageStage,\n DamageType,\n DebrisKind,\n Dent,\n DestructibleSpec,\n BlastOptions,\n BlastReport,\n ConfinementOptions,\n ExplosionChain,\n FragmentHitOptions,\n ShelterOptions,\n DestructionEvent,\n DestructionEventType,\n FluidKind,\n Fragment,\n FragmentMark,\n FractureStyle,\n BallisticExtras,\n Hit,\n HitIgnition,\n HitResult,\n Hole,\n JointKind,\n JointSpec,\n JointState,\n MaterialId,\n ObjectState,\n PartShape,\n PartSpec,\n PartBreach,\n PartState,\n PartStatus,\n PartUnits,\n Quat,\n RayHit,\n Reinforcement,\n TensionRebar,\n TunedMassDamper,\n WindExposure,\n WindState,\n PileSpec,\n SoilLayer,\n SoilProfile,\n SoilState,\n StructureRole,\n SurfaceLayer,\n ToolKind,\n Vec3,\n} from './destruction'\nexport type { BusyOptions, BusySink, BusyTask } from './busy'\nexport { blastShove, DEFAULT_BLAST_SHOVE } from './blast-shove'\nexport { bodyMass, KNOCK_CHEST, KNOCK_DOWN_SPEED, KNOCKED_DOWN_ANGLE, knockOf, stepKnock } from './blast-knock'\nexport type { Knock } from './blast-knock'\nexport type { BlastShove, BlastShoveOptions, BlastSource } from './blast-shove'\nexport { IMPACT_CONTRACT, checkDestructible, checkHit } from './impact'\nexport type { CheckOptions, DestructibleImpl, ImpactContract, SurfaceRay, SurfaceRayHit } from './impact'\nexport type { CostOptions } from './impact-cost'\nexport { MISSING_BITS } from './body'\nexport type { BodyRegion, BodySlot, SegmentKind } from './body'\nexport { checkSpec } from './spec'\nexport type { CheckSpecOptions, SpecReport } from './spec'\nexport { shotToHit, shotExtras, useToHit } from './weapons'\nexport { DEFAULT_IGNITION_RULES, fillFactor, ignitionChance, resolveIgnitionRules, sparkTargetFactor } from './ignition'\nexport type { IgnitionRules } from './ignition'\nexport type { Shot, Use } from './weapons'\nexport type { ContainerSpec, ItemUseDef, LiquidId } from './fluids'\nexport { sealBlock, sealOpener } from './seal'\nexport type { SealBlock, SealSpec, SealState } from './seal'\nexport type { HandPose, HandTargetSource, HandTargets } from './hands'\nexport { TWIST_LIFT, twistStroke } from './twist'\nexport type { TwistOptions, TwistStroke } from './twist'\nexport type { EffectHandle, EffectRequest, EffectSink, Enclosure, EnclosureBox } from './effects'\nexport type { WarmUpProbes } from './warm-up'\nexport { checkAnimation } from './animation'\nexport type { AnimationClipSpec, AnimationEventSpec, AnimationKey, AnimationPose, ItemAnimationContract } from './animation'\nexport { STAGE_EVENT, TOOL_CLIP, checkToolClips, createToolClipPlayer, leadClipEvents, sampleClip, scaleClip, toolAnimationStep } from './tool-animation'\nexport type { ToolAnimationStep, ToolAnimator, ToolClipId, ToolClipPlayer, ToolClipPlayerOptions, ToolClipSet, ToolRig } from './tool-animation'\nexport { DEFERRED_PRIORITY, DEFERRED_QUEUE_ID, FRAME_PHASES, checkDeferredQueue } from './frame'\nexport type { DeferredQueue, DeferredQueueOptions, DeferredQueueReport, FramePhase } from './frame'\nexport type { FrameOptions, AreaPlacement, GroundLayout, GroundZone, HostEvent, HostGraphics, HostTool, HostToolAttachment, ModuleArea, ModuleHost, ModuleView, ModuleItemFluid, ModuleItemSeal, ModuleScenario, PlayerState, ItemSeat, ItemSounds, TestableItem, TestableModule, Thumbnail, ToolCommand, ToolCommandResult, HostReach } from './module'\nexport { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nexport type { DeepPartial } from './registry'\nimport { resetWarnOnce as resetWarnOnceForTests } from './warn'\n\nexport { warnOnce } from './warn'\n/** @deprecated Import it from `@adatechnology/game-contracts/testing`. */\nexport const resetWarnOnce = resetWarnOnceForTests\nexport { checkBench } from './bench'\nexport type {\n ActionControl,\n BenchChange,\n BenchDeclaration,\n BenchReport,\n BenchSheet,\n BooleanControl,\n ChoiceControl,\n ChoiceOption,\n ControlPatch,\n ControlValue,\n ModuleBench,\n ModuleControl,\n ModuleLayer,\n ModuleMetric,\n NumberControl,\n} from './bench'\nexport type { AudioListener, AudioSink, LoopHandle, SoundHandle, SoundRequest } from './audio'\nexport { DEFAULT_ENVIRONMENT, createEnvironmentBus } from './environment'\nexport type { EnvironmentBus, EnvironmentKey, EnvironmentState } from './environment'\nexport { checkCategorized, defineCategories, resolveEntry } from './categories'\nexport type { CategorizedOptions, CategorizedReport, CategoryDef, CategoryOptions, CategoryRegistry, ContractChecker, ContractContext } from './categories'\nexport { KIT_ORIGIN_KEY, kitOriginOf, markKitOrigin, unmarkedDrawings } from './origin'\nexport type { KitOrigin, UnmarkedDrawing } from './origin'\nexport { footprintBlocker } from './footprint'\nexport type { Footprint, FootprintObject } from './footprint'\nexport {\n BLOW_IDS,\n BODY_FOLEY_IDS,\n BODY_SOUND_IDS,\n DEFAULT_SURFACE,\n FOOTSTEP_SOUND_IDS,\n GAIT_IDS,\n HEAVY_LANDING_SPEED,\n LANDING_IDS,\n LAND_SOUND_IDS,\n MATERIAL_SURFACES,\n SURFACE_IDS,\n SWING_LEAD_SECONDS,\n footstepSoundId,\n hitSoundId,\n isSurfaceId,\n landSoundId,\n surfaceOfMaterial,\n swingSoundId,\n} from './foley'\nexport type { BlowId, BlowTarget, BodyFoleyId, BodySoundId, FootstepSoundId, GaitId, LandSoundId, LandingId, SurfaceId } from './foley'\n","import type { CategoryDef } from './types'\n\n/** The 14 categories of the team's catalog; always registered. */\nexport const ITEM_CATEGORIES: readonly CategoryDef[] = [\n { id: 'food', name: 'Food' },\n { id: 'drink', name: 'Drink' },\n { id: 'medical', name: 'Medical' },\n { id: 'tools', name: 'Tools' },\n { id: 'melee', name: 'Melee' },\n { id: 'materials', name: 'Materials' },\n { id: 'clothing', name: 'Clothing' },\n { id: 'bags', name: 'Bags' },\n { id: 'electronics', name: 'Electronics' },\n { id: 'fuel', name: 'Fuel' },\n { id: 'outdoors', name: 'Outdoors' },\n { id: 'books', name: 'Books' },\n { id: 'collectibles', name: 'Collectibles' },\n { id: 'keys', name: 'Keys' },\n]\n","/**\n * Public types of @adatechnology/game-items.\n *\n * An `ItemDef` is a real-world thing (a can of beans, a hammer, a jacket) with its true size and weight; the rest of the fields are optional groups that\n * only the categories that need them fill (nutrition for food, protection for clothing, carry for bags). Units: metres, kilograms, litres, days.\n */\nimport type { BodySlot, SealSpec } from '@adatechnology/game-contracts'\nimport type { ItemDef as BaseItemDef } from '@adatechnology/game-interactables'\n\nimport type { RecipeDef } from './recipe-types'\nimport type { UseEffectDef } from './use-types'\n\nexport type { BaseItemDef }\n\nexport const RARITIES = ['common', 'uncommon', 'rare', 'very_rare', 'legendary', 'unique'] as const\nexport type Rarity = (typeof RARITIES)[number]\n\n/** The body slots an item covers: the vocabulary is `BodySlot` of game-contracts (`over` is a layer worn over the others, such as a coat or a vest). */\nexport type { BodySlot } from '@adatechnology/game-contracts'\nexport const BODY_SLOTS: readonly BodySlot[] = ['head', 'eyes', 'torso', 'arms', 'hands', 'legs', 'feet', 'over']\n\nexport const DURABILITY_KINDS = ['uses', 'portions', 'doses', 'hits', 'cuts', 'shots', 'condition', 'charges', 'seconds', 'days', 'infinite', 'container'] as const\nexport type DurabilityKind = (typeof DURABILITY_KINDS)[number]\n\n/** How long an item lasts, read from the source text (\"10 uses\", \"4 portions\", \"300 hits\", \"infinite\"). */\nexport interface Durability {\n kind: DurabilityKind\n amount?: number\n /** Source qualifier when the amount alone is not enough (for example the voltage of a battery). */\n per?: string\n}\n\n/** Id of a place where items turn up (house, hospital, farm...). Places are a registry: a pack or the game declares the ones it uses. */\nexport type PlaceTag = string\n\n/** Id of an item category. The 14 of `ITEM_CATEGORIES` are always present; a game adds its own through `createItems({ categories })`. */\nexport type ItemCategory = string\n\nexport interface CategoryDef {\n id: ItemCategory\n /** Display name in English; games translate by id. */\n name?: string\n}\n\nexport interface PlaceDef {\n id: PlaceTag\n name?: string\n}\n\n/**\n * Where items are found inside a place (a fridge, a drawer, a locker): which categories it draws from and how many stacks. The finds roll reads `count`,\n * `categories` (or `categoriesByPlace`, with `*` for any other place) and `places`; other fields of a pack's container are kept and ignored.\n */\nexport interface ContainerDef {\n id: string\n name?: string\n /** Places the container turns up in (`toLootTables` only); empty or missing means any. */\n places?: readonly PlaceTag[]\n /** Weight of each category when a stack is drawn for this container. */\n categories?: Readonly<Record<ItemCategory, number>>\n /** When `categories` is missing: the weights by place (a shop shelf stocks what the shop sells). */\n categoriesByPlace?: Readonly<Record<PlaceTag, Readonly<Record<ItemCategory, number>>>>\n /** Range of stacks a container holds when it is filled. */\n count?: readonly [number, number]\n}\n\n/** One thing an explicit pool can hold (a fridge: water bottle, milk, eggs...): `item` is the catalog id, `weight` the odds, `qty` the range. */\nexport interface PoolEntry {\n item: string\n weight: number\n qty: readonly [number, number]\n /** Supplies (food, water, medicine, tools) are what a fortified house stocks up on. */\n isSupply?: boolean\n}\n\nexport interface ItemDef extends BaseItemDef {\n category: ItemCategory\n /** The old household category (`kitchen`, `hygiene`, `office`...), `perishable` or `craft_only`. */\n tags?: readonly string[]\n rarity: Rarity\n /** Litres. Derived from `size` when the pack does not give it. */\n volume?: number\n durability?: Durability\n /** Days to spoil at room temperature. */\n shelfLife?: number\n portions?: number\n cookable?: boolean\n nutrition?: { satiety?: number; hydration?: number }\n /** Fractions 0..1 per attack, per body slot covered. */\n protection?: {\n slots: readonly BodySlot[]\n bite?: number\n scratch?: number\n warmth?: number\n /** Against projectiles (read by game-characters): `resistance` in penetration units; a stopped projectile does `blunt` of its damage, one that goes through `pass`. */\n ballistic?: { resistance: number; blunt?: number; pass?: number; consumable?: boolean }\n }\n carry?: { capacityKg: number; weightReduction: number; quickSlots: number; wheels?: boolean }\n /** Id of the weapon in the arsenal when the item is also one. */\n weapon?: string\n /** Id of the liquid (`game-fluids`) when the item holds one. */\n fluid?: { liquid: string; liters: number }\n uses?: readonly string[]\n finds?: { places: readonly PlaceTag[] }\n /** Battery-like items: share of the charge lost per month. */\n charge?: { lossPerMonth: number }\n /** Fuel-like items: after `afterDays` each use fails with probability `chance`. */\n agingFault?: { afterDays: number; chance: number }\n /** Key of the 3D model in `game-items-three`; without it a simple shape from `shape` is drawn. */\n /** A sealed container (a food tin, a drink can): what opens it and whether a breach spoils it. The kinds of a content pack give it (`game-items-goods`). */\n seal?: SealSpec\n model?: string\n}\n\n/** A bundle of content: items plus the categories, places and containers they rely on. */\nexport interface ItemPack {\n id: string\n items: readonly ItemDef[]\n categories?: readonly CategoryDef[]\n places?: readonly PlaceDef[]\n containers?: readonly ContainerDef[]\n /** What using an item does, in priority order (`resolveUse`). */\n useEffects?: readonly UseEffectDef[]\n recipes?: readonly RecipeDef[]\n /** Explicit pools of what a kind of furniture holds, by key (`fridge`, `sink`...); they win over the category roll of a container. */\n pools?: Readonly<Record<string, readonly PoolEntry[]>>\n /** Keys that share another key's pool (`garage_wardrobe` -> `wardrobe`). */\n poolAliases?: Readonly<Record<string, string>>\n}\n","import type { ItemRules } from './rules-types'\nimport type { CategoryDef, ContainerDef, ItemDef, PlaceDef } from './types'\nimport { BODY_SLOTS, DURABILITY_KINDS, RARITIES } from './types'\n\nexport interface ItemsParts {\n readonly items: ReadonlyMap<string, ItemDef>\n readonly categories: ReadonlyMap<string, CategoryDef>\n readonly places: ReadonlyMap<string, PlaceDef>\n readonly containers: ReadonlyMap<string, ContainerDef>\n readonly rules: ItemRules\n}\n\n/** Ids that appear more than once in a list a game passed in. */\nexport const findDuplicateIds = (kind: string, entries: readonly { readonly id: string }[] | undefined): string[] => {\n const seen = new Set<string>()\n const problems: string[] = []\n for (const { id } of entries ?? []) {\n if (seen.has(id)) problems.push(`${kind} \"${id}\" is listed more than once`)\n seen.add(id)\n }\n return problems\n}\n\nconst isFraction = (value: number | undefined): boolean => value === undefined || (value >= 0 && value <= 1)\nconst isPositive = (value: number): boolean => Number.isFinite(value) && value > 0\n\nconst checkItem = (item: ItemDef, { categories, places }: ItemsParts): string[] => {\n const problems: string[] = []\n const issue = (text: string): number => problems.push(`item \"${item.id}\" ${text}`)\n if (!categories.has(item.category)) issue(`has unknown category \"${item.category}\"`)\n if (!RARITIES.includes(item.rarity)) issue(`has unknown rarity \"${item.rarity}\"`)\n if (item.size.length !== 3 || !item.size.every(isPositive)) issue(`has an invalid size [${item.size.join(', ')}]`)\n if (!(item.weight >= 0) || !Number.isFinite(item.weight)) issue(`has a weight of ${item.weight} kg`)\n if (item.volume !== undefined && !isPositive(item.volume)) issue(`has a volume of ${item.volume} L`)\n if (item.shelfLife !== undefined && !isPositive(item.shelfLife)) issue(`has a shelf life of ${item.shelfLife} days`)\n if (item.portions !== undefined && !(Number.isInteger(item.portions) && item.portions > 0)) issue(`has ${item.portions} portions`)\n if (item.durability && !DURABILITY_KINDS.includes(item.durability.kind)) issue(`has unknown durability kind \"${item.durability.kind}\"`)\n const { protection } = item\n if (protection) {\n for (const slot of protection.slots) if (!BODY_SLOTS.includes(slot)) issue(`protects unknown body slot \"${slot}\"`)\n if (protection.slots.length === 0) issue('has protection but covers no body slot')\n if (![protection.bite, protection.scratch, protection.warmth].every(isFraction)) issue('has a protection value outside 0..1')\n }\n if (item.carry && !(item.carry.capacityKg > 0 && isFraction(item.carry.weightReduction))) issue('has an invalid carry (capacity above 0, reduction within 0..1)')\n if (places.size > 0) for (const place of item.finds?.places ?? []) if (!places.has(place)) issue(`is found in unknown place \"${place}\"`)\n return problems\n}\n\nconst checkContainer = (container: ContainerDef, { categories }: ItemsParts): string[] => {\n const problems: string[] = []\n for (const category of Object.keys(container.categories ?? {})) {\n if (!categories.has(category)) problems.push(`container \"${container.id}\" draws from unknown category \"${category}\"`)\n }\n const [low, high] = container.count ?? [0, 0]\n if (low < 0 || high < low) problems.push(`container \"${container.id}\" has an invalid count [${low}, ${high}]`)\n return problems\n}\n\nconst checkRules = ({ rarity, freshness, storage, carry, protection }: ItemRules): string[] => {\n const problems: string[] = []\n const hasNegativeWeight = RARITIES.some((id) => !(rarity.weights[id] >= 0))\n if (hasNegativeWeight || !RARITIES.some((id) => rarity.weights[id] > 0 && !rarity.fixedOnly.includes(id))) {\n problems.push('rules.rarity.weights must be non-negative with at least one rollable rarity above 0')\n }\n if (!(freshness.stale > 0 && freshness.stale < freshness.spoiled && freshness.spoiled < freshness.rotten)) problems.push('rules.freshness must rise: 0 < stale < spoiled < rotten')\n for (const [id, rule] of Object.entries(storage)) if (!isPositive(rule.multiplier) || (rule.limitDays !== undefined && !isPositive(rule.afterLimit ?? 0))) problems.push(`rules.storage \"${id}\" is invalid`)\n if (!(isPositive(carry.baseKg) && carry.perStrengthKg >= 0 && isPositive(carry.factor) && carry.encumbered > 0 && carry.overloaded > carry.encumbered)) problems.push('rules.carry is invalid')\n if (!(protection.cap > 0 && protection.cap <= 1 && isFraction(protection.tornShare))) problems.push('rules.protection is invalid')\n return problems\n}\n\n/** Every inconsistency of a catalog, one line each; empty when it is sound. */\nexport const checkItems = (parts: ItemsParts): string[] => [\n ...[...parts.items.values()].flatMap((item) => checkItem(item, parts)),\n ...[...parts.containers.values()].flatMap((container) => checkContainer(container, parts)),\n ...checkRules(parts.rules),\n]\n","import type { ItemRules } from './rules-types'\n\n/**\n * The numbers of the rules, from the team's Vale Cinzento delivery. `storage` was read by hand from its table (Validade e apodrecimento) so the\n * skeleton runs; the source test of the catalog tool proves it against the HTML (legendary and unique are never rolled: L276). Every field is an option of `createItems({ rules })`.\n */\nexport const DEFAULT_RULES: ItemRules = {\n rarity: {\n weights: { common: 60, uncommon: 28, rare: 9, very_rare: 2.5, legendary: 0.5, unique: 0 },\n fixedOnly: ['legendary', 'unique'],\n },\n freshness: { stale: 0.5, spoiled: 1, rotten: 1.5 },\n storage: {\n fridge: { multiplier: 0.33, needsPower: true },\n freezer: { multiplier: 0.1, needsPower: true },\n cooler: { multiplier: 0.5, limitDays: 2, afterLimit: 1 },\n delivery_bag: { multiplier: 0.8 },\n cellar: { multiplier: 0.66 },\n ambient: { multiplier: 1 },\n hot: { multiplier: 2 },\n },\n carry: { baseKg: 8, perStrengthKg: 2.5, factor: 1.2, encumbered: 1, overloaded: 1.5 },\n protection: { cap: 0.9, wear: { bite: 8, scratch: 3 }, tornShare: 0.25, repairMargin: 10 },\n aging: { thawShelfDays: { freezer: 2 } },\n inventory: { defaultSlots: 10, encumberedRunFactor: 0.75 },\n use: {\n freshness: {\n stale: { satietyFactor: 0.7, poisonChance: 0.1, morale: 0, isEdible: true },\n spoiled: { satietyFactor: 0.7, poisonChance: 0.5, morale: -20, isEdible: true },\n rotten: { satietyFactor: 0, poisonChance: 0, morale: 0, isEdible: false },\n },\n cookedPoisonFactor: 0.25,\n },\n spawn: {\n retailNew: true,\n retailPlaces: ['supermarket', 'pharmacy', 'mall', 'gas_station', 'gun_shop'],\n retailContainers: ['store_shelf', 'stockroom'],\n condition: { common: [30, 90], uncommon: [40, 90], rare: [50, 100], very_rare: [50, 100], legendary: [50, 100], unique: [50, 100] },\n ageShare: [0, 0.6],\n charge: [0.2, 1],\n fillable: ['fuel_jerrycan'],\n fill: [0, 0.6],\n },\n finds: {\n fallbackContainer: 'zombie_corpse',\n rollExcluded: ['ammo_7_62x39'],\n depletion: [\n { places: ['pharmacy', 'gun_shop', 'police_station'], perDay: 0.05, floor: 0.3 },\n { places: ['supermarket', 'gas_station'], perDay: 0.04, floor: 0.35 },\n { places: ['mall', 'hospital'], perDay: 0.025, floor: 0.5 },\n { places: ['house', 'apartment'], perDay: 0.01, floor: 0.7 },\n { places: ['farm', 'warehouse', 'mine', 'dam', 'lodge', 'church'], perDay: 0.005, floor: 0.85 },\n { places: ['military_base'], perDay: 0, floor: 1 },\n ],\n regionMultiplier: {},\n states: { normal: 'normal', fortified: 'fortified', abandoned: 'abandoned' },\n pool: {\n defaultFootprint: 0.5,\n offset: 1.5,\n perSquareMetre: 3,\n jitter: 1.5,\n min: 2,\n max: 5,\n fortifiedExtra: 2,\n supplyWeight: 2.5,\n supplyExtraQty: 1,\n abandonedEmptyChance: 0.4,\n abandonedKept: 1,\n junkChance: 0.5,\n junkItem: 'food_packaging',\n spoiledFoodItem: 'leftover_meal',\n coldContainers: ['geladeira', 'refrig_exp', 'freezer'],\n },\n },\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from '@adatechnology/game-contracts'\n\nimport { ITEM_CATEGORIES } from './categories'\nimport type { ItemsCatalog, ItemsOptions } from './catalog-types'\nimport { checkItems, findDuplicateIds } from './check-items'\nimport { DEFAULT_RULES } from './rules'\nimport type { RecipeDef } from './recipe-types'\nimport type { ContainerDef, ItemDef, PlaceDef, PoolEntry } from './types'\nimport type { UseEffectDef } from './use-types'\n\nconst LITRES_PER_CUBIC_METRE = 1000\n\n/** Fills what a pack leaves out: the volume comes from the size. */\nconst withDerivedFields = (item: ItemDef): ItemDef => (item.volume === undefined ? { ...item, volume: item.size[0] * item.size[1] * item.size[2] * LITRES_PER_CUBIC_METRE } : item)\n\nconst buildPools = (options: ItemsOptions, packs: NonNullable<ItemsOptions['packs']>): Map<string, readonly PoolEntry[]> => {\n const pools = new Map<string, readonly PoolEntry[]>()\n for (const source of [...packs, options]) for (const [key, entries] of Object.entries(source.pools ?? {})) pools.set(key, entries)\n const problems: string[] = []\n for (const source of [...packs, options]) {\n for (const [alias, key] of Object.entries(source.poolAliases ?? {})) {\n const entries = pools.get(key)\n if (entries) pools.set(alias, entries)\n else problems.push(`pool alias \"${alias}\" points to unknown pool \"${key}\"`)\n }\n }\n if (problems.length > 0) throw new Error(`game-items: the catalog is not consistent:\\n${problems.map((problem) => ` - ${problem}`).join('\\n')}`)\n return pools\n}\n\nconst groupBy = (items: Iterable<ItemDef>, keysOf: (item: ItemDef) => readonly string[]): Map<string, ItemDef[]> => {\n const groups = new Map<string, ItemDef[]>()\n for (const item of items) for (const key of keysOf(item)) groups.set(key, [...(groups.get(key) ?? []), item])\n return groups\n}\n\n/**\n * Create the catalog. Order: the packs in order (added or replaced by id), then `patch`, then `remove`, then `include`; categories, places and\n * containers are those of the packs plus the options, by id. Every inconsistency found is reported in one error.\n */\nexport const createItems = (options: ItemsOptions = {}): ItemsCatalog => {\n const packs = options.packs ?? []\n const items = mergeById([] as ItemDef[], packs.flatMap((pack) => pack.items))\n applyPatches<ItemDef>(items, options.patch)\n removeIds(items, options.remove)\n if (options.include) for (const [id, item] of items) if (!options.include(item)) items.delete(id)\n for (const [id, item] of items) items.set(id, withDerivedFields(item))\n\n const categories = mergeById(ITEM_CATEGORIES, [...packs.flatMap((pack) => pack.categories ?? []), ...(options.categories ?? [])])\n const places = mergeById<PlaceDef>([], [...packs.flatMap((pack) => pack.places ?? []), ...(options.places ?? [])])\n const containers = mergeById<ContainerDef>([], [...packs.flatMap((pack) => pack.containers ?? []), ...(options.containers ?? [])])\n const useEffects = [...mergeById<UseEffectDef>([], [...packs.flatMap((pack) => pack.useEffects ?? []), ...(options.useEffects ?? [])]).values()]\n const recipes = mergeById<RecipeDef>([], [...packs.flatMap((pack) => pack.recipes ?? []), ...(options.recipes ?? [])])\n const pools = buildPools(options, packs)\n const rules = deepMerge(DEFAULT_RULES, options.rules)\n\n const problems = [\n ...packs.flatMap((pack) => findDuplicateIds(`item in pack \"${pack.id}\"`, pack.items)),\n ...findDuplicateIds('category', options.categories),\n ...findDuplicateIds('place', options.places),\n ...findDuplicateIds('container', options.containers),\n ...findDuplicateIds('use effect', options.useEffects),\n ...findDuplicateIds('recipe', options.recipes),\n ...checkItems({ items, categories, places, containers, rules }),\n ]\n if (problems.length > 0) throw new Error(`game-items: the catalog is not consistent:\\n${problems.map((problem) => ` - ${problem}`).join('\\n')}`)\n\n const byCategory = groupBy(items.values(), (item) => [item.category])\n const byPlace = groupBy(items.values(), (item) => item.finds?.places ?? [])\n const byTag = groupBy(items.values(), (item) => item.tags ?? [])\n\n return {\n items,\n categories,\n places,\n containers,\n pools,\n useEffects,\n recipes,\n rules,\n has: (id) => items.has(id),\n get(id) {\n const item = items.get(id)\n if (!item) throw new Error(`game-items: unknown item \"${id}\"`)\n return item\n },\n list: () => [...items.values()],\n byCategory: (category) => [...(byCategory.get(category) ?? [])],\n byPlace: (place) => [...(byPlace.get(place) ?? [])],\n byTag: (tag) => [...(byTag.get(tag) ?? [])],\n }\n}\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules, StorageId } from './rules-types'\nimport type { ItemDef } from './types'\n\nexport type Freshness = 'fresh' | 'stale' | 'spoiled' | 'rotten'\n\n/**\n * What an item remembers about its age. Nothing ticks: the account is closed lazily, when the item moves or someone looks at it.\n * Times are in days on the host's clock.\n */\nexport interface AgeState {\n /** Effective age: days at room temperature. */\n ageDays: number\n /** Time at which `ageDays` was last closed. */\n since: number\n storage: StorageId\n /** Time at which the item entered `storage` (a cooler only helps for its first days). */\n storedAt: number\n /** Replaces the item's shelf life (a thawed freezer leaves 2 days). */\n shelfLife?: number\n}\n\nexport interface AgeOptions {\n /** Whether the storage has power right now (fridge, freezer). Default true. */\n powered?: boolean\n rules?: ItemRules\n}\n\nconst storageRuleOf = (rules: ItemRules, storage: StorageId) => {\n const rule = rules.storage[storage]\n if (!rule) throw new Error(`game-items: unknown storage \"${storage}\"`)\n return rule\n}\n\n/** The multiplier of the age at one instant: `heldDays` is how long the item has been in `storage`. */\nexport const storageMultiplier = (storage: StorageId, options: AgeOptions & { heldDays?: number } = {}): number => {\n const { powered = true, rules = DEFAULT_RULES, heldDays = 0 } = options\n const rule = storageRuleOf(rules, storage)\n if (rule.needsPower && !powered) return 1\n if (rule.limitDays !== undefined && heldDays >= rule.limitDays) return rule.afterLimit ?? 1\n return rule.multiplier\n}\n\n/** Days of effective age accrued between `from` and `to` in a storage the item entered at `storedAt`. */\nconst accruedDays = (storage: StorageId, window: { storedAt: number; from: number; to: number }, options: AgeOptions): number => {\n const { powered = true, rules = DEFAULT_RULES } = options\n const rule = storageRuleOf(rules, storage)\n const elapsed = window.to - window.from\n if (elapsed <= 0) return 0\n if (rule.needsPower && !powered) return elapsed\n if (rule.limitDays === undefined) return elapsed * rule.multiplier\n const limitEnd = window.storedAt + rule.limitDays\n const early = Math.max(0, Math.min(window.to, limitEnd) - Math.max(window.from, window.storedAt))\n return early * rule.multiplier + (elapsed - early) * (rule.afterLimit ?? 1)\n}\n\n/** Closes the account up to `now`: `ageDays += (now - since) x multiplier`. Pure: returns the new state. */\nexport const advanceAge = (state: AgeState, now: number, options: AgeOptions = {}): AgeState => {\n const { powered = true, rules = DEFAULT_RULES } = options\n const rule = storageRuleOf(rules, state.storage)\n const thawDays = rules.aging.thawShelfDays[state.storage]\n const isThawing = rule.needsPower === true && !powered && thawDays !== undefined && state.shelfLife === undefined\n const base = isThawing ? { ...state, ageDays: 0, shelfLife: thawDays } : state\n const ageDays = base.ageDays + accruedDays(state.storage, { storedAt: state.storedAt, from: state.since, to: now }, options)\n return { ...base, ageDays, since: Math.max(now, state.since) }\n}\n\n/** Moves the item to another storage: closes the account in the old one, then the new multiplier applies from `now`. */\nexport const moveToStorage = (state: AgeState, now: number, storage: StorageId, options: AgeOptions = {}): AgeState => ({\n ...advanceAge(state, now, options),\n storage,\n storedAt: now,\n})\n\n/** Age as a share of the shelf life; 0 for an item that does not spoil. */\nexport const shelfRatio = (item: ItemDef, state: AgeState): number => {\n const shelfLife = state.shelfLife ?? item.shelfLife\n return shelfLife === undefined ? 0 : state.ageDays / shelfLife\n}\n\n/** `fresh`, `stale`, `spoiled` or `rotten` at 0.5, 1 and 1.5 of the shelf life (the rule's `freshness`). Closes the account up to `now` first. */\nexport const freshness = (item: ItemDef, state: AgeState, now: number, options: AgeOptions = {}): Freshness => {\n const { rules = DEFAULT_RULES } = options\n const ratio = shelfRatio(item, advanceAge(state, now, options))\n if (ratio >= rules.freshness.rotten) return 'rotten'\n if (ratio >= rules.freshness.spoiled) return 'spoiled'\n if (ratio >= rules.freshness.stale) return 'stale'\n return 'fresh'\n}\n\n/** Charge left (0..1) of a battery-like item: it loses `charge.lossPerMonth` of the full charge per 30 days of effective age. */\nexport const chargeLevel = (item: ItemDef, initialCharge: number, ageDays: number): number => {\n if (!item.charge) return initialCharge\n return Math.max(0, initialCharge - item.charge.lossPerMonth * (ageDays / 30))\n}\n\n/** True when one use of an old fuel-like item fails: past `agingFault.afterDays` each use fails with probability `chance`. Draws once, only when it can fail. */\nexport const failsToStart = (item: ItemDef, ageDays: number, random: () => number): boolean => {\n if (!item.agingFault || ageDays <= item.agingFault.afterDays) return false\n return random() < item.agingFault.chance\n}\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { BodySlot, ItemDef } from './types'\n\nexport type AttackKind = 'bite' | 'scratch'\n\n/** A piece of clothing on a body: the item and its condition, 0 (torn) to 100 (new). */\nexport interface WornPiece {\n item: ItemDef\n condition: number\n}\n\nconst FULL_CONDITION = 100\n\nconst covers = (piece: WornPiece, slot: BodySlot): boolean => piece.item.protection?.slots.includes(slot) ?? false\n\n/** What one piece blocks of an attack: its value times its condition; a torn piece (condition 0) keeps `tornShare` of the value. */\nexport const pieceBlock = (piece: WornPiece, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): number => {\n const value = piece.item.protection?.[attack] ?? 0\n const share = piece.condition <= 0 ? rules.protection.tornShare : piece.condition / FULL_CONDITION\n return value * share\n}\n\n/** Share of an attack on `slot` that clothing blocks: `1 - PROD(1 - value x condition)`, never above the cap (there is always some risk). */\nexport const blockChance = (pieces: readonly WornPiece[], slot: BodySlot, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): number => {\n const unblocked = pieces.filter((piece) => covers(piece, slot)).reduce((product, piece) => product * (1 - pieceBlock(piece, attack, rules)), 1)\n return Math.min(rules.protection.cap, 1 - unblocked)\n}\n\n/** A blocked attack wears every piece that covers the slot and blocks something: bite -8, scratch -3 (never below 0). */\nexport const wearBlocked = (pieces: readonly WornPiece[], slot: BodySlot, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): WornPiece[] =>\n pieces.map((piece) => {\n if (!covers(piece, slot) || pieceBlock(piece, attack, rules) <= 0) return piece\n return { ...piece, condition: Math.max(0, piece.condition - rules.protection.wear[attack]) }\n })\n\n/** A repair kit restores up to the maximum condition minus the margin (10); a piece already better is left alone. */\nexport const repairPiece = (piece: WornPiece, rules: ItemRules = DEFAULT_RULES, maxCondition: number = FULL_CONDITION): WornPiece => ({\n ...piece,\n condition: Math.max(piece.condition, maxCondition - rules.protection.repairMargin),\n})\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { ItemDef } from './types'\n\nexport interface CarryEntry {\n item: ItemDef\n count: number\n}\n\nexport type LoadLevel = 'normal' | 'encumbered' | 'overloaded'\n\nexport interface LoadState {\n /** Load as a share of the maximum. */\n ratio: number\n level: LoadLevel\n /** Multiplier of running speed and breath. */\n runFactor: number\n canRun: boolean\n}\n\n/** What a character can carry, kg: `(8 + 2.5 x strength) x 1.2` with the default rules. */\nexport const maxLoadKg = (strength: number, rules: ItemRules = DEFAULT_RULES): number => (rules.carry.baseKg + rules.carry.perStrengthKg * strength) * rules.carry.factor\n\nconst sumKg = (entries: readonly CarryEntry[]): number => entries.reduce((total, entry) => total + entry.item.weight * entry.count, 0)\n\n/** Weight carried: what is outside the bag counts in full, what is inside counts times `(1 - weightReduction)`. */\nexport const carriedKg = (parts: { loose: readonly CarryEntry[]; packed?: readonly CarryEntry[]; weightReduction?: number }): number =>\n sumKg(parts.loose) + sumKg(parts.packed ?? []) * (1 - (parts.weightReduction ?? 0))\n\n/** Above 100% of the maximum, running and breath drop 25%; above 150% the character cannot run. */\nexport const loadState = (loadKg: number, maxKg: number, rules: ItemRules = DEFAULT_RULES): LoadState => {\n const ratio = maxKg > 0 ? loadKg / maxKg : Number.POSITIVE_INFINITY\n if (ratio > rules.carry.overloaded) return { ratio, level: 'overloaded', runFactor: 0, canRun: false }\n if (ratio > rules.carry.encumbered) return { ratio, level: 'encumbered', runFactor: rules.inventory.encumberedRunFactor, canRun: true }\n return { ratio, level: 'normal', runFactor: 1, canRun: true }\n}\n\n/** The bag of a character: how many item slots it has and how much it holds. */\nexport interface BagOption {\n slots: number\n capacityKg: number\n}\n\n/** The bag a bag item gives: its `carry.capacityKg` is the slot count the team's game reads from `cap`; the weight limit is the character's. */\nexport const bagOption = (bag: ItemDef | undefined, characterMaxKg: number, rules: ItemRules = DEFAULT_RULES): BagOption => ({\n slots: bag?.carry ? Math.round(bag.carry.capacityKg) : rules.inventory.defaultSlots,\n capacityKg: characterMaxKg,\n})\n\nexport type TakeResult = 'ok' | 'bag_full' | 'too_heavy'\n\n/** Whether `item` can go into the bag now: first the slots, then the weight. */\nexport const canTake = (item: ItemDef, bag: BagOption, used: { slots: number; loadKg: number }): TakeResult => {\n if (used.slots >= bag.slots) return 'bag_full'\n if (used.loadKg + item.weight > bag.capacityKg) return 'too_heavy'\n return 'ok'\n}\n","import { sealBlock } from '@adatechnology/game-contracts'\nimport type { SealBlock, SealState } from '@adatechnology/game-contracts'\n\nimport type { Freshness } from './decay'\nimport { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { ItemDef } from './types'\nimport type { UseEffectDef } from './use-types'\n\nexport interface UseContext {\n /** State of the food, from `freshness()`. Default `fresh`. */\n freshness?: Freshness\n /** The food was cooked: it keeps only `cookedPoisonFactor` of its poison chance. */\n isCooked?: boolean\n /** State of a sealed item (`ItemDef.seal`): opened, holed, leaking. Given, a closed or spoiled container is not eaten (`UseResult.blocked`). */\n seal?: SealState\n}\n\nexport interface NutritionResult {\n satiety: number\n hydration: number\n morale: number\n poisonChance: number\n isEdible: boolean\n}\n\nexport interface UseResult {\n useId: string\n effect: string\n params: Readonly<Record<string, unknown>>\n /** The item is spent (false for food too rotten to eat). */\n consumes: boolean\n /** Only for `consume_nutrition`. */\n nutrition?: NutritionResult\n /** Why it cannot be eaten or drunk now: still `sealed`, or spoiled by a hole (`breached`) or a leak (`leaked`). Only with `UseContext.seal`. */\n blocked?: SealBlock\n}\n\nconst FRESH_NUTRITION = { satietyFactor: 1, poisonChance: 0, morale: 0, isEdible: true }\n\nconst nutritionOf = (item: ItemDef, context: UseContext, rules: ItemRules): NutritionResult => {\n const state = context.freshness ?? 'fresh'\n const effect = state === 'fresh' ? FRESH_NUTRITION : rules.use.freshness[state]\n const poisonShare = context.isCooked ? rules.use.cookedPoisonFactor : 1\n return {\n satiety: (item.nutrition?.satiety ?? 0) * effect.satietyFactor,\n hydration: item.nutrition?.hydration ?? 0,\n morale: effect.morale,\n poisonChance: effect.poisonChance * poisonShare,\n isEdible: effect.isEdible,\n }\n}\n\nconst findEffect = (item: ItemDef, effects: readonly UseEffectDef[]): UseEffectDef | undefined =>\n effects.find((entry) => entry.items?.includes(item.id)) ?? effects.find((entry) => entry.category?.includes(item.category))\n\n/**\n * What using `item` does, as data: the host applies it (the player, the needs, the world). Pure. The first effect that lists the item wins, then the first\n * that lists its category; `undefined` when nothing happens. Food past its best follows `rules.use.freshness`.\n */\nexport const resolveUse = (item: ItemDef, effects: readonly UseEffectDef[], context: UseContext = {}, rules: ItemRules = DEFAULT_RULES): UseResult | undefined => {\n const def = findEffect(item, effects)\n if (!def) return undefined\n const base = { useId: def.id, effect: def.effect, params: def.params ?? {}, consumes: def.consumes }\n if (def.effect !== 'consume_nutrition') return base\n const nutrition = nutritionOf(item, context, rules)\n const blocked = item.seal && context.seal ? sealBlock(item.seal, context.seal) : undefined\n if (blocked) return { ...base, consumes: false, nutrition: { ...nutrition, isEdible: false }, blocked }\n return { ...base, consumes: def.consumes && nutrition.isEdible, nutrition }\n}\n","import type { ItemsCatalog } from './catalog-types'\nimport type { RecipeDef, RecipeInput, RecipeOutput } from './recipe-types'\n\nexport interface CraftContext {\n catalog: ItemsCatalog\n /** Count of each item the character has, by id. */\n inventory: ReadonlyMap<string, number>\n /** Litres of each fluid at hand, by fluid id. */\n fluids?: Readonly<Record<string, number>>\n /** Stations and things of the world that are near (`fire`, `table`, `soil`). */\n world?: ReadonlySet<string>\n /** Skill levels by id. Without it the skill requirement is ignored. */\n skills?: Readonly<Record<string, number>>\n /** Ids unlocked so far. Without it `unlockedBy` is ignored. */\n unlocked?: ReadonlySet<string>\n}\n\nexport interface CraftCheck {\n isPossible: boolean\n /** One entry per unmet requirement: `item:nails`, `any:salt|sugar`, `match:cookable`, `fluid:water`, `world:fire`, `tool:hammer|axe`, `skill:carpentry:2`, `unlock:magazine`. */\n missing: string[]\n}\n\nexport type Consumption = { item: string; count: number; meters?: number } | { fluid: string; liters: number }\n\nexport type CraftOutcome = { item: string; count: number } | { effect: string; params: Readonly<Record<string, unknown>>; text?: string }\n\nexport type CraftResult = { isCrafted: true; seconds: number; consumed: Consumption[]; output: CraftOutcome } | { isCrafted: false; missing: string[] }\n\nconst countOf = (context: CraftContext, id: string): number => context.inventory.get(id) ?? 0\n\n/** Ids that satisfy an item input, in the order they are used. */\nconst candidatesOf = (input: RecipeInput, context: CraftContext): string[] => {\n if (input.item !== undefined) return [input.item]\n if (input.any) return [...input.any]\n if (!input.match) return []\n const { category, cookable } = input.match\n return context.catalog.list().filter((item) => (category === undefined || item.category === category) && (cookable === undefined || item.cookable === cookable)).map((item) => item.id)\n}\n\nconst describeInput = (input: RecipeInput): string => {\n if (input.item !== undefined) return `item:${input.item}`\n if (input.any) return `any:${input.any.join('|')}`\n if (input.match) return `match:${input.match.category ?? 'cookable'}`\n if (input.fluid !== undefined) return `fluid:${input.fluid}`\n return `world:${(input.world ?? []).join('|')}`\n}\n\n/** Takes `needed` units from the candidates in order; returns what was taken, or undefined when there is not enough. */\nconst takeUnits = (candidates: readonly string[], needed: number, context: CraftContext): Consumption[] | undefined => {\n const taken: Consumption[] = []\n let remaining = needed\n for (const id of candidates) {\n if (remaining <= 0) break\n const count = Math.min(remaining, countOf(context, id))\n if (count > 0) taken.push({ item: id, count })\n remaining -= count\n }\n return remaining > 0 ? undefined : taken\n}\n\nconst consumptionFor = (input: RecipeInput, context: CraftContext): Consumption[] | undefined => {\n if (input.world) return input.world.some((thing) => context.world?.has(thing)) ? [] : undefined\n if (input.fluid !== undefined) {\n const liters = input.liters ?? 1\n return (context.fluids?.[input.fluid] ?? 0) >= liters ? [{ fluid: input.fluid, liters }] : undefined\n }\n const taken = takeUnits(candidatesOf(input, context), input.qty ?? 1, context)\n if (!taken || input.meters === undefined) return taken\n return taken.map((entry) => ('item' in entry ? { ...entry, meters: input.meters as number } : entry))\n}\n\nconst toolMissing = (recipe: RecipeDef, context: CraftContext): string[] =>\n recipe.tools.flatMap((tool) => {\n const missing: string[] = []\n if (tool.anyOf.length > 0 && !tool.anyOf.some((id) => countOf(context, id) > 0)) missing.push(`tool:${tool.anyOf.join('|')}`)\n if (tool.world && !tool.world.some((station) => context.world?.has(station))) missing.push(`world:${tool.world.join('|')}`)\n return missing\n })\n\nconst gateMissing = (recipe: RecipeDef, context: CraftContext): string[] => {\n const missing: string[] = []\n if (context.skills && recipe.skill && (context.skills[recipe.skill.id] ?? 0) < recipe.skill.level) missing.push(`skill:${recipe.skill.id}:${recipe.skill.level}`)\n if (context.unlocked && recipe.unlockedBy !== undefined && !context.unlocked.has(recipe.unlockedBy)) missing.push(`unlock:${recipe.unlockedBy}`)\n return missing\n}\n\n/** Whether the character can make the recipe now, and what is missing when not. Skill and `unlockedBy` are ignored when the host does not pass `skills` or `unlocked`. */\nexport const canCraft = (recipe: RecipeDef, context: CraftContext): CraftCheck => {\n const missing = [\n ...gateMissing(recipe, context),\n ...toolMissing(recipe, context),\n ...recipe.inputs.filter((input) => consumptionFor(input, context) === undefined).map(describeInput),\n ]\n return { isPossible: missing.length === 0, missing }\n}\n\nconst outcomeOf = (output: RecipeOutput, random: () => number): CraftOutcome => {\n if ('effect' in output) return { effect: output.effect, params: output.params, ...(output.text === undefined ? {} : { text: output.text }) }\n const [low, high] = output.qty\n return { item: output.item, count: low + Math.floor(random() * (high - low + 1)) }\n}\n\n/**\n * Makes the recipe: what is consumed and what comes out. Pure: the host takes the consumed things from its inventory and applies the output (an item is\n * added, an effect such as \"window with 200 life\" is the host's to handle). Draws one number only when the output quantity is a range.\n */\nexport const craft = (recipe: RecipeDef, context: CraftContext, random: () => number): CraftResult => {\n const check = canCraft(recipe, context)\n if (!check.isPossible) return { isCrafted: false, missing: check.missing }\n const consumed = recipe.inputs.flatMap((input) => consumptionFor(input, context) ?? [])\n return { isCrafted: true, seconds: recipe.seconds, consumed, output: outcomeOf(recipe.output, random) }\n}\n","import type { DepletionRule } from '../rules-types'\nimport type { ItemRules } from '../rules-types'\nimport type { PlaceTag } from '../types'\n\n/** Share of the normal stock a place still has `day` days into the outbreak: `max(floor, 1 - perDay x day)`; 1 on day 0 and where no rule names the place. */\nexport const depletionFactor = (place: PlaceTag, day: number, rules: ItemRules): number => {\n if (day <= 0) return 1\n const rule: DepletionRule | undefined = rules.finds.depletion.find((entry) => entry.places.includes(place))\n return rule ? Math.max(rule.floor, 1 - rule.perDay * day) : 1\n}\n\n/** The count of stacks after the days of the outbreak and the region: the roll is drawn first, so day 0 and an unknown region leave it as it was. */\nexport const scaleCount = (count: number, scale: { place: PlaceTag; day: number; region?: string }, rules: ItemRules): number => {\n const region = scale.region === undefined ? 1 : (rules.finds.regionMultiplier[scale.region] ?? 1)\n return Math.round(count * depletionFactor(scale.place, scale.day, rules) * region)\n}\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemCategory, ItemDef, PlaceTag } from '../types'\n\n/** The items of `category` a roll can draw in `place`: no fixed-spot rarity, nothing excluded; when none lists the place, every one of the category (the game's recuo). */\nexport const rollableItems = (catalog: ItemsCatalog, category: ItemCategory, place: PlaceTag): ItemDef[] => {\n const { rules } = catalog\n const rollable = catalog.byCategory(category).filter((item) => !rules.rarity.fixedOnly.includes(item.rarity) && !rules.finds.rollExcluded.includes(item.id))\n const here = rollable.filter((item) => item.finds?.places.includes(place))\n return here.length > 0 ? here : rollable\n}\n\nexport const rarityWeight = (catalog: ItemsCatalog, item: ItemDef): number => catalog.rules.rarity.weights[item.rarity]\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemCategory } from '../types'\n\nimport { scaleCount } from './depletion'\nimport { rarityWeight, rollableItems } from './rarity-pool'\nimport type { FindsQuery } from './types'\n\nconst pickCategory = (weights: Readonly<Record<ItemCategory, number>>, random: () => number): ItemCategory | undefined => {\n let remaining = random()\n const categories = Object.keys(weights)\n for (const category of categories) {\n remaining -= weights[category] as number\n if (remaining <= 0) return category\n }\n return categories[0]\n}\n\n/**\n * Port of the team game's `rollItems` (jogo.js L68796-68812) on the container table (`CONT_TAB`) and the rarity weights (`RAR_W`).\n *\n * Order of the random draws, the contract the golden test holds: one for the count; then for each stack one to pick the category, and (unless the category\n * has nothing to draw) one to pick the item among those of the place, by rarity weight. Nothing else draws. The count is scaled by the day and the region\n * after it is drawn, so day 0 gives exactly the game's rolls. Returns the item ids, one per stack.\n */\nexport const rollByCategory = (catalog: ItemsCatalog, query: FindsQuery): string[] => {\n const { rules } = catalog\n const table = catalog.containers.get(query.container) ?? catalog.containers.get(rules.finds.fallbackContainer)\n if (!table) return []\n const [low, high] = table.count ?? [0, 0]\n const drawn = low + Math.floor(query.rng() * (high - low + 1))\n const count = scaleCount(drawn, { place: query.place, day: query.day ?? 0, ...(query.region === undefined ? {} : { region: query.region }) }, rules)\n const weights = table.categories ?? table.categoriesByPlace?.[query.place] ?? table.categoriesByPlace?.['*']\n if (!weights) return []\n\n const picked: string[] = []\n for (let stack = 0; stack < count; stack++) {\n const category = pickCategory(weights, query.rng)\n const pool = category === undefined ? [] : rollableItems(catalog, category, query.place)\n if (pool.length === 0) continue\n const total = pool.reduce((sum, item) => sum + rarityWeight(catalog, item), 0)\n let remaining = query.rng() * total\n for (const item of pool) {\n remaining -= rarityWeight(catalog, item)\n if (remaining <= 0) {\n picked.push(item.id)\n break\n }\n }\n }\n return picked\n}\n","import type { ItemRules } from '../rules-types'\nimport type { FindState } from '../rules-types'\nimport type { PoolEntry } from '../types'\n\nimport type { FindsQuery } from './types'\n\nexport interface PoolPick {\n itemId: string\n count: number\n /** The pool entry it came from; none for the junk an abandoned container leaves. */\n entry?: PoolEntry\n}\n\ninterface Candidate {\n entry: PoolEntry\n weight: number\n}\n\n/** Draws without replacement by weight (the viewer's `ordemPonderada`): one draw per candidate, all of them, before anything is cut. */\nconst weightedOrder = (candidates: readonly Candidate[], random: () => number): Candidate[] => {\n const remaining = [...candidates]\n const ordered: Candidate[] = []\n while (remaining.length > 0) {\n const total = remaining.reduce((sum, candidate) => sum + candidate.weight, 0)\n let x = random() * total\n let index = 0\n for (; index < remaining.length - 1; index++) {\n x -= (remaining[index] as Candidate).weight\n if (x < 0) break\n }\n ordered.push(...remaining.splice(index, 1))\n }\n return ordered\n}\n\nconst countFor = (pool: readonly PoolEntry[], state: FindState, footprint: number, query: FindsQuery, rules: ItemRules): number => {\n const settings = rules.finds.pool\n const base = Math.max(settings.min, Math.min(settings.max, Math.round(settings.offset + footprint * settings.perSquareMetre + query.rng() * settings.jitter)))\n if (state === 'fortified') return Math.min(pool.length, base + settings.fortifiedExtra)\n if (state === 'abandoned') return query.rng() < settings.abandonedEmptyChance ? 0 : settings.abandonedKept\n return base\n}\n\n/**\n * Port of the 3D house viewer's `sorteiaConteudo` (visor-casas-3d.js L10837-10863) over a pool of what a kind of furniture holds.\n *\n * Order of the random draws, the contract the golden test holds: one for the count (`base`); for an abandoned container one more (empty or not); then a full\n * weighted order of the pool (one draw per entry, before the cut to the count); then one per kept entry for its quantity; and only for an abandoned and empty\n * container one last draw for the junk. Fortified: more entries, supplies weigh x2.5 and give +1. Abandoned: 40% empty, otherwise one entry, plus junk and,\n * in a fridge or freezer, spoiled food.\n */\nexport const rollExplicitPool = (pool: readonly PoolEntry[], state: FindState, query: FindsQuery, rules: ItemRules): PoolPick[] => {\n const settings = rules.finds.pool\n const n = countFor(pool, state, query.footprint ?? settings.defaultFootprint, query, rules)\n const isFortified = state === 'fortified'\n const candidates = pool.map((entry) => ({ entry, weight: isFortified && entry.isSupply ? entry.weight * settings.supplyWeight : entry.weight }))\n\n const picks: PoolPick[] = []\n for (const { entry } of weightedOrder(candidates, query.rng).slice(0, n)) {\n const [low, high] = entry.qty\n const bonus = isFortified && entry.isSupply ? settings.supplyExtraQty : 0\n picks.push({ itemId: entry.item, count: low + Math.floor(query.rng() * (high - low + 1)) + bonus, entry })\n }\n if (state === 'abandoned') {\n if (picks.length === 0 && query.rng() < settings.junkChance) picks.push({ itemId: settings.junkItem, count: 1 })\n if (settings.coldContainers.includes(query.container) || (query.key !== undefined && settings.coldContainers.includes(query.key))) picks.push({ itemId: settings.spoiledFoodItem, count: 1 })\n }\n return picks\n}\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemDef } from '../types'\n\nimport type { FindData, FindsQuery } from './types'\n\nconst WEARING_DURABILITY = ['condition', 'hits', 'cuts']\n\nconst hasCondition = (item: ItemDef): boolean => item.protection !== undefined || item.weapon !== undefined || WEARING_DURABILITY.includes(item.durability?.kind ?? '')\n\nconst between = (range: readonly [number, number], random: () => number): number => range[0] + random() * (range[1] - range[0])\n\n/** Age of food when it turns up: the days since the outbreak plus 0 to 60% of the shelf life. On day 0 that is the normal turnover of the shelf. One draw. */\nexport const spawnAgeDays = (item: ItemDef, outbreakDays: number, random: () => number, catalog: ItemsCatalog): number | undefined =>\n item.shelfLife === undefined ? undefined : outbreakDays + between(catalog.rules.spawn.ageShare, random) * item.shelfLife\n\nconst isRetailStock = (query: FindsQuery, catalog: ItemsCatalog): boolean => {\n const { spawn } = catalog.rules\n const isRetail = spawn.retailNew && (query.day ?? 0) <= 0 && spawn.retailPlaces.includes(query.place)\n return isRetail && (spawn.retailContainers.length === 0 || spawn.retailContainers.includes(query.container))\n}\n\n/**\n * The state an item has when it turns up, drawn after all the stacks of a container were chosen (so the choice itself matches the sources): food age, condition\n * by rarity (100 for shop stock on day 0), battery charge and how full a jerrycan is. Draws in that order, only what applies.\n */\nexport const spawnData = (item: ItemDef, query: FindsQuery, catalog: ItemsCatalog): FindData | undefined => {\n const { spawn } = catalog.rules\n const data: { ageDays?: number; condition?: number; charge?: number; fill?: number } = {}\n const ageDays = spawnAgeDays(item, query.day ?? 0, query.rng, catalog)\n if (ageDays !== undefined) data.ageDays = ageDays\n if (hasCondition(item)) data.condition = isRetailStock(query, catalog) ? 100 : Math.round(between(spawn.condition[item.rarity], query.rng))\n if (item.charge) data.charge = between(spawn.charge, query.rng)\n if (spawn.fillable.includes(item.id)) data.fill = between(spawn.fill, query.rng)\n return Object.keys(data).length > 0 ? data : undefined\n}\n","import { deepMerge } from '@adatechnology/game-contracts'\nimport type { DeepPartial } from '@adatechnology/game-contracts'\n\nimport type { ItemsCatalog } from '../catalog-types'\nimport type { ItemRules } from '../rules-types'\n\nimport { rollByCategory } from './category-roll'\nimport { rollExplicitPool } from './explicit-pool'\nimport { spawnData } from './spawn-state'\nimport type { FindStack, FindsProvider, FindsQuery } from './types'\n\nexport interface FindsProviderOptions {\n /** `team` (default): a container with an explicit pool in the catalog uses it; `none`: always the category roll. */\n pools?: 'team' | 'none'\n /** Changes to the `finds` and `spawn` rules for this provider. */\n rules?: DeepPartial<Pick<ItemRules, 'finds' | 'spawn'>>\n /** Names a host uses for a place, mapped to the place tags of the catalog (a floorplan `cabin` is a `lodge`). */\n placeAliases?: Readonly<Record<string, string>>\n /** Places where the explicit pools apply (the viewer's pools describe dwellings); the others use the category roll. Default: every place. */\n poolPlaces?: readonly string[]\n /** A container with neither a pool nor a table: `fallback` (default) uses the table of `rules.finds.fallbackContainer`, like the game; `pass` answers `null` so the host's own default applies. */\n unknownContainers?: 'fallback' | 'pass'\n}\n\n/**\n * What a container holds, as the floorplan's `FindsProvider` asks it. A container with an explicit pool (`query.key` or the container id) draws from it\n * (port of the viewer); otherwise the category roll of the game draws on the container table. Every stack is chosen first, in the order of the sources, and\n * only then each gets its state (age, condition, charge, fill) from the same generator. Items the catalog no longer has (removed by a game) are dropped\n * after the draws, so the others do not change.\n */\nexport function createFindsProvider(catalog: ItemsCatalog, options: FindsProviderOptions & { unknownContainers: 'pass' }): FindsProvider\nexport function createFindsProvider(catalog: ItemsCatalog, options?: FindsProviderOptions): { findsFor(query: FindsQuery): readonly FindStack[] }\nexport function createFindsProvider(catalog: ItemsCatalog, options: FindsProviderOptions = {}): FindsProvider {\n const rules = options.rules ? deepMerge(catalog.rules, options.rules) : catalog.rules\n const scoped: ItemsCatalog = rules === catalog.rules ? catalog : { ...catalog, rules }\n const usesPools = (options.pools ?? 'team') === 'team'\n\n const aliases = options.placeAliases ?? {}\n const poolPlaces = options.poolPlaces\n\n const passes = options.unknownContainers === 'pass'\n\n const choose = (query: FindsQuery): FindStack[] | null => {\n const pool = usesPools && (poolPlaces === undefined || poolPlaces.includes(query.place)) ? (scoped.pools.get(query.key ?? query.container) ?? scoped.pools.get(query.container)) : undefined\n if (!pool && passes && !scoped.containers.has(query.container)) return null\n if (!pool) return rollByCategory(scoped, query).map((itemId) => ({ itemId, count: 1 }))\n return rollExplicitPool(pool, rules.finds.states[query.state] ?? 'normal', query, rules).map(({ itemId, count }) => ({ itemId, count }))\n }\n\n return {\n findsFor(asked) {\n const query = aliases[asked.place] === undefined ? asked : { ...asked, place: aliases[asked.place] as string }\n const chosen = choose(query)\n if (chosen === null) return null\n return chosen\n .filter((stack) => scoped.has(stack.itemId))\n .map((stack) => {\n const data = spawnData(scoped.get(stack.itemId), query, scoped)\n return data ? { ...stack, data } : stack\n })\n },\n }\n}\n","import type { ColliderOptions, WorldCollider } from './types'\n\ninterface Box {\n ids: string[]\n object: string\n u0: number\n u1: number\n v0: number\n v1: number\n y0: number\n y1: number\n}\n\nconst volume = (b: Box): number => (b.u1 - b.u0) * (b.v1 - b.v0) * (b.y1 - b.y0)\nconst overlap = (a0: number, a1: number, b0: number, b1: number): number => Math.max(0, Math.min(a1, b1) - Math.max(a0, b0))\n\nfunction tryMerge(a: Box, b: Box, gap: number, slack: number): Box | null {\n if (a.u0 - gap > b.u1 || b.u0 - gap > a.u1) return null\n if (a.v0 - gap > b.v1 || b.v0 - gap > a.v1) return null\n if (a.y0 - gap > b.y1 || b.y0 - gap > a.y1) return null\n const u0 = Math.min(a.u0, b.u0)\n const u1 = Math.max(a.u1, b.u1)\n const v0 = Math.min(a.v0, b.v0)\n const v1 = Math.max(a.v1, b.v1)\n const y0 = Math.min(a.y0, b.y0)\n const y1 = Math.max(a.y1, b.y1)\n const hull = (u1 - u0) * (v1 - v0) * (y1 - y0)\n const common = overlap(a.u0, a.u1, b.u0, b.u1) * overlap(a.v0, a.v1, b.v0, b.v1) * overlap(a.y0, a.y1, b.y0, b.y1)\n const real = volume(a) + volume(b) - common\n if (hull > real * (1 + slack) + 1e-9) return null\n return { ids: [...a.ids, ...b.ids], object: a.object, u0, u1, v0, v1, y0, y1 }\n}\n\n/**\n * Union overlapping or adjacent colliders of the same object (same rotation) into fewer OBBs.\n * A merge happens only when the merged box adds at most `slack` extra volume over the real union, so coverage is never lost\n * and never grows noticeably. Colliders of different objects or rotations are left alone.\n */\nexport function mergeColliders(list: WorldCollider[], options: Pick<ColliderOptions, 'gap' | 'slack'> = {}): WorldCollider[] {\n const gap = options.gap ?? 0.02\n const slack = options.slack ?? 0.1\n const groups = new Map<string, WorldCollider[]>()\n for (const c of list) {\n const key = `${c.object}|${Math.round(c.ry * 1000)}`\n const g = groups.get(key)\n if (g) g.push(c)\n else groups.set(key, [c])\n }\n const out: WorldCollider[] = []\n for (const g of groups.values()) {\n const ry = g[0]?.ry ?? 0\n const cs = Math.cos(ry)\n const sn = Math.sin(ry)\n let boxes: Box[] = g.map((c) => {\n const u = c.cx * cs - c.cz * sn\n const v = c.cx * sn + c.cz * cs\n return { ids: [c.id], object: c.object, u0: u - c.hw, u1: u + c.hw, v0: v - c.hd, v1: v + c.hd, y0: c.y0, y1: c.y1 }\n })\n let changed = boxes.length > 1\n while (changed) {\n changed = false\n outer: for (let i = 0; i < boxes.length; i++) {\n for (let j = i + 1; j < boxes.length; j++) {\n const m = tryMerge(boxes[i] as Box, boxes[j] as Box, gap, slack)\n if (!m) continue\n boxes = boxes.filter((_, k) => k !== i && k !== j)\n boxes.push(m)\n changed = true\n break outer\n }\n }\n }\n for (const b of boxes) {\n const u = (b.u0 + b.u1) / 2\n const v = (b.v0 + b.v1) / 2\n out.push({\n id: b.ids.length === 1 ? (b.ids[0] as string) : `${b.ids[0]}+${b.ids.length - 1}`,\n object: b.object,\n cx: u * cs + v * sn,\n cz: -u * sn + v * cs,\n hw: (b.u1 - b.u0) / 2,\n hd: (b.v1 - b.v0) / 2,\n ry,\n y0: b.y0,\n y1: b.y1,\n })\n }\n }\n return out\n}\n","/** FNV-1a hash of a string to a 32-bit unsigned integer. */\nexport function hashString(text: string): number {\n let h = 2166136261\n for (let i = 0; i < text.length; i++) {\n h ^= text.charCodeAt(i)\n h = Math.imul(h, 16777619)\n }\n return h >>> 0\n}\n\n/** Deterministic random generator (mulberry32). Returns a function producing floats in [0, 1). Numbers and strings are accepted as seeds. */\nexport function rng(seed: number | string = 1): () => number {\n let a = (typeof seed === 'number' ? Math.floor(seed) >>> 0 : hashString(seed)) || 0x9e3779b9\n return () => {\n a = (a + 0x6d2b79f5) >>> 0\n let t = a\n t = Math.imul(t ^ (t >>> 15), t | 1)\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61)\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296\n }\n}\n","import { rng } from './rng'\nimport type { ItemCatalog, ItemStack, LootTables, SlotSpec, Vec3 } from './types'\n\n/** True when an item of `size` [w, h, d] fits in a slot of `max`; width and depth may be swapped (the item is turned). */\nexport function fitsSize(size: Vec3, max: Vec3): boolean {\n const eps = 1e-9\n if (size[1] > max[1] + eps) return false\n return (size[0] <= max[0] + eps && size[2] <= max[2] + eps) || (size[2] <= max[0] + eps && size[0] <= max[2] + eps)\n}\n\n/** Does the item type fit the slot. Types missing from the catalog are accepted (the host owns unknown items). */\nexport function fitsSlot(type: string, slot: SlotSpec, items?: ItemCatalog): boolean {\n const def = items?.[type]\n return def ? fitsSize(def.size, slot.max) : true\n}\n\n/**\n * Deterministic contents for a container: one entry per slot. A slot is filled with probability `fill`; the entry is a weighted pick\n * among the table entries whose item fits the slot. Same seed, same table and same slots always give the same result.\n */\nexport function generateLoot(\n tables: LootTables | undefined,\n tableId: string,\n slots: SlotSpec[],\n seed: number | string,\n items?: ItemCatalog,\n): Array<ItemStack | null> {\n const table = tables?.[tableId]\n const out: Array<ItemStack | null> = slots.map(() => null)\n if (!table) return out\n const rand = rng(seed)\n slots.forEach((slot, i) => {\n // Always draw the same number of random values per slot so a change in one slot does not shift the others.\n const roll = rand()\n const pick = rand()\n const q = rand()\n if (roll >= table.fill) return\n const candidates = table.entries.filter((e) => e.weight > 0 && fitsSlot(e.type, slot, items))\n const total = candidates.reduce((s, e) => s + e.weight, 0)\n if (total <= 0) return\n let r = pick * total\n let chosen = candidates[candidates.length - 1]\n for (const e of candidates) {\n r -= e.weight\n if (r < 0) {\n chosen = e\n break\n }\n }\n const [lo, hi] = chosen.qty ?? [1, 1]\n const def = items?.[chosen.type]\n const stackMax = def ? (def.stack ?? 1) : Number.POSITIVE_INFINITY\n const qty = Math.max(1, Math.min(stackMax, lo + Math.floor(q * (hi - lo + 1))))\n out[i] = { type: chosen.type, qty }\n })\n return out\n}\n","import type { InteractablesLocale, Strings } from './types'\n\n/** Engine-level prompts and messages. Content packs add their own keys through `WorldOptions.strings`. */\nexport const locales: Record<InteractablesLocale, Strings> = {\n en: {\n 'prompt.open': 'Open {name}',\n 'prompt.close': 'Close {name}',\n 'prompt.turn_on': 'Turn on {name}',\n 'prompt.turn_off': 'Turn off {name}',\n 'prompt.take': 'Take',\n 'prompt.sit': 'Sit',\n 'prompt.lie_down': 'Lie down',\n 'prompt.get_up': 'Get up',\n 'prompt.light': 'Light',\n 'prompt.change_channel': 'Change channel',\n 'prompt.read': 'Read',\n 'prompt.breaker_on': 'Switch on {circuit}',\n 'prompt.breaker_off': 'Switch off {circuit}',\n 'prompt.open_valve': 'Open valve',\n 'prompt.close_valve': 'Close valve',\n no_power: 'No power',\n no_gas: 'No gas',\n no_water: 'No water',\n locked: 'Locked',\n requires_open: 'Open it first',\n already_lit: 'Already lit',\n needs_ignition: 'Light it first',\n turn_on_first: 'Turn it on first',\n empty: 'Empty',\n full: 'Full',\n },\n 'pt-BR': {\n 'prompt.open': 'Abrir {name}',\n 'prompt.close': 'Fechar {name}',\n 'prompt.turn_on': 'Ligar {name}',\n 'prompt.turn_off': 'Desligar {name}',\n 'prompt.take': 'Pegar',\n 'prompt.sit': 'Sentar',\n 'prompt.lie_down': 'Deitar',\n 'prompt.get_up': 'Levantar',\n 'prompt.light': 'Acender',\n 'prompt.change_channel': 'Trocar de canal',\n 'prompt.read': 'Ler',\n 'prompt.breaker_on': 'Ligar {circuit}',\n 'prompt.breaker_off': 'Desligar {circuit}',\n 'prompt.open_valve': 'Abrir registro',\n 'prompt.close_valve': 'Fechar registro',\n no_power: 'Sem energia',\n no_gas: 'Sem gás',\n no_water: 'Sem água',\n locked: 'Trancado',\n requires_open: 'Abra primeiro',\n already_lit: 'Já está aceso',\n needs_ignition: 'Acenda primeiro',\n turn_on_first: 'Ligue primeiro',\n empty: 'Vazio',\n full: 'Cheio',\n },\n}\n\n/** Pick a built-in locale for an arbitrary tag (`pt`, `pt-br`, `en-GB`...). Unknown tags give `en`. */\nexport function pickLocale(locale: string | undefined): InteractablesLocale {\n if (!locale) return 'en'\n const l = locale.toLowerCase()\n if (l === 'pt-br' || l === 'pt') return 'pt-BR'\n return 'en'\n}\n\n/**\n * Merged table for a locale: built-in `en`, then the built-in table of `locale`, then the extra strings for `en` and for `locale`.\n * Lookup therefore falls back to English, and the caller never gets undefined for engine keys.\n */\nexport function resolveStrings(locale?: string, extra?: Partial<Record<InteractablesLocale, Strings>>): Strings {\n const loc = pickLocale(locale)\n return { ...locales.en, ...locales[loc], ...(extra?.en ?? {}), ...(loc === 'en' ? {} : (extra?.[loc] ?? {})) }\n}\n\n/** Replace `{name}` placeholders. Unknown placeholders are left untouched. */\nexport function format(text: string, vars?: Record<string, string | number>): string {\n if (!vars) return text\n return text.replace(/\\{(\\w+)\\}/g, (m, k: string) => (k in vars ? String(vars[k]) : m))\n}\n","import type { Motion, Transform, Vec3 } from './types'\n\nexport interface Pose {\n /** Translation relative to the pivot. */\n position: Vec3\n /** Rotation around `axis` (in the part frame) by `angle` radians. */\n rotation: { axis: Vec3; angle: number }\n scale: Vec3\n}\n\nconst DEFAULT_AXIS: Vec3 = [0, 1, 0]\n\n/**\n * Pose of a part at animation value `t` (0..1), relative to its pivot, so any renderer can apply it:\n * `position`, then `rotation` around the pivot, then `scale` along the axis.\n */\nexport function poseOf(motion: Motion, t: number): Pose {\n const tt = Math.max(0, Math.min(1, t))\n const axis = motion.axis ?? DEFAULT_AXIS\n const pose: Pose = { position: [0, 0, 0], rotation: { axis: [axis[0], axis[1], axis[2]], angle: 0 }, scale: [1, 1, 1] }\n switch (motion.kind) {\n case 'hinge':\n case 'rocker':\n case 'knob':\n pose.rotation.angle = (motion.angle ?? Math.PI / 2) * tt\n break\n case 'slide': {\n const d = (motion.distance ?? 0.4) * tt\n pose.position = [axis[0] * d, axis[1] * d, axis[2] * d]\n break\n }\n case 'scale': {\n const k = 1 + ((motion.scale ?? 0.2) - 1) * tt\n pose.scale = [axis[0] !== 0 ? k : 1, axis[1] !== 0 ? k : 1, axis[2] !== 0 ? k : 1]\n break\n }\n }\n return pose\n}\n\n/** Rotate a vector around +y by `ry` radians (same convention as three.js `rotation.y`). */\nexport function rotY(v: Vec3, ry: number): Vec3 {\n const c = Math.cos(ry)\n const s = Math.sin(ry)\n return [c * v[0] + s * v[2], v[1], -s * v[0] + c * v[2]]\n}\n\n/** Object-local point to world space. */\nexport function localToWorld(transform: Transform, v: Vec3): Vec3 {\n const r = rotY(v, transform.ry)\n return [transform.x + r[0], transform.y + r[1], transform.z + r[2]]\n}\n\n/** World point to object-local space. */\nexport function worldToLocal(transform: Transform, v: Vec3): Vec3 {\n return rotY([v[0] - transform.x, v[1] - transform.y, v[2] - transform.z], -transform.ry)\n}\n\n/** Rodrigues rotation of `v` around a unit-length-normalised `axis` by `angle`. */\nexport function rotateAxis(v: Vec3, axis: Vec3, angle: number): Vec3 {\n const len = Math.hypot(axis[0], axis[1], axis[2]) || 1\n const k: Vec3 = [axis[0] / len, axis[1] / len, axis[2] / len]\n const c = Math.cos(angle)\n const s = Math.sin(angle)\n const dot = k[0] * v[0] + k[1] * v[1] + k[2] * v[2]\n const cross: Vec3 = [k[1] * v[2] - k[2] * v[1], k[2] * v[0] - k[0] * v[2], k[0] * v[1] - k[1] * v[0]]\n return [v[0] * c + cross[0] * s + k[0] * dot * (1 - c), v[1] * c + cross[1] * s + k[1] * dot * (1 - c), v[2] * c + cross[2] * s + k[2] * dot * (1 - c)]\n}\n\nexport function clamp(v: number, lo: number, hi: number): number {\n return v < lo ? lo : v > hi ? hi : v\n}\n\nexport function dist3(a: Vec3, b: Vec3): number {\n return Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2])\n}\n","import { mergeColliders } from './colliders'\nimport { fitsSlot, generateLoot } from './loot'\nimport { format, resolveStrings } from './locale'\nimport { clamp, dist3, localToWorld, rotateAxis, rotY, worldToLocal } from './math'\nimport type {\n ActiveEmitter,\n BurnerSpec,\n ColliderOptions,\n DeviceSpec,\n FixtureSpec,\n FuelSourceSpec,\n Interactable,\n InteractionSpec,\n ItemStack,\n ObjectSpec,\n PartSpec,\n SeatResult,\n SoftSpec,\n TankSpec,\n TargetOptions,\n Transform,\n Vec3,\n World,\n WorldCollider,\n WorldEvent,\n WorldObject,\n WorldOptions,\n WorldState,\n} from './types'\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// Constants\n// ---------------------------------------------------------------------------------------------------------------------------------\n\nconst DEFAULT_ACTOR = 'player'\nconst DEFAULT_RADIUS = 1.2\nconst AUTO_RANGE = 2\nconst SMOKE_TAIL = 20\nconst FLUSH_SECONDS = 2\nconst ACTOR_HEIGHT = 1.7\nconst PUSH_GAIN = 1.2\nconst SWEEP_STEPS = 24\nconst FLOW_DEFAULTS: Record<string, number> = { tap: 6, shower: 8, utility_sink: 6, flush: 0, hose: 10, filter: 1 }\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// Internal state\n// ---------------------------------------------------------------------------------------------------------------------------------\n\ninterface PartState {\n spec: PartSpec\n t: number\n target: number\n maxT: number\n}\n\ninterface DeviceState {\n spec: DeviceSpec\n on: boolean\n channel: number\n}\n\ninterface FuelState {\n spec: FuelSourceSpec\n level: number\n}\n\ninterface BurnerState {\n spec: BurnerSpec\n on: boolean\n lit: boolean\n /** Seconds of smoke left after a solid-fuel fire went out. */\n smoke: number\n}\n\ninterface TankState {\n spec: TankSpec\n level: number\n}\n\ninterface FixtureState {\n spec: FixtureSpec\n on: boolean\n flowing: boolean\n /** Delivered / wanted in the last step, 0..1. */\n frac: number\n /** Seconds left of a flush. */\n timer: number\n}\n\ninterface SoftState {\n spec: SoftSpec\n ax: number\n az: number\n vax: number\n vaz: number\n phase: number\n}\n\ninterface DamageState {\n max: number\n hp: number\n}\n\ninterface ObjState {\n id: string\n public: WorldObject\n spec: ObjectSpec\n parts: Map<string, PartState>\n contents: Map<string, Array<ItemStack | null>>\n devices: Map<string, DeviceState>\n fuels: Map<string, FuelState>\n burners: Map<string, BurnerState>\n tanks: Map<string, TankState>\n fixtures: Map<string, FixtureState>\n soft: Map<string, SoftState>\n hp: Map<string, DamageState>\n interactions: InteractionSpec[]\n}\n\nfunction cloneStack(s: ItemStack | null): ItemStack | null {\n return s ? { type: s.type, qty: s.qty, ...(s.data ? { data: JSON.parse(JSON.stringify(s.data)) as Record<string, unknown> } : {}) } : null\n}\n\nfunction humanize(id: string): string {\n const s = id.replace(/[_-]+/g, ' ').trim()\n return s.charAt(0).toUpperCase() + s.slice(1)\n}\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// World\n// ---------------------------------------------------------------------------------------------------------------------------------\n\nexport function createWorld(options: WorldOptions = {}): World {\n const seed = options.seed ?? 1\n const objs = new Map<string, ObjState>()\n const breakers = new Map<string, boolean>()\n const seats = new Map<string, { object: string; seat: string }>()\n const plugs = new Map<string, string | null>()\n let locale = options.locale ?? 'en'\n let table = resolveStrings(locale, options.strings)\n let grid = options.grid ?? true\n let rain = options.rain ?? 0\n let wind: [number, number] = options.wind ? [options.wind[0], options.wind[1]] : [0, 0]\n let defaultTank: string | null = null\n let defaultTankExplicit = false\n let time = 0\n\n // ------------------------------------------------------------------ text & events\n function t(key: string, vars?: Record<string, string | number>): string {\n return format(table[key] ?? key, vars)\n }\n\n function emit(e: WorldEvent): void {\n options.onEvent?.(e)\n }\n\n function message(key: string): void {\n emit({ type: 'message', key, text: t(key) })\n }\n\n // ------------------------------------------------------------------ lookup helpers\n function gid(o: ObjState, local: string): string {\n return `${o.id}:${local}`\n }\n\n /** Find the first entity matching a world-wide id `objectId:localId`. */\n function findGlobal<T>(id: string, pick: (o: ObjState, local: string) => T | undefined): { o: ObjState; value: T; local: string } | null {\n for (const o of objs.values()) {\n if (!id.startsWith(o.id + ':')) continue\n const local = id.slice(o.id.length + 1)\n const value = pick(o, local)\n if (value !== undefined) return { o, value, local }\n }\n return null\n }\n\n function objectOrThrow(id: string): ObjState {\n const o = objs.get(id)\n if (!o) throw new Error(`Unknown object \"${id}\"`)\n return o\n }\n\n function originOf(o: ObjState): Vec3 {\n const tr = o.public.transform\n return [tr.x, tr.y, tr.z]\n }\n\n function toWorld(o: ObjState, v: Vec3): Vec3 {\n return localToWorld(o.public.transform, v)\n }\n\n // ------------------------------------------------------------------ parts\n function openThreshold(p: PartState): number {\n return Math.min(0.5, p.maxT * 0.9)\n }\n\n function isOpen(o: ObjState, partId: string | undefined): boolean {\n if (!partId) return true\n const p = o.parts.get(partId)\n if (!p) return true\n return p.maxT >= 0.1 && p.t >= openThreshold(p)\n }\n\n function targetIsOpen(p: PartState): boolean {\n return p.maxT >= 0.1 && p.target >= openThreshold(p)\n }\n\n function writeT(o: ObjState, p: PartState, v: number): void {\n p.t = v\n o.public.parts[p.spec.id] = v\n }\n\n function gated(o: ObjState, p: PartState): boolean {\n return !!p.spec.requires && o.parts.has(p.spec.requires) && !isOpen(o, p.spec.requires)\n }\n\n function setOnePart(o: ObjState, p: PartState, target: number, instant: boolean): void {\n const next = clamp(target, 0, p.maxT)\n const changed = next !== p.target\n p.target = next\n if (instant) writeT(o, p, next)\n if (changed || instant) emit({ type: 'part', object: o.id, part: p.spec.id, t: p.t, target: p.target })\n }\n\n function setPartTarget(o: ObjState, partId: string, target: number, instant = false): void {\n const p = o.parts.get(partId)\n if (!p) return\n const group = p.spec.group\n const members = group ? [...o.parts.values()].filter((q) => q.spec.group === group) : [p]\n for (const q of members) {\n setOne(o, q, target, instant)\n }\n }\n\n function setOne(o: ObjState, p: PartState, target: number, instant: boolean): void {\n setOnePart(o, p, target, instant)\n // a part that other parts require closes them with it (the drawer behind a door closes with the door)\n if (!targetIsOpen(p)) {\n for (const q of o.parts.values()) {\n if (q.spec.requires === p.spec.id && q.target > 0) setPartTarget(o, q.spec.id, 0, instant)\n }\n }\n }\n\n /** Frame of a part right now: rotation (axis in object-local, angle) and translation, both about its pivot. */\n function partFrame(o: ObjState, partId: string | undefined): { pivot: Vec3; axis: Vec3; angle: number; offset: Vec3 } | null {\n if (!partId) return null\n const p = o.parts.get(partId)\n if (!p) return null\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n const frame = { pivot: p.spec.pivot, axis, angle: 0, offset: [0, 0, 0] as Vec3 }\n if (m.kind === 'slide') {\n const d = (m.distance ?? 0.4) * p.t\n frame.offset = [axis[0] * d, axis[1] * d, axis[2] * d]\n } else if (m.kind !== 'scale') {\n frame.angle = (m.angle ?? Math.PI / 2) * p.t\n }\n return frame\n }\n\n function applyPart(o: ObjState, partId: string | undefined, local: Vec3): Vec3 {\n const f = partFrame(o, partId)\n if (!f) return local\n const rel: Vec3 = [local[0] - f.pivot[0], local[1] - f.pivot[1], local[2] - f.pivot[2]]\n const r = f.angle !== 0 ? rotateAxis(rel, f.axis, f.angle) : rel\n return [f.pivot[0] + r[0] + f.offset[0], f.pivot[1] + r[1] + f.offset[1], f.pivot[2] + r[2] + f.offset[2]]\n }\n\n /** Moves the full closed-pose slab of a part and returns the largest t whose pose keeps every sampled point clear. */\n function fitBounds(o: ObjState, p: PartState, b: NonNullable<PartSpec['bounds']>, blockedAt: (x: number, z: number) => boolean): number {\n const STEP = 0.05\n const ANGLES = 48\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n const lo: Vec3 = [Math.min(b[0], b[3]), Math.min(b[1], b[4]), Math.min(b[2], b[5])]\n const hi: Vec3 = [Math.max(b[0], b[3]), Math.max(b[1], b[4]), Math.max(b[2], b[5])]\n const axisPoints = (i: number): number[] => {\n const n = Math.max(1, Math.ceil((hi[i] - lo[i]) / STEP))\n return Array.from({ length: n + 1 }, (_, k) => lo[i] + ((hi[i] - lo[i]) * k) / n)\n }\n const xs = axisPoints(0)\n const ys = axisPoints(1)\n const zs = axisPoints(2)\n // `blocked` only sees x/z, so only the floor footprint matters. About a vertical axis (and for slides) y never changes\n // the footprint, so the x/z outline is enough; otherwise the footprint boundary is the projection of the box edges.\n const flat = m.kind === 'slide' || Math.abs(axis[1]) > 0.999\n const seen = new Set<string>()\n const pts: Vec3[] = []\n const add = (x: number, y: number, z: number): void => {\n const key = `${x.toFixed(5)},${y.toFixed(5)},${z.toFixed(5)}`\n if (seen.has(key)) return\n seen.add(key)\n pts.push([x, y, z])\n }\n if (flat) {\n for (const x of xs) for (const z of [lo[2], hi[2]]) add(x, lo[1], z)\n for (const z of zs) for (const x of [lo[0], hi[0]]) add(x, lo[1], z)\n } else {\n for (const x of xs) for (const y of [lo[1], hi[1]]) for (const z of [lo[2], hi[2]]) add(x, y, z)\n for (const y of ys) for (const x of [lo[0], hi[0]]) for (const z of [lo[2], hi[2]]) add(x, y, z)\n for (const z of zs) for (const x of [lo[0], hi[0]]) for (const y of [lo[1], hi[1]]) add(x, y, z)\n }\n const tr = o.public.transform\n const pivot = p.spec.pivot\n for (let i = 1; i <= ANGLES; i++) {\n const tt = i / ANGLES\n const angle = m.kind === 'slide' ? 0 : (m.angle ?? Math.PI / 2) * tt\n const d = m.kind === 'slide' ? (m.distance ?? 0.4) * tt : 0\n for (const [x, y, z] of pts) {\n let q: Vec3 = [x, y, z]\n if (angle !== 0) {\n const r = rotateAxis([x - pivot[0], y - pivot[1], z - pivot[2]], axis, angle)\n q = [pivot[0] + r[0], pivot[1] + r[1], pivot[2] + r[2]]\n }\n const w = localToWorld(tr, [q[0] + axis[0] * d, 0, q[2] + axis[2] * d])\n if (blockedAt(w[0], w[2])) return (i - 1) / ANGLES\n }\n }\n return 1\n }\n\n function fitSweep(objectId: string, partId: string, blocked: (x: number, z: number) => boolean): number {\n const o = objectOrThrow(objectId)\n const p = o.parts.get(partId)\n if (!p) throw new Error(`Unknown part \"${partId}\" on \"${objectId}\"`)\n const sweep = p.spec.sweep\n let result = 1\n const bounds = p.spec.bounds\n const mk = p.spec.motion.kind\n if (bounds && (mk === 'hinge' || mk === 'rocker' || mk === 'knob' || mk === 'slide')) {\n result = fitBounds(o, p, bounds, blocked)\n } else if (sweep) {\n const x0 = Math.min(sweep[0], sweep[2])\n const x1 = Math.max(sweep[0], sweep[2])\n const z0 = Math.min(sweep[1], sweep[3])\n const z1 = Math.max(sweep[1], sweep[3])\n const tr = o.public.transform\n const hit = (lx: number, lz: number): boolean => {\n const w = localToWorld(tr, [lx, 0, lz])\n return blocked(w[0], w[2])\n }\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n if (m.kind === 'hinge' || m.kind === 'rocker' || m.kind === 'knob') {\n if (Math.abs(axis[1]) >= 0.5) {\n const angle = m.angle ?? Math.PI / 2\n const total = -angle * Math.sign(axis[1])\n const [px, , pz] = p.spec.pivot\n const cx = (x0 + x1) / 2\n const cz = (z0 + z1) / 2\n const w = x1 - x0\n const d = z1 - z0\n const radius = Math.abs(angle) > 1.7 ? Math.min(w, d) : Math.max(w, d)\n const tol = 0.05\n const inRect = (x: number, z: number) => x >= x0 - tol && x <= x1 + tol && z >= z0 - tol && z <= z1 + tol\n const centered = Math.hypot(cx - px, cz - pz) < 1e-6\n const mid = Math.atan2(cz - pz, cx - px)\n for (let i = 1; i <= SWEEP_STEPS && result === 1; i++) {\n const tt = i / SWEEP_STEPS\n let isHit = false\n if (centered) {\n for (let x = x0; x <= x1 + 1e-9 && !isHit; x += 0.1) for (let z = z0; z <= z1 + 1e-9 && !isHit; z += 0.1) isHit = hit(x, z)\n } else {\n const phi = mid - total / 2 + total * tt\n const steps = Math.max(2, Math.ceil(radius / 0.1))\n for (let k = 1; k <= steps && !isHit; k++) {\n const r = (radius * k) / steps\n const x = px + Math.cos(phi) * r\n const z = pz + Math.sin(phi) * r\n if (inRect(x, z)) isHit = hit(x, z)\n }\n }\n if (isHit) result = (i - 1) / SWEEP_STEPS\n }\n }\n } else if (m.kind === 'slide') {\n const len = Math.hypot(axis[0], axis[2])\n if (len > 1e-6) {\n const dx = axis[0] / len\n const dz = axis[2] / len\n const proj = [x0 * dx + z0 * dz, x1 * dx + z0 * dz, x0 * dx + z1 * dz, x1 * dx + z1 * dz]\n const pmin = Math.min(...proj)\n const pmax = Math.max(...proj)\n const nx = Math.max(1, Math.ceil((x1 - x0) / 0.1))\n const nz = Math.max(1, Math.ceil((z1 - z0) / 0.1))\n for (let i = 1; i <= SWEEP_STEPS && result === 1; i++) {\n const limit = pmin + (pmax - pmin) * (i / SWEEP_STEPS)\n let isHit = false\n for (let a = 0; a <= nx && !isHit; a++) {\n for (let b = 0; b <= nz && !isHit; b++) {\n const x = x0 + ((x1 - x0) * a) / nx\n const z = z0 + ((z1 - z0) * b) / nz\n if (x * dx + z * dz <= limit + 1e-9 && hit(x, z)) isHit = true\n }\n }\n if (isHit) result = (i - 1) / SWEEP_STEPS\n }\n }\n }\n }\n p.maxT = result\n if (p.target > result) p.target = result\n if (p.t > result) writeT(o, p, result)\n return result\n }\n\n // ------------------------------------------------------------------ containers\n function containerOf(o: ObjState, id: string) {\n return o.spec.containers?.find((c) => c.id === id)\n }\n\n function accessible(objectId: string, containerId: string): boolean {\n const o = objs.get(objectId)\n if (!o) return false\n const c = containerOf(o, containerId)\n if (!c) return false\n return isOpen(o, c.access)\n }\n\n function contents(objectId: string, containerId: string): Array<ItemStack | null> {\n return (objs.get(objectId)?.contents.get(containerId) ?? []).map(cloneStack)\n }\n\n function take(objectId: string, containerId: string, slot: number, actor: string = DEFAULT_ACTOR): ItemStack | null {\n const o = objs.get(objectId)\n if (!o) return null\n const list = o.contents.get(containerId)\n if (!list || !accessible(objectId, containerId)) return null\n const stack = list[slot]\n if (!stack) return null\n const def = options.items?.[stack.type]\n if (def && def.pickable === false) return null\n list[slot] = null\n emit({ type: 'pickup', object: objectId, container: containerId, slot, stack: cloneStack(stack) as ItemStack, actor })\n return stack\n }\n\n function put(objectId: string, containerId: string, stack: ItemStack): number | null {\n const o = objs.get(objectId)\n if (!o) return null\n const c = containerOf(o, containerId)\n const list = o.contents.get(containerId)\n if (!c || !list || !accessible(objectId, containerId)) return null\n const maxStack = options.items?.[stack.type]?.stack ?? 1\n for (let i = 0; i < list.length; i++) {\n const cur = list[i]\n if (cur && cur.type === stack.type && !cur.data && !stack.data && cur.qty + stack.qty <= maxStack) {\n cur.qty += stack.qty\n return i\n }\n }\n for (let i = 0; i < list.length; i++) {\n if (!list[i] && fitsSlot(stack.type, c.slots[i], options.items)) {\n list[i] = cloneStack(stack)\n return i\n }\n }\n message('full')\n return null\n }\n\n function slotPosition(objectId: string, containerId: string, slot: number): Vec3 {\n const o = objectOrThrow(objectId)\n const c = containerOf(o, containerId)\n const s = c?.slots[slot]\n if (!c || !s) throw new Error(`Unknown slot ${slot} of \"${containerId}\" on \"${objectId}\"`)\n return toWorld(o, applyPart(o, s.part, s.pos))\n }\n\n // ------------------------------------------------------------------ power\n function rebuildPlugs(): void {\n plugs.clear()\n const sockets: Array<{ id: string; pos: Vec3; circuit?: string; local: string }> = []\n for (const o of objs.values()) {\n for (const s of o.spec.sockets ?? []) sockets.push({ id: gid(o, s.id), local: s.id, pos: toWorld(o, s.pos), circuit: s.circuit })\n }\n const used = new Set<string>()\n const autos: Array<{ o: ObjState; d: DeviceState }> = []\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const key = gid(o, d.spec.id)\n const want = d.spec.socket\n if (want === undefined || d.spec.circuit) {\n plugs.set(key, null)\n } else if (want === 'auto') {\n plugs.set(key, null)\n autos.push({ o, d })\n } else {\n const s = sockets.find((x) => x.id === want) ?? sockets.find((x) => x.id === gid(o, want)) ?? sockets.find((x) => x.local === want)\n plugs.set(key, s ? s.id : null)\n if (s) used.add(s.id)\n }\n }\n }\n for (const { o, d } of autos) {\n const from = d.spec.plug ? toWorld(o, d.spec.plug) : originOf(o)\n let best: (typeof sockets)[number] | null = null\n let bestD = AUTO_RANGE\n for (const s of sockets) {\n if (used.has(s.id)) continue\n const dd = dist3(from, s.pos)\n if (dd <= bestD) {\n best = s\n bestD = dd\n }\n }\n if (best) {\n used.add(best.id)\n plugs.set(gid(o, d.spec.id), best.id)\n }\n }\n }\n\n function breaker(circuit: string): boolean {\n return breakers.get(circuit) ?? true\n }\n\n function devicePowered(o: ObjState, d: DeviceState): boolean {\n if (d.spec.electric === false) return true\n if (!grid) return false\n if (d.spec.circuit) return breaker(d.spec.circuit)\n if (d.spec.socket === undefined) return false\n const sid = plugs.get(gid(o, d.spec.id))\n if (!sid) return false\n const found = findGlobal(sid, (oo, local) => oo.spec.sockets?.find((s) => s.id === local))\n if (!found) return false\n return found.value.circuit ? breaker(found.value.circuit) : true\n }\n\n function getDevice(objectId: string, deviceId: string): { o: ObjState; d: DeviceState } | null {\n const o = objs.get(objectId)\n const d = o?.devices.get(deviceId)\n return o && d ? { o, d } : null\n }\n\n function powerSnapshot(): Map<string, boolean> {\n const m = new Map<string, boolean>()\n for (const o of objs.values()) for (const d of o.devices.values()) m.set(gid(o, d.spec.id), d.on && devicePowered(o, d))\n return m\n }\n\n function emitPowerChanges(before: Map<string, boolean>): void {\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const key = gid(o, d.spec.id)\n const now = d.on && devicePowered(o, d)\n if (before.get(key) !== now && d.on) emit({ type: 'device', object: o.id, device: d.spec.id, on: d.on, powered: devicePowered(o, d), channel: d.spec.kind === 'screen' ? d.channel : undefined })\n }\n }\n }\n\n function setDeviceOn(o: ObjState, d: DeviceState, on: boolean): void {\n d.on = on\n if (d.spec.part) setPartTarget(o, d.spec.part, on ? 1 : 0)\n const powered = devicePowered(o, d)\n emit({ type: 'device', object: o.id, device: d.spec.id, on, powered, channel: d.spec.kind === 'screen' ? d.channel : undefined })\n if (on && !powered) message('no_power')\n }\n\n function setDevice(objectId: string, deviceId: string, on: boolean): boolean {\n const f = getDevice(objectId, deviceId)\n if (!f) return false\n if (f.d.on !== on) setDeviceOn(f.o, f.d, on)\n return true\n }\n\n function setFixture(objectId: string, fixtureId: string, on: boolean): boolean {\n const fx = objs.get(objectId)?.fixtures.get(fixtureId)\n if (!fx) return false\n if (fx.on !== on) toggleFixture(objs.get(objectId) as ObjState, fixtureId)\n return fx.on === on\n }\n\n function setBurner(objectId: string, burnerId: string, on: boolean): boolean {\n const o = objs.get(objectId)\n const b = o?.burners.get(burnerId)\n if (!o || !b) return false\n const isOn = b.on || b.lit\n if (on === isOn) return true\n if (!on) return toggleBurner(o, burnerId)\n return b.spec.needsIgnition ? ignite(o, burnerId) : toggleBurner(o, burnerId)\n }\n\n function resolveDevice(o: ObjState, id: string): { o: ObjState; d: DeviceState } | null {\n if (id.includes(':')) {\n const f = findGlobal(id, (oo, local) => oo.devices.get(local))\n return f ? { o: f.o, d: f.value } : null\n }\n const local = o.devices.get(id)\n if (local) return { o, d: local }\n for (const oo of objs.values()) {\n const d = oo.devices.get(id)\n if (d) return { o: oo, d }\n }\n return null\n }\n\n function switchIsOn(o: ObjState, spec: { part?: string; controls: string[] }): boolean {\n if (spec.part && o.parts.has(spec.part)) return targetIsOpen(o.parts.get(spec.part) as PartState)\n return spec.controls.some((id) => resolveDevice(o, id)?.d.on)\n }\n\n function toggleSwitch(o: ObjState, id: string): boolean {\n const sw = o.spec.switches?.find((s) => s.id === id)\n if (!sw) return false\n const on = !switchIsOn(o, sw)\n if (sw.part) setPartTarget(o, sw.part, on ? 1 : 0)\n let unpowered = false\n for (const ref of sw.controls) {\n const r = resolveDevice(o, ref)\n if (!r) continue\n r.d.on = on\n if (r.d.spec.part) setPartTarget(r.o, r.d.spec.part, on ? 1 : 0)\n const powered = devicePowered(r.o, r.d)\n if (on && !powered) unpowered = true\n emit({ type: 'device', object: r.o.id, device: r.d.spec.id, on, powered })\n }\n emit({ type: 'switch', object: o.id, switch: sw.id, on })\n if (unpowered) message('no_power')\n return true\n }\n\n // ------------------------------------------------------------------ fuel\n function resolveFuel(o: ObjState, b: BurnerState): { o: ObjState; f: FuelState } | null {\n const want = b.spec.fuel\n if (want === 'auto') {\n const from = toWorld(o, b.spec.pos)\n let best: { o: ObjState; f: FuelState } | null = null\n let bestD = AUTO_RANGE\n for (const oo of objs.values()) {\n for (const f of oo.fuels.values()) {\n if (f.spec.kind !== 'gas') continue\n const d = dist3(from, originOf(oo))\n if (d <= bestD) {\n best = { o: oo, f }\n bestD = d\n }\n }\n }\n return best\n }\n if (want.includes(':')) {\n const f = findGlobal(want, (oo, local) => oo.fuels.get(local))\n return f ? { o: f.o, f: f.value } : null\n }\n const local = o.fuels.get(want)\n return local ? { o, f: local } : null\n }\n\n function valveOpen(o: ObjState, f: FuelState): boolean {\n const v = f.spec.valve\n if (!v || !o.parts.has(v)) return true\n return targetIsOpen(o.parts.get(v) as PartState)\n }\n\n function canBurn(b: BurnerState, ref: { o: ObjState; f: FuelState } | null): boolean {\n return !!ref && ref.f.level > 0 && valveOpen(ref.o, ref.f)\n }\n\n function isSolid(ref: { f: FuelState } | null): boolean {\n return !!ref && ref.f.spec.kind !== 'gas'\n }\n\n function emitBurner(o: ObjState, b: BurnerState): void {\n emit({ type: 'burner', object: o.id, burner: b.spec.id, on: b.on, lit: b.lit })\n }\n\n function extinguish(o: ObjState, b: BurnerState, turnOff: boolean): void {\n const ref = resolveFuel(o, b)\n const wasLit = b.lit\n b.lit = false\n if (turnOff) b.on = false\n if (b.spec.part) setPartTarget(o, b.spec.part, b.on ? 1 : 0)\n if (wasLit && isSolid(ref)) b.smoke = SMOKE_TAIL\n emitBurner(o, b)\n }\n\n function toggleBurner(o: ObjState, id: string): boolean {\n const b = o.burners.get(id)\n if (!b) return false\n if (b.on || b.lit) {\n extinguish(o, b, true)\n return true\n }\n if (b.spec.needsIgnition) return false\n const ref = resolveFuel(o, b)\n b.on = true\n b.lit = canBurn(b, ref)\n if (b.lit) b.smoke = 0\n if (b.spec.part) setPartTarget(o, b.spec.part, 1)\n emitBurner(o, b)\n if (!b.lit) message(ref && ref.f.level <= 0 ? 'empty' : 'no_gas')\n return true\n }\n\n function ignite(o: ObjState, id: string): boolean {\n const b = o.burners.get(id)\n if (!b || b.lit) return false\n const ref = resolveFuel(o, b)\n if (!canBurn(b, ref)) {\n message(ref && ref.f.level <= 0 ? 'empty' : 'no_gas')\n return false\n }\n b.on = true\n b.lit = true\n b.smoke = 0\n if (b.spec.part) setPartTarget(o, b.spec.part, 1)\n emitBurner(o, b)\n return true\n }\n\n function toggleFuel(o: ObjState, id: string): boolean {\n const f = o.fuels.get(id)\n if (!f || !f.spec.valve || !o.parts.has(f.spec.valve)) return false\n const p = o.parts.get(f.spec.valve) as PartState\n setPartTarget(o, f.spec.valve, targetIsOpen(p) ? 0 : 1)\n return true\n }\n\n // ------------------------------------------------------------------ water\n function resolveTank(o: ObjState, id: string | undefined): { o: ObjState; t: TankState } | null {\n const want = id === undefined || id === 'auto' ? defaultTank : id\n if (!want) return null\n const f = findGlobal(want, (oo, local) => oo.tanks.get(local))\n if (f) return { o: f.o, t: f.value }\n const local = o.tanks.get(want)\n return local ? { o, t: local } : null\n }\n\n function drawWater(o: ObjState, fx: FixtureState, liters: number): number {\n if (liters <= 0) return 0\n if (options.waterSupply) return Math.max(0, Math.min(liters, options.waterSupply.draw(gid(o, fx.spec.id), liters)))\n const tank = resolveTank(o, fx.spec.tank)\n if (!tank) return 0\n const got = Math.min(liters, tank.t.level)\n tank.t.level -= got\n return got\n }\n\n function emitFixture(o: ObjState, fx: FixtureState): void {\n emit({ type: 'fixture', object: o.id, fixture: fx.spec.id, on: fx.on, flowing: fx.flowing })\n }\n\n function flowOf(fx: FixtureState): number {\n return fx.spec.flow ?? FLOW_DEFAULTS[fx.spec.kind] ?? 6\n }\n\n function stepFixture(o: ObjState, fx: FixtureState, dt: number): void {\n if (!fx.on) return\n if (fx.spec.kind === 'flush') {\n fx.timer -= dt\n if (fx.timer <= 0) {\n fx.on = false\n fx.flowing = false\n fx.frac = 0\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n emitFixture(o, fx)\n }\n return\n }\n if (dt <= 0) return\n const wanted = (flowOf(fx) / 60) * dt\n const got = drawWater(o, fx, wanted)\n const flowing = got > 1e-9\n fx.frac = wanted > 0 ? Math.min(1, got / wanted) : 0\n if (flowing !== fx.flowing) {\n fx.flowing = flowing\n emitFixture(o, fx)\n }\n }\n\n function toggleFixture(o: ObjState, id: string): boolean {\n const fx = o.fixtures.get(id)\n if (!fx) return false\n if (fx.on) {\n fx.on = false\n fx.flowing = false\n fx.frac = 0\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n emitFixture(o, fx)\n return true\n }\n fx.on = true\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 1)\n if (fx.spec.kind === 'flush') {\n const volume = fx.spec.volume ?? 6\n const got = drawWater(o, fx, volume)\n fx.flowing = got > 1e-9\n fx.frac = fx.flowing ? 1 : 0\n fx.timer = FLUSH_SECONDS\n if (!fx.flowing) {\n fx.on = false\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n }\n } else {\n fx.flowing = false\n fx.frac = 0\n stepFixture(o, fx, 1 / 60)\n }\n emitFixture(o, fx)\n if (!fx.flowing) message('no_water')\n return true\n }\n\n // ------------------------------------------------------------------ seats\n function seatTaken(objectId: string, seatId: string): string | null {\n for (const [actor, s] of seats) if (s.object === objectId && s.seat === seatId) return actor\n return null\n }\n\n function stand(actor: string = DEFAULT_ACTOR): Vec3 | null {\n const s = seats.get(actor)\n if (!s) return null\n seats.delete(actor)\n const o = objs.get(s.object)\n const spec = o?.spec.seats?.find((x) => x.id === s.seat)\n emit({ type: 'seat', object: s.object, seat: s.seat, actor, seated: false })\n if (!o || !spec) return null\n return toWorld(o, spec.exit)\n }\n\n function sit(objectId: string, seatId: string, actor: string = DEFAULT_ACTOR): SeatResult | null {\n const o = objs.get(objectId)\n const seat = o?.spec.seats?.find((s) => s.id === seatId)\n if (!o || !seat) return null\n const holder = seatTaken(objectId, seatId)\n if (holder && holder !== actor) return null\n if (seats.has(actor) && !holder) stand(actor)\n seats.set(actor, { object: objectId, seat: seatId })\n const eye = seat.eye ?? (seat.pose === 'lie' ? 0.18 : 0.62)\n emit({ type: 'seat', object: objectId, seat: seatId, actor, seated: true })\n return { eye: toWorld(o, [seat.pos[0], seat.pos[1] + eye, seat.pos[2]]), yaw: o.public.transform.ry + seat.ry + Math.PI, pose: seat.pose }\n }\n\n // ------------------------------------------------------------------ soft volumes\n function push(pos: Vec3, radius: number, vel: Vec3): void {\n for (const o of objs.values()) {\n if (!o.soft.size) continue\n const tr = o.public.transform\n const lp = worldToLocal(tr, pos)\n const lv = rotY(vel, -tr.ry)\n for (const s of o.soft.values()) {\n const [w, h, d] = s.spec.size\n const hx = w / 2\n const hz = Math.max(d, 0.1) / 2\n const dx = Math.max(Math.abs(lp[0] - s.spec.anchor[0]) - hx, 0)\n const dz = Math.max(Math.abs(lp[2] - s.spec.anchor[2]) - hz, 0)\n if (Math.hypot(dx, dz) > radius) continue\n const top = tr.y + s.spec.anchor[1]\n if (pos[1] + ACTOR_HEIGHT < top - h || pos[1] > top) continue\n const cap = 8\n s.vax = clamp(s.vax - lv[2] * PUSH_GAIN, -cap, cap)\n s.vaz = clamp(s.vaz + lv[0] * PUSH_GAIN, -cap, cap)\n if (s.spec.kind === 'panel' && s.spec.part && lv[2] < -0.05 && lp[2] > s.spec.anchor[2]) setPartTarget(o, s.spec.part, 1)\n }\n }\n }\n\n function stepSoft(dt: number): void {\n const sub = Math.max(1, Math.ceil(dt / (1 / 120)))\n const h = dt / sub\n for (const o of objs.values()) {\n if (!o.soft.size) continue\n const wl = rotY([wind[0], 0, wind[1]], -o.public.transform.ry)\n for (const s of o.soft.values()) {\n const k = s.spec.stiffness ?? 30\n const c = s.spec.damping ?? 4\n const max = s.spec.maxAngle ?? 0.7\n const gain = s.spec.wind ?? (s.spec.kind === 'panel' ? 0 : 1)\n const gust = gain * (0.6 + 0.4 * Math.sin(time * 1.7 + s.phase)) * 0.1\n const fx = -wl[2] * gust\n const fz = wl[0] * gust\n for (let i = 0; i < sub; i++) {\n s.vax += (-k * s.ax - c * s.vax + fx) * h\n s.vaz += (-k * s.az - c * s.vaz + fz) * h\n s.ax += s.vax * h\n s.az += s.vaz * h\n }\n if (Math.abs(s.ax) > max) {\n s.ax = Math.sign(s.ax) * max\n s.vax = 0\n }\n if (Math.abs(s.az) > max) {\n s.az = Math.sign(s.az) * max\n s.vaz = 0\n }\n }\n }\n }\n\n // ------------------------------------------------------------------ damage\n function damage(objectId: string, target: string, amount: number, _kind?: string): { hp: number; destroyed: boolean } | null {\n const o = objs.get(objectId)\n if (o && options.destruction) {\n const pos = toWorld(o, [0, 0.5, 0])\n const type = _kind === 'gas' ? 'explosive' : _kind === 'fabric' ? 'slash' : 'blunt'\n const result = options.destruction.hitPart(objectId, target, { type, point: pos, energy: Math.max(0, amount), source: 'interactables' }) as { events?: Array<{ type?: string; part?: string }> } | null | undefined\n const destroyed = !!result?.events?.some((e) => e.type === 'fracture' && e.part === target)\n emit({ type: 'damage', object: objectId, target, hp: -1, destroyed })\n return { hp: -1, destroyed }\n }\n const st = o?.hp.get(target)\n if (!o || !st) return null\n if (st.hp <= 0) return { hp: 0, destroyed: true }\n const before = st.hp\n st.hp = Math.max(0, st.hp - Math.max(0, amount))\n const destroyed = st.hp <= 0\n emit({ type: 'damage', object: objectId, target, hp: st.hp, destroyed })\n const pos = toWorld(o, [0, 0.5, 0])\n const fuel = o.fuels.get(target)\n if (fuel && destroyed && fuel.spec.kind === 'gas' && fuel.level > 0) {\n emit({ type: 'explosion', object: objectId, pos, radius: 2 + fuel.level / 5 })\n fuel.level = 0\n }\n const tank = o.tanks.get(target)\n if (tank && before === st.max && st.hp < before) emit({ type: 'leak', object: objectId, target, pos })\n return { hp: st.hp, destroyed }\n }\n\n // ------------------------------------------------------------------ interactions\n function deriveInteractions(spec: ObjectSpec): InteractionSpec[] {\n const out: InteractionSpec[] = []\n const used = new Set<string>()\n const partPos = (id: string | undefined, fallback: Vec3): Vec3 => spec.parts?.find((p) => p.id === id)?.pivot ?? fallback\n const partLabel = (id: string | undefined): string => spec.parts?.find((p) => p.id === id)?.label ?? ''\n const claim = (id: string | undefined) => {\n if (id) used.add(id)\n }\n for (const d of spec.devices ?? []) {\n claim(d.part)\n const pos = d.part ? partPos(d.part, [0, 1, 0]) : (d.plug ?? [0, 1, 0])\n // a hard-wired lamp (circuit, no plug, no part to press) is driven by switches and `setDevice`: it never steals the interact key\n if (d.kind === 'lamp' && !d.part && !d.plug && d.electric !== false) continue\n out.push({ id: `device.${d.id}`, pos, action: { do: 'toggle_device', device: d.id }, label: partLabel(d.part) })\n if (d.kind === 'screen' && (d.channels ?? 1) > 1) out.push({ id: `channel.${d.id}`, pos, action: { do: 'cycle_device', device: d.id }, label: '' })\n }\n for (const s of spec.switches ?? []) {\n claim(s.part)\n out.push({ id: `switch.${s.id}`, pos: partPos(s.part, [0, 1.2, 0]), action: { do: 'toggle_switch', switch: s.id }, label: partLabel(s.part) })\n }\n const driven = new Set((spec.devices ?? []).map((d) => d.fixture))\n for (const f of spec.fixtures ?? []) {\n claim(f.part)\n if (driven.has(f.id)) continue\n out.push({ id: `fixture.${f.id}`, pos: f.part ? partPos(f.part, f.outlet) : f.outlet, action: { do: 'toggle_fixture', fixture: f.id }, label: partLabel(f.part) })\n }\n for (const b of spec.burners ?? []) {\n claim(b.part)\n const pos = b.part ? partPos(b.part, b.pos) : b.pos\n if (b.needsIgnition) out.push({ id: `ignite.${b.id}`, pos, action: { do: 'ignite', burner: b.id }, label: '' })\n out.push({ id: `burner.${b.id}`, pos, action: { do: 'toggle_burner', burner: b.id }, label: partLabel(b.part) })\n }\n for (const f of spec.fuels ?? []) {\n if (!f.valve) continue\n claim(f.valve)\n out.push({ id: `fuel.${f.id}`, pos: partPos(f.valve, [0, 0.5, 0]), action: { do: 'toggle_fuel', fuel: f.id }, label: partLabel(f.valve) })\n }\n for (const c of spec.containers ?? []) {\n if (!c.access) out.push({ id: `open.${c.id}`, pos: c.volume.center, action: { do: 'open_container', container: c.id }, label: '' })\n }\n for (const p of spec.parts ?? []) {\n if (used.has(p.id)) continue\n if (p.label) out.push({ id: `part.${p.id}`, pos: p.pivot, action: { do: 'toggle_part', part: p.id }, label: p.label })\n }\n for (const c of spec.containers ?? []) {\n if (c.access && !spec.parts?.find((p) => p.id === c.access)?.label) {\n out.push({ id: `open.${c.id}`, pos: partPos(c.access, c.volume.center), action: { do: 'open_container', container: c.id }, label: '' })\n }\n }\n for (const s of spec.seats ?? []) out.push({ id: `seat.${s.id}`, pos: s.pos, action: { do: 'sit', seat: s.id }, label: '' })\n return out\n }\n\n function typeName(o: ObjState): string {\n return table[`type.${o.spec.type}`] ?? humanize(o.spec.type)\n }\n\n function promptOf(o: ObjState, i: InteractionSpec): { label: string; verb: string; object: string } {\n const a = i.action\n let state: string | null = null\n let def = ''\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n const open = !!p && targetIsOpen(p)\n state = open ? 'open' : 'closed'\n def = open ? 'prompt.close' : 'prompt.open'\n break\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n const p = c?.access ? o.parts.get(c.access) : undefined\n const open = p ? targetIsOpen(p) : false\n state = p ? (open ? 'open' : 'closed') : null\n def = open ? 'prompt.close' : 'prompt.open'\n break\n }\n case 'toggle_device': {\n const on = !!o.devices.get(a.device)?.on\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_switch': {\n const sw = o.spec.switches?.find((s) => s.id === a.switch)\n const on = !!sw && switchIsOn(o, sw)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_breaker': {\n const on = breaker(a.circuit)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.breaker_off' : 'prompt.breaker_on'\n break\n }\n case 'toggle_fixture': {\n const on = !!o.fixtures.get(a.fixture)?.on\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_burner': {\n const b = o.burners.get(a.burner)\n const on = !!b && (b.on || b.lit)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_fuel': {\n const f = o.fuels.get(a.fuel)\n const open = !!f && valveOpen(o, f)\n state = open ? 'open' : 'closed'\n def = open ? 'prompt.close_valve' : 'prompt.open_valve'\n break\n }\n case 'take':\n def = 'prompt.take'\n break\n case 'read':\n def = 'prompt.read'\n break\n case 'ignite':\n def = 'prompt.light'\n break\n case 'cycle_device':\n def = 'prompt.change_channel'\n break\n case 'sit': {\n const seat = o.spec.seats?.find((s) => s.id === a.seat)\n const mine = seats.get(DEFAULT_ACTOR)\n def = mine && mine.object === o.id && mine.seat === a.seat ? 'prompt.get_up' : seat?.pose === 'lie' ? 'prompt.lie_down' : 'prompt.sit'\n break\n }\n }\n let key = def\n if (i.label) {\n if (state && table[`${i.label}.${state}`] !== undefined) key = `${i.label}.${state}`\n else if (table[i.label] !== undefined) key = i.label\n }\n const vars = { name: typeName(o), circuit: a.do === 'toggle_breaker' ? (a.name ?? a.circuit) : '' }\n const label = t(key, vars)\n // structured prompt: explicit `<key>.verb` / `<key>.object` entries win; otherwise the first word is the verb and the rest the object\n let verb: string\n let object: string\n if (table[`${key}.verb`] !== undefined) {\n verb = t(`${key}.verb`, vars)\n object = table[`${key}.object`] ? t(`${key}.object`, vars) : vars.name\n } else {\n const sp = label.indexOf(' ')\n verb = sp < 0 ? label : label.slice(0, sp)\n object = sp < 0 ? vars.name : label.slice(sp + 1)\n }\n return { label, verb, object }\n }\n\n /** Locale key of the reason an interaction cannot be used right now, or null when it can. */\n function unavailableReason(o: ObjState, i: InteractionSpec): string | null {\n const a = i.action\n if (!requirementMet(i)) return 'requires_open'\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n return p && gated(o, p) ? 'requires_open' : null\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n const p = c?.access ? o.parts.get(c.access) : undefined\n return p && gated(o, p) ? 'requires_open' : null\n }\n case 'toggle_breaker': {\n const rocker = a.part ? o.parts.get(a.part) : undefined\n return rocker && gated(o, rocker) ? 'requires_open' : null\n }\n case 'take':\n case 'read':\n return accessible(o.id, a.container) ? null : 'requires_open'\n case 'ignite':\n return o.burners.get(a.burner)?.lit ? 'already_lit' : null\n case 'toggle_burner': {\n const b = o.burners.get(a.burner)\n return !b?.spec.needsIgnition || b.lit ? null : 'needs_ignition'\n }\n case 'cycle_device': {\n const d = o.devices.get(a.device)\n if (!d || !d.on) return 'turn_on_first'\n return devicePowered(o, d) ? null : 'no_power'\n }\n default:\n return null\n }\n }\n\n function requirementMet(i: InteractionSpec): boolean {\n if (!i.requires) return true\n const p = objs.get(i.requires.object)?.parts.get(i.requires.part)\n return !!p && targetIsOpen(p)\n }\n\n function interactablesOf(o: ObjState): Array<{ item: Interactable; spec: InteractionSpec; o: ObjState }> {\n return o.interactions.map((i) => {\n const id = gid(o, i.id)\n const p = promptOf(o, i)\n const item: Interactable = {\n id,\n object: o.id,\n kind: i.action.do,\n pos: toWorld(o, i.pos),\n radius: i.radius ?? DEFAULT_RADIUS,\n label: p.label,\n verb: p.verb,\n noun: p.object,\n available: true,\n act: (actor) => act(id, actor),\n }\n const reason = unavailableReason(o, i) ?? (options.canInteract?.(item, DEFAULT_ACTOR) === false ? 'locked' : null)\n if (reason) {\n item.available = false\n item.reason = reason\n }\n return { item, spec: i, o }\n })\n }\n\n function interactables(): Interactable[] {\n const out: Interactable[] = []\n for (const o of objs.values()) for (const e of interactablesOf(o)) out.push(e.item)\n return out\n }\n\n function target(eye: { x: number; y: number; z: number; yaw: number; pitch: number }, opts: TargetOptions = {}): Interactable | null {\n const reach = opts.reach ?? 1.8\n const cone = opts.cone ?? 0.45\n const dir: Vec3 = [-Math.sin(eye.yaw) * Math.cos(eye.pitch), Math.sin(eye.pitch), -Math.cos(eye.yaw) * Math.cos(eye.pitch)]\n let best: Interactable | null = null\n let bestScore = Infinity\n for (const o of objs.values()) {\n for (const e of interactablesOf(o)) {\n if (!e.item.available && !opts.includeUnavailable) continue\n if (opts.kinds && !opts.kinds.includes(e.item.kind)) continue\n if (opts.filter && !opts.filter(e.item)) continue\n const v: Vec3 = [e.item.pos[0] - eye.x, e.item.pos[1] - eye.y, e.item.pos[2] - eye.z]\n const d = Math.hypot(v[0], v[1], v[2])\n if (d > reach) continue\n const cos = d < 1e-6 ? 1 : clamp((v[0] * dir[0] + v[1] * dir[1] + v[2] * dir[2]) / d, -1, 1)\n const angle = Math.acos(cos)\n if (angle > cone) continue\n const score = (angle / cone) * 0.6 + (d / reach) * 0.4\n if (score < bestScore) {\n bestScore = score\n best = e.item\n }\n }\n }\n return best\n }\n\n function act(interactableId: string, actor: string = DEFAULT_ACTOR): boolean {\n let found: { item: Interactable; spec: InteractionSpec; o: ObjState } | null = null\n for (const o of objs.values()) {\n if (!interactableId.startsWith(o.id + ':')) continue\n const local = interactableId.slice(o.id.length + 1)\n if (!o.interactions.some((i) => i.id === local)) continue\n found = interactablesOf(o).find((e) => e.spec.id === local) ?? null\n if (found) break\n }\n if (!found) return false\n if (!requirementMet(found.spec)) return false\n if (options.canInteract?.(found.item, actor) === false) return false\n return execute(found.o, found.spec.action, actor)\n }\n\n function execute(o: ObjState, a: InteractionSpec['action'], actor: string): boolean {\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n if (!p || gated(o, p)) return false\n setPartTarget(o, a.part, targetIsOpen(p) ? 0 : 1)\n return true\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n if (!c) return false\n if (c.access) return execute(o, { do: 'toggle_part', part: c.access }, actor)\n emit({ type: 'container', object: o.id, container: c.id, open: true })\n return true\n }\n case 'take': {\n if (!accessible(o.id, a.container)) return false\n const list = o.contents.get(a.container)\n if (!list) return false\n const slot = a.slot ?? list.findIndex((s) => s !== null)\n if (slot < 0 || !list[slot]) {\n message('empty')\n return false\n }\n return take(o.id, a.container, slot, actor) !== null\n }\n case 'read': {\n if (!accessible(o.id, a.container)) return false\n const stack = o.contents.get(a.container)?.[a.slot]\n if (!stack) {\n message('empty')\n return false\n }\n const key = typeof stack.data?.text === 'string' ? stack.data.text : null\n if (!key) return false\n message(key)\n return true\n }\n case 'toggle_device': {\n const d = o.devices.get(a.device)\n if (!d) return false\n setDeviceOn(o, d, !d.on)\n return true\n }\n case 'cycle_device': {\n const d = o.devices.get(a.device)\n if (!d || !d.on) return false\n if (!devicePowered(o, d)) {\n message('no_power')\n return false\n }\n d.channel = (d.channel + 1) % Math.max(1, d.spec.channels ?? 1)\n emit({ type: 'device', object: o.id, device: d.spec.id, on: true, powered: true, channel: d.channel })\n return true\n }\n case 'toggle_switch':\n return toggleSwitch(o, a.switch)\n case 'toggle_breaker': {\n const rocker = a.part ? o.parts.get(a.part) : undefined\n if (rocker && gated(o, rocker)) return false\n const on = !breaker(a.circuit)\n if (a.part) setPartTarget(o, a.part, on ? 1 : 0)\n world.power.setBreaker(a.circuit, on)\n return true\n }\n case 'toggle_fixture':\n return toggleFixture(o, a.fixture)\n case 'toggle_burner':\n return toggleBurner(o, a.burner)\n case 'ignite':\n return ignite(o, a.burner)\n case 'toggle_fuel':\n return toggleFuel(o, a.fuel)\n case 'sit': {\n const mine = seats.get(actor)\n if (mine && mine.object === o.id && mine.seat === a.seat) {\n stand(actor)\n return true\n }\n return sit(o.id, a.seat, actor) !== null\n }\n }\n }\n\n // ------------------------------------------------------------------ emitters, mirrors, colliders\n function emitters(): ActiveEmitter[] {\n const out: ActiveEmitter[] = []\n for (const o of objs.values()) {\n for (const e of o.spec.emitters ?? []) {\n let intensity = 0\n const b = o.burners.get(e.source)\n const fx = o.fixtures.get(e.source)\n const dev = o.devices.get(e.source)\n const fuel = o.fuels.get(e.source)\n if (b) {\n const ref = resolveFuel(o, b)\n const frac = ref ? clamp(ref.f.level / ref.f.spec.capacity, 0, 1) : 0\n if (b.lit) intensity = 0.35 + 0.65 * frac\n else if (e.kind === 'smoke' && b.smoke > 0) intensity = 0.6 * (b.smoke / SMOKE_TAIL)\n } else if (fx) {\n if (fx.on && fx.flowing) intensity = fx.frac\n } else if (dev) {\n if (dev.on && devicePowered(o, dev)) intensity = 1\n } else if (fuel) {\n const lit = [...o.burners.values()].some((bb) => bb.lit && resolveFuel(o, bb)?.f === fuel)\n if (lit) intensity = 0.35 + 0.65 * clamp(fuel.level / fuel.spec.capacity, 0, 1)\n }\n if (intensity <= 0) continue\n const dir = rotY(e.dir ?? [0, 1, 0], o.public.transform.ry)\n out.push({ id: gid(o, e.id), object: o.id, kind: e.kind, pos: toWorld(o, e.pos), dir, size: e.size ?? 0.3, ...(e.reach !== undefined ? { reach: e.reach } : {}), intensity: clamp(intensity, 0, 1) })\n }\n }\n return out\n }\n\n function mirrors(eye: Vec3, maxDistance = 10, count = 4) {\n const out: Array<{ id: string; center: Vec3; normal: Vec3; w: number; h: number; distance: number }> = []\n for (const o of objs.values()) {\n for (const m of o.spec.mirrors ?? []) {\n const center = toWorld(o, applyPart(o, m.part, m.center))\n const f = partFrame(o, m.part)\n const ln = f && f.angle !== 0 ? rotateAxis(m.normal, f.axis, f.angle) : m.normal\n const normal = rotY(ln, o.public.transform.ry)\n const len = Math.hypot(normal[0], normal[1], normal[2]) || 1\n const n: Vec3 = [normal[0] / len, normal[1] / len, normal[2] / len]\n const to: Vec3 = [eye[0] - center[0], eye[1] - center[1], eye[2] - center[2]]\n if (n[0] * to[0] + n[1] * to[1] + n[2] * to[2] <= 0) continue\n const distance = Math.hypot(to[0], to[1], to[2])\n if (distance > maxDistance) continue\n out.push({ id: gid(o, m.id), center, normal: n, w: m.w, h: m.h, distance })\n }\n }\n return out.sort((a, b) => a.distance - b.distance).slice(0, count)\n }\n\n function colliders(opts: ColliderOptions = {}): WorldCollider[] {\n const out: WorldCollider[] = []\n const fixed: WorldCollider[] = []\n for (const o of objs.values()) {\n const tr = o.public.transform\n for (const c of o.spec.colliders ?? []) {\n if (c.part && c.offWhenOpen && (o.parts.get(c.part)?.t ?? 0) > 0.5) continue\n let extra = 0\n if (c.part) {\n const f = partFrame(o, c.part)\n if (f && f.angle !== 0 && Math.abs(f.axis[1]) >= 0.5) extra = f.angle * Math.sign(f.axis[1])\n }\n const center = toWorld(o, applyPart(o, c.part, c.center))\n ;(c.part ? out : fixed).push({\n id: gid(o, c.id),\n object: o.id,\n cx: center[0],\n cz: center[2],\n hw: c.half[0],\n hd: c.half[2],\n ry: tr.ry + (c.ry ?? 0) + extra,\n y0: center[1] - c.half[1],\n y1: center[1] + c.half[1],\n })\n }\n }\n if (opts.merge) return [...mergeColliders(fixed, { gap: opts.gap, slack: opts.slack }), ...out]\n return [...fixed, ...out]\n }\n\n // ------------------------------------------------------------------ update\n function update(dt: number): void {\n if (!(dt > 0)) return\n time += dt\n for (const o of objs.values()) {\n for (const p of o.parts.values()) {\n if (p.t === p.target) continue\n if (gated(o, p) && p.target > p.t) continue // a gated part may still close\n const step = (p.spec.motion.speed ?? 2.5) * dt\n const next = p.t < p.target ? Math.min(p.target, p.t + step) : Math.max(p.target, p.t - step)\n writeT(o, p, next)\n if (next === p.target) emit({ type: 'part', object: o.id, part: p.spec.id, t: next, target: p.target })\n }\n }\n stepSoft(dt)\n for (const o of objs.values()) {\n for (const b of o.burners.values()) {\n if (b.lit) {\n const ref = resolveFuel(o, b)\n if (!ref || !valveOpen(ref.o, ref.f)) {\n extinguish(o, b, !!b.spec.needsIgnition)\n } else {\n ref.f.level = Math.max(0, ref.f.level - b.spec.rate * dt)\n if (ref.f.level <= 0) extinguish(o, b, !!b.spec.needsIgnition)\n }\n } else if (b.on && !b.spec.needsIgnition && canBurn(b, resolveFuel(o, b))) {\n // a gas knob left open without gas lights as soon as the bottle valve opens\n b.lit = true\n b.smoke = 0\n emitBurner(o, b)\n } else if (b.smoke > 0) {\n b.smoke = Math.max(0, b.smoke - dt)\n }\n }\n if (rain > 0) {\n for (const tk of o.tanks.values()) {\n if (tk.spec.rainArea) tk.level = Math.min(tk.spec.capacity, tk.level + ((rain * tk.spec.rainArea) / 3600) * dt)\n }\n }\n for (const tk of o.tanks.values()) {\n const st = o.hp.get(tk.spec.id)\n if (st && st.hp < st.max && tk.level > 0) {\n const rate = 0.5 + 2.5 * (1 - st.hp / st.max)\n tk.level = Math.max(0, tk.level - rate * dt)\n }\n }\n }\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const fx = d.spec.fixture ? o.fixtures.get(d.spec.fixture) : undefined\n if (!fx) continue\n const run = d.on && devicePowered(o, d)\n if (fx.on === run) continue\n fx.on = run\n if (!run) {\n fx.flowing = false\n fx.frac = 0\n emitFixture(o, fx)\n }\n }\n for (const fx of o.fixtures.values()) stepFixture(o, fx, dt)\n }\n }\n\n // ------------------------------------------------------------------ add / remove\n function add(id: string, spec: ObjectSpec, transform: Transform): WorldObject {\n if (objs.has(id)) throw new Error(`Object \"${id}\" already exists`)\n const pub: WorldObject = { id, spec, transform: { ...transform }, parts: {} }\n const o: ObjState = {\n id,\n public: pub,\n spec,\n parts: new Map(),\n contents: new Map(),\n devices: new Map(),\n fuels: new Map(),\n burners: new Map(),\n tanks: new Map(),\n fixtures: new Map(),\n soft: new Map(),\n hp: new Map(),\n interactions: spec.interactions ?? deriveInteractions(spec),\n }\n for (const p of spec.parts ?? []) {\n const t0 = clamp(p.t0 ?? 0, 0, 1)\n o.parts.set(p.id, { spec: p, t: t0, target: t0, maxT: 1 })\n pub.parts[p.id] = t0\n }\n for (const c of spec.containers ?? []) {\n let list: Array<ItemStack | null>\n if (c.contents) list = c.slots.map((_, i) => cloneStack(c.contents?.[i] ?? null))\n else if (c.loot) list = generateLoot(options.loot, c.loot, c.slots, `${seed}|${id}|${c.id}`, options.items)\n else list = c.slots.map(() => null)\n o.contents.set(c.id, list)\n }\n for (const d of spec.devices ?? []) {\n o.devices.set(d.id, { spec: d, on: !!d.on, channel: 0 })\n if (d.on && d.part) {\n const p = o.parts.get(d.part)\n if (p) {\n p.target = p.maxT\n writeT(o, p, p.maxT)\n }\n }\n }\n for (const f of spec.fuels ?? []) o.fuels.set(f.id, { spec: f, level: clamp(f.level ?? f.capacity, 0, f.capacity) })\n for (const b of spec.burners ?? []) o.burners.set(b.id, { spec: b, on: false, lit: false, smoke: 0 })\n for (const tk of spec.tanks ?? []) o.tanks.set(tk.id, { spec: tk, level: clamp(tk.level ?? tk.capacity, 0, tk.capacity) })\n for (const f of spec.fixtures ?? []) o.fixtures.set(f.id, { spec: f, on: false, flowing: false, frac: 0, timer: 0 })\n let n = 0\n for (const s of spec.soft ?? []) {\n o.soft.set(s.id, { spec: s, ax: 0, az: 0, vax: 0, vaz: 0, phase: (n++ * 2.399963) % (Math.PI * 2) })\n }\n for (const d of spec.damage ?? []) o.hp.set(d.target, { max: d.hp, hp: d.hp })\n objs.set(id, o)\n if (!defaultTankExplicit && defaultTank === null && o.tanks.size) defaultTank = gid(o, [...o.tanks.keys()][0])\n rebuildPlugs()\n return pub\n }\n\n function remove(id: string): void {\n const o = objs.get(id)\n if (!o) return\n for (const [actor, s] of [...seats]) if (s.object === id) seats.delete(actor)\n objs.delete(id)\n if (defaultTank && defaultTank.startsWith(id + ':')) defaultTank = null\n rebuildPlugs()\n }\n\n // ------------------------------------------------------------------ save / load\n function serialize(): WorldState {\n const objects: WorldState['objects'] = {}\n for (const o of objs.values()) {\n objects[o.id] = {\n parts: Object.fromEntries([...o.parts].map(([k, p]) => [k, p.t])),\n contents: Object.fromEntries([...o.contents].map(([k, v]) => [k, v.map(cloneStack)])),\n devices: Object.fromEntries([...o.devices].map(([k, d]) => [k, { on: d.on, channel: d.channel }])),\n fuels: Object.fromEntries([...o.fuels].map(([k, f]) => [k, { level: f.level, open: valveOpen(o, f) }])),\n burners: Object.fromEntries([...o.burners].map(([k, b]) => [k, { on: b.on, lit: b.lit }])),\n tanks: Object.fromEntries([...o.tanks].map(([k, tk]) => [k, tk.level])),\n fixtures: Object.fromEntries([...o.fixtures].map(([k, f]) => [k, f.on])),\n hp: Object.fromEntries([...o.hp].map(([k, h]) => [k, h.hp])),\n }\n }\n return {\n version: 1,\n objects,\n grid,\n breakers: Object.fromEntries(breakers),\n seats: Object.fromEntries([...seats].map(([a, s]) => [a, { object: s.object, seat: s.seat }])),\n defaultTank,\n }\n }\n\n function load(state: WorldState): void {\n for (const [id, st] of Object.entries(state.objects)) {\n const o = objs.get(id)\n if (!o) continue\n for (const [k, v] of Object.entries(st.parts)) {\n const p = o.parts.get(k)\n if (p) {\n // keep the limit found by fitSweep: a loaded save must not let a door open through a wall again\n p.target = clamp(v, 0, p.maxT)\n writeT(o, p, p.target)\n }\n }\n for (const [k, v] of Object.entries(st.contents)) {\n const c = containerOf(o, k)\n if (c) o.contents.set(k, c.slots.map((_, i) => cloneStack(v[i] ?? null)))\n }\n for (const [k, v] of Object.entries(st.devices)) {\n const d = o.devices.get(k)\n if (d) {\n d.on = v.on\n d.channel = v.channel\n }\n }\n for (const [k, v] of Object.entries(st.fuels)) {\n const f = o.fuels.get(k)\n if (f) f.level = v.level\n }\n for (const [k, v] of Object.entries(st.burners)) {\n const b = o.burners.get(k)\n if (b) {\n b.on = v.on\n b.lit = v.lit\n b.smoke = 0\n }\n }\n for (const [k, v] of Object.entries(st.tanks)) {\n const tk = o.tanks.get(k)\n if (tk) tk.level = v\n }\n for (const [k, v] of Object.entries(st.fixtures)) {\n const f = o.fixtures.get(k)\n if (f) {\n f.on = v\n f.flowing = false\n f.frac = 0\n f.timer = v && f.spec.kind === 'flush' ? FLUSH_SECONDS : 0\n }\n }\n for (const [k, v] of Object.entries(st.hp)) {\n const h = o.hp.get(k)\n if (h) h.hp = v\n }\n }\n grid = state.grid\n breakers.clear()\n for (const [k, v] of Object.entries(state.breakers)) breakers.set(k, v)\n seats.clear()\n for (const [a, s] of Object.entries(state.seats)) if (objs.has(s.object)) seats.set(a, { object: s.object, seat: s.seat })\n defaultTank = state.defaultTank\n defaultTankExplicit = true\n }\n\n // ------------------------------------------------------------------ public surface\n const world: World = {\n add,\n remove,\n get: (id) => objs.get(id)?.public,\n objects: () => [...objs.values()].map((o) => o.public),\n update,\n interactables,\n target,\n act,\n partT: (objectId, partId) => objs.get(objectId)?.parts.get(partId)?.t ?? 0,\n setDevice,\n setFixture,\n setBurner,\n setPart: (objectId, partId, targetT, instant) => {\n const o = objs.get(objectId)\n if (o) setPartTarget(o, partId, targetT, instant)\n },\n fitSweep,\n contents,\n accessible,\n take,\n put,\n slotPosition,\n power: {\n get grid() {\n return grid\n },\n set grid(on: boolean) {\n world.power.setGrid(on)\n },\n setGrid(on) {\n if (on === grid) return\n const before = powerSnapshot()\n grid = on\n emit({ type: 'power', grid })\n emitPowerChanges(before)\n },\n setBreaker(circuit, on) {\n if (breaker(circuit) === on) {\n breakers.set(circuit, on)\n return\n }\n const before = powerSnapshot()\n breakers.set(circuit, on)\n emitPowerChanges(before)\n },\n breaker,\n isPowered: (objectId, deviceId) => {\n const r = getDevice(objectId, deviceId)\n return r ? devicePowered(r.o, r.d) : false\n },\n isOn: (objectId, deviceId) => getDevice(objectId, deviceId)?.d.on ?? false,\n pluggedInto: (objectId, deviceId) => plugs.get(`${objectId}:${deviceId}`) ?? null,\n channel: (objectId, deviceId) => getDevice(objectId, deviceId)?.d.channel ?? 0,\n },\n fuelLevel: (objectId, fuelId) => objs.get(objectId)?.fuels.get(fuelId)?.level ?? 0,\n isLit: (objectId, burnerId) => objs.get(objectId)?.burners.get(burnerId)?.lit ?? false,\n water: {\n setDefaultTank(tankId) {\n defaultTank = tankId\n defaultTankExplicit = true\n },\n level(tankId) {\n return findGlobal(tankId, (oo, local) => oo.tanks.get(local))?.value.level ?? 0\n },\n refill(tankId, liters) {\n const f = findGlobal(tankId, (oo, local) => oo.tanks.get(local))\n if (!f) return 0\n const added = Math.max(0, Math.min(liters, f.value.spec.capacity - f.value.level))\n f.value.level += added\n return added\n },\n setRain(mm) {\n rain = Math.max(0, mm)\n },\n isFlowing: (objectId, fixtureId) => {\n const fx = objs.get(objectId)?.fixtures.get(fixtureId)\n return !!fx && fx.on && fx.flowing\n },\n },\n sit,\n stand,\n seatOf: (actor = DEFAULT_ACTOR) => {\n const s = seats.get(actor)\n return s ? { object: s.object, seat: s.seat } : null\n },\n push,\n sway: (objectId, softId) => {\n const s = objs.get(objectId)?.soft.get(softId)\n return s ? { ax: s.ax, az: s.az } : { ax: 0, az: 0 }\n },\n setWind: (x, z) => {\n wind = [x, z]\n },\n emitters,\n mirrors,\n colliders,\n damage,\n hp: (objectId, target) => (options.destruction ? null : (objs.get(objectId)?.hp.get(target)?.hp ?? null)),\n t,\n setLocale: (l) => {\n locale = l\n table = resolveStrings(locale, options.strings)\n },\n serialize,\n load,\n }\n return world\n}\n","import { fitsSize } from '@adatechnology/game-interactables'\nimport type { ItemStack, SlotSpec } from '@adatechnology/game-interactables'\n\nimport type { ItemsCatalog } from '../catalog-types'\n\nimport type { FindStack } from './types'\n\nexport interface PlacedFinds {\n /** One entry per slot, in the order of `slots`; null is empty. */\n contents: Array<ItemStack | null>\n /** Stacks that fit no free slot. */\n leftover: FindStack[]\n}\n\n/**\n * Puts the stacks in the slots of a container: each in the first free slot its item fits (`fitsSize`, width and depth may swap), a stack larger than the\n * item's `stack` splits over several slots. Pure and in order, so the same finds always land in the same slots. The result is the floorplan's `contents`.\n */\nexport const placeFinds = (stacks: readonly FindStack[], slots: readonly SlotSpec[], catalog: ItemsCatalog): PlacedFinds => {\n const contents: Array<ItemStack | null> = slots.map(() => null)\n const leftover: FindStack[] = []\n for (const stack of stacks) {\n const item = catalog.get(stack.itemId)\n const stackMax = item.stack ?? 1\n let remaining = stack.count\n while (remaining > 0) {\n const index = slots.findIndex((slot, position) => contents[position] === null && fitsSize(item.size, slot.max))\n if (index < 0) break\n const qty = Math.min(remaining, stackMax)\n contents[index] = { type: item.id, qty, ...(stack.data ? { data: { ...stack.data } } : {}) }\n remaining -= qty\n }\n if (remaining > 0) leftover.push({ ...stack, count: remaining })\n }\n return { contents, leftover }\n}\n","import type { LootTable, LootTables } from '@adatechnology/game-interactables'\n\nimport type { ItemsCatalog } from '../catalog-types'\nimport type { ContainerDef } from '../types'\n\nimport { depletionFactor } from './depletion'\nimport { rarityWeight, rollableItems } from './rarity-pool'\n\nexport interface LootTablesQuery {\n place: string\n /** Outbreak days; 0 is the normal world. */\n day?: number\n region?: string\n}\n\nconst weightsOf = (container: ContainerDef, place: string): Readonly<Record<string, number>> | undefined => container.categories ?? container.categoriesByPlace?.[place] ?? container.categoriesByPlace?.['*']\n\nconst tableFor = (catalog: ItemsCatalog, container: ContainerDef, query: LootTablesQuery): LootTable | undefined => {\n const weights = weightsOf(container, query.place)\n if (!weights) return undefined\n const entries = Object.entries(weights).flatMap(([category, categoryWeight]) => {\n const pool = rollableItems(catalog, category, query.place)\n const total = pool.reduce((sum, item) => sum + rarityWeight(catalog, item), 0)\n return total > 0 ? pool.map((item) => ({ type: item.id, weight: (categoryWeight * rarityWeight(catalog, item)) / total })) : []\n })\n const [low, high] = container.count ?? [0, 0]\n const region = query.region === undefined ? 1 : (catalog.rules.finds.regionMultiplier[query.region] ?? 1)\n const expected = ((low + high) / 2) * depletionFactor(query.place, query.day ?? 0, catalog.rules) * region\n return entries.length > 0 && high > 0 ? { fill: Math.min(1, expected / high), entries } : undefined\n}\n\n/**\n * The finds as the loot tables of `game-interactables`, for worlds that have no floorplan: one table per container of the place, named by the container id.\n * A table has one entry per rollable item, weighted by the container's category weight and the rarity (60/28/9/2.5). A slot is filled with probability\n * `fill` = expected count / most stacks, taking the container to have as many slots as its largest count; the day and the region scale the expected count.\n */\nexport const toLootTables = (catalog: ItemsCatalog, query: LootTablesQuery): LootTables => {\n const tables: LootTables = {}\n for (const container of catalog.containers.values()) {\n if (container.places && container.places.length > 0 && !container.places.includes(query.place)) continue\n const table = tableFor(catalog, container, query)\n if (table) tables[container.id] = table\n }\n return tables\n}\n","import type { CategoryDef, ItemDef, ItemPack, Rarity } from './types'\n\n/** The part of a weapon definition the bridge reads; `WeaponDef` of `@adatechnology/game-weapons` fits it without importing the package. */\nexport interface ArsenalWeaponLike {\n readonly id: string\n readonly mass: number\n readonly action: { readonly kind: string; readonly explosive?: string }\n readonly dimensions?: { readonly length: number }\n}\n\n/** The part of a calibre definition the bridge reads; `CaliberDef` fits it. */\nexport interface ArsenalCaliberLike {\n readonly id: string\n readonly bulletGrams: number\n readonly pellets?: number\n readonly caseType?: string\n readonly cartridge?: { readonly caseDiameter: number; readonly overallLength: number }\n}\n\n/** The part of an `Arsenal` the bridge reads. */\nexport interface ArsenalLike {\n readonly weapons: ReadonlyMap<string, ArsenalWeaponLike>\n readonly calibers: ReadonlyMap<string, ArsenalCaliberLike>\n}\n\n/** What the team's game says of a box or an arsenal item (`ammo-boxes.json`, from its `EXTRA` table); it wins over the estimates below. */\nexport interface ArsenalItemRecord {\n /** Id of the item; without it the bridge uses `ammo_<caliber>`, `firearm_<weapon>` or `throwable_<weapon>`. */\n id?: string\n kind: 'ammo_box' | 'firearm' | 'throwable'\n /** Calibre id of a box. */\n caliber?: string\n /** Weapon id of a firearm or throwable; for a throwable also the explosive it uses. */\n weapon?: string\n rounds?: number\n weight: number\n rarity: Rarity\n}\n\nexport interface ArsenalItemsOptions {\n records?: readonly ArsenalItemRecord[]\n}\n\nexport const ARSENAL_CATEGORIES: readonly CategoryDef[] = [\n { id: 'ammo', name: 'Ammo' },\n { id: 'firearms', name: 'Firearms' },\n { id: 'throwables', name: 'Throwables' },\n]\n\nconst MM = 0.001\nconst BOX_TARE_KG = 0.03\nconst BOX_WALL = 6 * MM\nconst ROUNDS_BY_CASE: Readonly<Record<string, number>> = { tiny: 50, pistol: 50, rifle: 20, shell: 25, big: 10 }\nconst DEFAULT_ROUNDS = 12\nconst CARTRIDGE_MASS_FACTOR = 2.3\nconst SHELL_MASS_FACTOR = 1.5\nconst BOX_DENSITY_KG_PER_M3 = 600\nconst THROWABLE_DENSITY_KG_PER_M3 = 1500\n\nconst cubeSide = (mass: number, density: number): number => Math.cbrt(mass / density)\n\n/** Estimates (REF) for a calibre the game has no box for: rounds by case type, mass of the rounds plus a tare, a box that packs them in a near-square tray. */\nconst estimateBox = (caliber: ArsenalCaliberLike): { rounds: number; weight: number; size: [number, number, number] } => {\n const rounds = ROUNDS_BY_CASE[caliber.caseType ?? ''] ?? DEFAULT_ROUNDS\n const factor = caliber.caseType === 'shell' ? SHELL_MASS_FACTOR : CARTRIDGE_MASS_FACTOR\n const weight = Number((rounds * caliber.bulletGrams * (caliber.pellets ?? 1) * factor * 0.001 + BOX_TARE_KG).toFixed(3))\n return { rounds, weight, size: boxSize(caliber, rounds, weight) }\n}\n\nconst boxSize = (caliber: ArsenalCaliberLike, rounds: number, weight: number): [number, number, number] => {\n if (!caliber.cartridge) {\n const side = cubeSide(weight, BOX_DENSITY_KG_PER_M3)\n return [side, side, side]\n }\n const rows = Math.ceil(Math.sqrt(rounds))\n const columns = Math.ceil(rounds / rows)\n const { caseDiameter, overallLength } = caliber.cartridge\n return [rows * caseDiameter * MM + BOX_WALL, overallLength * MM + BOX_WALL, columns * caseDiameter * MM + BOX_WALL]\n}\n\nconst ammoItem = (caliber: ArsenalCaliberLike, record: ArsenalItemRecord | undefined): ItemDef => {\n const estimate = estimateBox(caliber)\n const weight = record?.weight ?? estimate.weight\n return {\n id: record?.id ?? `ammo_${caliber.id}`,\n category: 'ammo',\n size: record?.weight === undefined ? estimate.size : boxSize(caliber, record.rounds ?? estimate.rounds, weight),\n weight,\n stack: 4,\n shape: 'box',\n rarity: record?.rarity ?? 'uncommon',\n }\n}\n\n/** A firearm's size from its length: height and thickness grow with it (a pistol 0.2 m is 0.10 x 0.03, a rifle 1 m is 0.20 x 0.05). Without a length, one from the mass. */\nconst firearmSize = (weapon: ArsenalWeaponLike): [number, number, number] => {\n const length = weapon.dimensions?.length ?? 0.15 + 0.2 * weapon.mass\n return [length, 0.08 + 0.12 * length, 0.02 + 0.03 * length]\n}\n\nconst weaponItem = (weapon: ArsenalWeaponLike, record: ArsenalItemRecord | undefined): ItemDef => {\n const isFirearm = weapon.action.kind === 'firearm'\n const side = cubeSide(weapon.mass, THROWABLE_DENSITY_KG_PER_M3)\n return {\n id: record?.id ?? `${isFirearm ? 'firearm' : 'throwable'}_${weapon.id}`,\n category: isFirearm ? 'firearms' : 'throwables',\n size: isFirearm ? firearmSize(weapon) : [side, side, side],\n weight: record?.weight ?? weapon.mass,\n stack: 1,\n shape: isFirearm ? 'long_tool' : 'jar',\n rarity: record?.rarity ?? 'unique',\n weapon: weapon.id,\n }\n}\n\nconst recordFor = (records: readonly ArsenalItemRecord[], match: (record: ArsenalItemRecord) => boolean): ArsenalItemRecord | undefined => records.find(match)\n\n/**\n * The arsenal as items, so a bag can carry it: a box `ammo_<caliber>` for every calibre, `firearm_<id>` for every firearm and `throwable_<id>` for every\n * throwable, with the mass and the real dimensions of the `WeaponDef` (`mass`, `dimensions.length`). A record from the team's game (`records`) gives the rounds\n * per box, the weight and the rarity of what it listed (9x19: 20 rounds, 0.24 kg); the rest are estimated from the calibre (REF): rounds by case type,\n * weight from the bullet. Returns a pack (with the `ammo`, `firearms` and `throwables` categories) for `createItems({ packs })`.\n */\nexport const itemsFromArsenal = (arsenal: ArsenalLike, options: ArsenalItemsOptions = {}): ItemPack => {\n const records = options.records ?? []\n const items: ItemDef[] = []\n for (const caliber of arsenal.calibers.values()) items.push(ammoItem(caliber, recordFor(records, (record) => record.kind === 'ammo_box' && record.caliber === caliber.id)))\n for (const weapon of arsenal.weapons.values()) {\n const kind = weapon.action.kind\n if (kind !== 'firearm' && kind !== 'throwable') continue\n items.push(weaponItem(weapon, recordFor(records, (record) => record.kind === kind && (record.weapon === weapon.id || record.weapon === weapon.action.explosive))))\n }\n return { id: 'arsenal', items, categories: ARSENAL_CATEGORIES 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+
{"version":3,"sources":["../src/index.ts","../../game-contracts/src/blast-shove.ts","../../game-contracts/src/blast-impulse.ts","../../game-contracts/src/blast-knock.ts","../../game-contracts/src/impact-cost.ts","../../game-contracts/src/impact.ts","../../game-contracts/src/body.ts","../../game-contracts/src/spec.ts","../../game-contracts/src/weapons.ts","../../game-contracts/src/ignition.ts","../../game-contracts/src/seal.ts","../../game-contracts/src/twist.ts","../../game-contracts/src/animation.ts","../../game-contracts/src/tool-animation.ts","../../game-contracts/src/frame.ts","../../game-contracts/src/warn.ts","../../game-contracts/src/registry.ts","../../game-contracts/src/bench.ts","../../game-contracts/src/environment.ts","../../game-contracts/src/categories.ts","../../game-contracts/src/origin.ts","../../game-contracts/src/footprint.ts","../../game-contracts/src/foley.ts","../../game-contracts/src/index.ts","../src/categories.ts","../src/types.ts","../src/check-items.ts","../src/rules.ts","../src/create-items.ts","../src/decay.ts","../src/protection.ts","../src/carry.ts","../src/use-effect.ts","../src/recipes.ts","../src/finds/depletion.ts","../src/finds/rarity-pool.ts","../src/finds/category-roll.ts","../src/finds/explicit-pool.ts","../src/finds/spawn-state.ts","../src/finds/provider.ts","../../game-interactables/src/colliders.ts","../../game-interactables/src/rng.ts","../../game-interactables/src/loot.ts","../../game-interactables/src/locale.ts","../../game-interactables/src/math.ts","../../game-interactables/src/world.ts","../src/finds/place-finds.ts","../src/finds/loot-tables.ts","../src/arsenal-items.ts"],"sourcesContent":["export { createItems } from './create-items'\nexport { checkItems } from './check-items'\nexport { ITEM_CATEGORIES } from './categories'\nexport { DEFAULT_RULES } from './rules'\nexport { BODY_SLOTS, DURABILITY_KINDS, RARITIES } from './types'\nexport type * from './types'\nexport type * from './catalog-types'\nexport type * from './rules-types'\nexport { advanceAge, chargeLevel, failsToStart, freshness, moveToStorage, shelfRatio, storageMultiplier } from './decay'\nexport type { AgeOptions, AgeState, Freshness } from './decay'\nexport { blockChance, pieceBlock, repairPiece, wearBlocked } from './protection'\nexport type { AttackKind, WornPiece } from './protection'\nexport { bagOption, canTake, carriedKg, loadState, maxLoadKg } from './carry'\nexport type { BagOption, CarryEntry, LoadLevel, LoadState, TakeResult } from './carry'\nexport { resolveUse } from './use-effect'\nexport type { NutritionResult, UseContext, UseResult } from './use-effect'\nexport type * from './use-types'\nexport { canCraft, craft } from './recipes'\nexport type { CraftCheck, CraftContext, CraftOutcome, CraftResult, Consumption } from './recipes'\nexport type * from './recipe-types'\nexport { rollByCategory } from './finds/category-roll'\nexport { depletionFactor, scaleCount } from './finds/depletion'\nexport { rollExplicitPool } from './finds/explicit-pool'\nexport type { PoolPick } from './finds/explicit-pool'\nexport { createFindsProvider } from './finds/provider'\nexport type { FindsProviderOptions } from './finds/provider'\nexport { placeFinds } from './finds/place-finds'\nexport type { PlacedFinds } from './finds/place-finds'\nexport { toLootTables } from './finds/loot-tables'\nexport type { LootTablesQuery } from './finds/loot-tables'\nexport { spawnAgeDays, spawnData } from './finds/spawn-state'\nexport type { FindData, FindsProvider, FindsQuery, FindStack, Rng } from './finds/types'\nexport { ARSENAL_CATEGORIES, itemsFromArsenal } from './arsenal-items'\nexport type { ArsenalCaliberLike, ArsenalItemRecord, ArsenalItemsOptions, ArsenalLike, ArsenalWeaponLike } from './arsenal-items'\n","import type { Vec3 } from './destruction'\n\n/**\n * The numbers of the shove a blast gives to a body that moves (a loose item, a piece of furniture, a person): all of them a game value, with a default that reads well in a room,\n * not a physical table. A host reads them once and lends them to the modules that move their own bodies (`ModuleHost.blastShove`).\n */\nexport interface BlastShoveOptions {\n /**\n * The share of the blast energy that reaches a body as motion: the speed at the centre is `sqrt(2 * energy * coupling / mass)`, before the falloff (default 0.02).\n */\n readonly coupling?: number\n /** Fastest a body is thrown, in m/s, at the centre of the blast (default 20). */\n readonly maxSpeed?: number\n /** How much of the push goes up: the direction is `(away, lift)` normalised from the horizontal outward direction (default 0.3). */\n readonly lift?: number\n /** Below this speed (m/s) nothing moves: a heavy thing far from a small blast stays where it is (default 0.3). */\n readonly minSpeed?: number\n /** Exponent of the falloff `(1 - distance / radius) ^ power`, the same as the damage of the destruction world (default 2). */\n readonly falloffPower?: number\n}\n\n/** The defaults of `BlastShoveOptions`. */\nexport const DEFAULT_BLAST_SHOVE: Readonly<Required<BlastShoveOptions>> = { coupling: 0.02, maxSpeed: 20, lift: 0.3, minSpeed: 0.3, falloffPower: 2 }\n\n/** A blast as the shove reads it: where, how much energy (J) and how far it reaches (m). `reach` (0..1) is the share that got through what stood in the way. */\nexport interface BlastSource {\n readonly point: Vec3\n readonly energy: number\n readonly radius: number\n readonly reach?: number\n /**\n * Kilograms of TNT equivalent of the charge. With it a body is pushed by the blast wave itself (`blast-impulse`), and the shove of loose items keeps this module's rule; without it the body\n * takes the charge from `energy` by `BlastImpulseOptions.tntPerJoule`.\n */\n readonly tnt?: number\n /** Inside this radius (metres) the blast is lethal: a body there that the blast reaches (not behind cover) goes down, wounded, wherever the wave pushed it. */\n readonly lethalRadius?: number\n}\n\n/** What a blast does to one body: how fast it leaves (m/s), the unit direction it leaves in, and how far from the centre it was. */\nexport interface BlastShove {\n readonly speed: number\n readonly direction: Vec3\n readonly distance: number\n /** The falloff applied, 0..1. */\n readonly falloff: number\n}\n\nconst clampShare = (share: number): number => Math.min(1, Math.max(0, share))\n\n/**\n * The shove a blast gives to a body of `mass` kg whose centre is at `position`: away from the centre, lifted a little, with the speed\n * `sqrt(reach) * min(maxSpeed, sqrt(2 * energy * coupling / mass)) * (1 - distance / radius) ^ 2`. Undefined when the body is outside the radius or the speed is under `minSpeed`.\n * The same rule moves the loose items and furniture of the test room and the people of the characters module, so a game that tunes the options tunes all of them.\n */\nexport function blastShove(blast: BlastSource, target: { readonly position: Vec3; readonly mass: number }, options: BlastShoveOptions = {}): BlastShove | undefined {\n const o = { ...DEFAULT_BLAST_SHOVE, ...options }\n const dx = target.position[0] - blast.point[0]\n const dy = target.position[1] - blast.point[1]\n const dz = target.position[2] - blast.point[2]\n const distance = Math.hypot(dx, dy, dz)\n if (!(blast.radius > 0) || distance > blast.radius) return undefined\n const falloff = (1 - distance / blast.radius) ** o.falloffPower\n const mass = Math.max(target.mass, 0.05)\n // cover takes its share off the push itself, past the cap too: a light thing behind a cupboard is not thrown as fast as one in the open\n const reach = clampShare(blast.reach ?? 1)\n const speed = Math.sqrt(reach) * Math.min(o.maxSpeed, Math.sqrt((2 * blast.energy * o.coupling) / mass)) * falloff\n if (!(speed >= o.minSpeed)) return undefined\n // straight above or below the centre there is no \"away\": the push goes up\n const direction: Vec3 = distance > 1e-4 ? [dx / distance, dy / distance + o.lift, dz / distance] : [0, 1, 0]\n const length = Math.hypot(direction[0], direction[1], direction[2])\n return { speed, direction: [direction[0] / length, direction[1] / length, direction[2] / length], distance, falloff }\n}\n","/**\n * The push a blast gives a standing body, from the physics of the blast wave and not from a game coupling: the impulse of the wave per square metre at a distance from a charge of\n * `tnt` kg of TNT equivalent (Kinney and Graham's fit of the side-on impulse, scaled by the cube root of the charge), reflected on the body, over the area the body shows the wave,\n * divided by its mass. A hand grenade at 3 m gives a person a few tenths of a metre per second; what floors that person is the fragments, not the wave. A big charge close throws.\n */\n\n/** The numbers of the body a blast wave pushes. All have a default for a standing adult. */\nexport interface BlastImpulseOptions {\n /** Square metres of the body the wave meets: about 1.75 m tall by 0.4 m wide (default 0.7). */\n readonly bodyArea?: number\n /** How much of the push goes up: the direction is `(away, lift)` normalised (default 0.15: the wave runs along the ground). */\n readonly lift?: number\n /** Below this speed (m/s) the body does not move (default 0.3). */\n readonly minSpeed?: number\n /**\n * Kilograms of TNT per joule of the blast `energy`, for a blast that does not say its charge (`BlastSource.tnt`). Default 0.24 / 200000: the arsenal's energy scale, where the M67 (180 g\n * of Composition B, 0.24 kg of TNT) is 200 kJ. It is a game equivalence for blasts without a charge, not a physical constant.\n */\n readonly tntPerJoule?: number\n}\n\nexport const DEFAULT_BLAST_IMPULSE: Readonly<Required<BlastImpulseOptions>> = { bodyArea: 0.7, lift: 0.15, minSpeed: 0.3, tntPerJoule: 0.24 / 200000 }\n\n/** Closest distance (m) the fit is read at: inside it the charge is in contact and the body is torn apart anyway. */\nconst NEAREST = 0.3\n\n/**\n * Side-on (incident) specific impulse of the wave, in Pa·s, at `distance` metres from `tnt` kg of TNT in free air: Kinney and Graham, \"Explosive Shocks in Air\" (1985),\n * `I/W^(1/3) = 0.067 sqrt(1 + (Z/0.23)^4) / (Z^2 (1 + (Z/1.55)^3)^(1/3))` bar·ms per kg^(1/3), with the scaled distance `Z = R / W^(1/3)`.\n */\nexport function sideOnImpulse(tnt: number, distance: number): number {\n if (!(tnt > 0)) return 0\n const w3 = Math.cbrt(tnt)\n const z = Math.max(distance, NEAREST) / w3\n const scaled = (0.067 * Math.sqrt(1 + (z / 0.23) ** 4)) / (z * z * Math.cbrt(1 + (z / 1.55) ** 3))\n return scaled * w3 * 100 // bar·ms to Pa·s\n}\n\n/**\n * The impulse per square metre a body facing the wave takes, Pa·s: the side-on impulse reflected. The reflection doubles a weak wave and grows up to about six times close to the charge,\n * where the wave is strong (the ratio of reflected to side-on impulse of the Kingery-Bulmash charts, fitted as `2 + 4 / (1 + Z^2)`).\n */\nexport function bodyImpulse(tnt: number, distance: number): number {\n if (!(tnt > 0)) return 0\n const z = Math.max(distance, NEAREST) / Math.cbrt(tnt)\n return sideOnImpulse(tnt, distance) * (2 + 4 / (1 + z * z))\n}\n\n/** The speed (m/s) a blast wave gives a free body of `mass` kg at `distance` metres from `tnt` kg of TNT, `reach` (0..1) of it getting through what stands in the way. */\nexport function blastBodySpeed(tnt: number, distance: number, mass: number, reach = 1, options: BlastImpulseOptions = {}): number {\n const area = options.bodyArea ?? DEFAULT_BLAST_IMPULSE.bodyArea\n return (bodyImpulse(tnt, distance) * area * Math.max(0, reach)) / Math.max(mass, 1)\n}\n","import { blastBodySpeed, DEFAULT_BLAST_IMPULSE } from './blast-impulse'\nimport type { BlastImpulseOptions } from './blast-impulse'\nimport type { BlastShoveOptions, BlastSource } from './blast-shove'\nimport type { Vec3 } from './destruction'\n\n/** From this speed (m/s) a blast takes a standing body off its feet. Below it the body is only pushed. */\nexport const KNOCK_DOWN_SPEED = 2.5\n/** The angle of a body lying where it fell (the same tilt a dead body takes). */\nexport const KNOCKED_DOWN_ANGLE = 1.35\n/** Seconds the body lies after it lands: this plus the landing speed times `STAND_UP_PER_SPEED`. */\nconst LIE_SECONDS = 1.6\n/** Seconds a body floored by its wounds (inside the lethal radius) lies before it gets up, when it is not dead. */\nconst WOUNDED_LIE_SECONDS = 6\n/** The share of the blast that has to get through for its fragments to reach a body: behind cover that stops half of it the fragments stop too. */\nexport const FRAGMENT_COVER = 0.5\n/** Seconds a body is stunned at the edge of the lethal radius (the ringing ears, the dizziness); it falls with the square of the way to the edge of the blast. */\nconst STUN_SECONDS = 4\nconst STAND_UP_PER_SPEED = 0.25\nconst FALL_SECONDS = 0.25\nconst RISE_SECONDS = 0.6\n/** m/s squared that slows a body sliding on the ground. */\nconst GROUND_FRICTION = 7\nconst GRAVITY = 9.81\n/** Height of the chest above the feet: where the blast takes the body. */\nexport const KNOCK_CHEST = 1.1\nconst CHEST = KNOCK_CHEST\n\n/** What a blast is doing to one body: its velocity (m/s), whether it is in the air, and how far down it is (0 on its feet, 1 lying). */\nexport interface Knock {\n velocity: [number, number, number]\n airborne: boolean\n /** 0..1 */\n lying: number\n /** Seconds left to lie on the ground after it stopped. */\n lieLeft: number\n /** Knocked off its feet by this blast. */\n down: boolean\n /** Floored by its wounds: inside the lethal radius and not behind cover. It lies longer and falls where it stood. */\n wounded?: boolean\n /** Seconds of stun the blast gave the body: dizziness and ringing ears. */\n stunSeconds?: number\n /** The horizontal unit direction away from the blast, even when the push is too weak to move the body: the way it falls. */\n away?: Vec3\n}\n\n/** The mass of a body in kg from its height (m) and its build (1 = average): 70 kg at 1.75 m. */\nexport const bodyMass = (height: number, build = 1): number => 70 * (height / 1.75) ** 2 * build\n\n/**\n * What a blast does to a body standing at `feet`, of `mass` kg. Undefined when the blast does not reach it or does nothing to it.\n *\n * The body is pushed by the blast wave (`blastBodySpeed`, from the charge `blast.tnt`, or from `energy` by `tntPerJoule`), taken at the chest and cut by `reach`, the share that got through\n * cover. It is floored when that push is `KNOCK_DOWN_SPEED` or more, or when it stands inside `lethalRadius` with the blast reaching it (the fragments and the overpressure fell it where it\n * stands). It is stunned for a while inside the radius. `options` are the shove numbers of the host's loose items; only their `minSpeed` applies to a body.\n */\nexport function knockOf(blast: BlastSource, feet: Vec3, mass: number, options?: BlastShoveOptions, impulse: BlastImpulseOptions = {}): Knock | undefined {\n const o = { ...DEFAULT_BLAST_IMPULSE, ...impulse }\n const chest: Vec3 = [feet[0], feet[1] + CHEST, feet[2]]\n const dx = chest[0] - blast.point[0]\n const dy = chest[1] - blast.point[1]\n const dz = chest[2] - blast.point[2]\n const distance = Math.hypot(dx, dy, dz)\n if (!(blast.radius > 0) || distance > blast.radius) return undefined\n const reach = Math.max(0, Math.min(1, blast.reach ?? 1))\n const tnt = blast.tnt ?? blast.energy * o.tntPerJoule\n let speed = blastBodySpeed(tnt, distance, mass, reach, o)\n const minSpeed = impulse.minSpeed ?? options?.minSpeed ?? o.minSpeed\n if (speed < minSpeed) speed = 0\n const struck = reach >= FRAGMENT_COVER\n const wounded = struck && blast.lethalRadius !== undefined && distance <= blast.lethalRadius\n const edge = 1 - distance / blast.radius\n const stunSeconds = struck ? STUN_SECONDS * edge * edge * reach : 0\n if (speed === 0 && !wounded && stunSeconds < 0.25) return undefined\n // straight above or below the centre there is no \"away\": the push goes up\n const horizontal = Math.hypot(dx, dz)\n const away: Vec3 = horizontal > 1e-4 ? [dx / horizontal, o.lift, dz / horizontal] : [0, 1, 0]\n const length = Math.hypot(away[0], away[1], away[2])\n const velocity: [number, number, number] = [(away[0] / length) * speed, (away[1] / length) * speed, (away[2] / length) * speed]\n return {\n velocity,\n airborne: velocity[1] > 0.5,\n lying: 0,\n lieLeft: wounded ? WOUNDED_LIE_SECONDS : 0,\n away: horizontal > 1e-4 ? [dx / horizontal, 0, dz / horizontal] : [0, 0, 0],\n down: speed >= KNOCK_DOWN_SPEED || wounded,\n ...(wounded ? { wounded } : {}),\n ...(stunSeconds >= 0.25 ? { stunSeconds } : {}),\n }\n}\n\n/**\n * Moves a body one step: it slides on the ground and slows, falls when it was knocked down, lies a while and gets up (a dead body stays down). Moves `position` in place; returns true when the\n * body is on its feet and still, and the knock can be dropped.\n */\nexport function stepKnock(knock: Knock, position: { x: number; y: number; z: number }, dt: number, groundAt: (x: number, z: number) => number, alive: boolean): boolean {\n const v = knock.velocity\n position.x += v[0] * dt\n position.z += v[2] * dt\n const ground = groundAt(position.x, position.z)\n if (knock.airborne || position.y > ground + 1e-4) {\n v[1] -= GRAVITY * dt\n position.y += v[1] * dt\n if (position.y <= ground) {\n position.y = ground\n v[1] = 0\n knock.airborne = false\n }\n } else position.y = ground\n const horizontal = Math.hypot(v[0], v[2])\n if (!knock.airborne && horizontal > 0) {\n const slowed = Math.max(0, horizontal - GROUND_FRICTION * dt)\n v[0] *= slowed / horizontal\n v[2] *= slowed / horizontal\n }\n const moving = horizontal > 0.05 || knock.airborne\n if (knock.down) {\n // a body floored where it stands (its wounds, not the push) still takes the time of a fall to reach the ground\n if (moving || knock.lying < 1) knock.lying = Math.min(1, knock.lying + dt / FALL_SECONDS)\n else if (alive) {\n knock.lieLeft = knock.lieLeft > 0 ? knock.lieLeft : LIE_SECONDS + Math.hypot(v[0], v[2]) * STAND_UP_PER_SPEED\n knock.lieLeft -= dt\n if (knock.lieLeft <= 0) knock.down = false\n }\n } else if (knock.lying > 0) knock.lying = Math.max(0, knock.lying - dt / RISE_SECONDS)\n return !moving && !knock.down && knock.lying === 0\n}\n\n/** Where `launchBody` leaves the throw on the body's root until the module that animates it takes it. */\nconst LAUNCHED = 'launched'\n\n/**\n * Throws a body at `velocity` (m/s, world): an occupant leaving a car through the glass, a pedestrian run over. The module that animates the body\n * takes it on its next frame (`takeLaunch`) and moves it as it moves a body a blast knocked down: flying, landing, sliding, lying, getting up.\n */\nexport function launchBody(root: { userData: Record<string, unknown> }, velocity: Vec3): void {\n root.userData[LAUNCHED] = [velocity[0], velocity[1], velocity[2]]\n}\n\n/** The throw `launchBody` left on the root, as a knock (knocked down, in the air), once; undefined when nothing threw it. */\nexport function takeLaunch(root: { userData: Record<string, unknown> }): Knock | undefined {\n const velocity = root.userData[LAUNCHED] as Vec3 | undefined\n if (!velocity) return undefined\n delete root.userData[LAUNCHED]\n return { velocity: [velocity[0], velocity[1], velocity[2]], airborne: true, lying: 0, lieLeft: 0, down: true }\n}\n","export interface CostOptions {\n /** Reads of `state()` and of `describe()` to time. Default 10 000. */\n reads?: number\n /** Ceiling, in milliseconds, for all the reads of one method. Default 50 (5 microseconds per read). */\n ceilingMs?: number\n /** Ceiling of heap growth, in bytes, over all the reads of one method (only where `process.memoryUsage` exists). Default 1 MiB. */\n allocationBytes?: number\n}\n\nconst DEFAULT_COST_READS = 10_000\nconst DEFAULT_COST_CEILING_MS = 50\nconst DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024\n\nconst heapUsedBytes = (): number | undefined => {\n const nodeProcess = (globalThis as { process?: { memoryUsage?: () => { heapUsed: number } } }).process\n return nodeProcess?.memoryUsage?.().heapUsed\n}\n\ntype CheckReadCostParams = { readonly name: string; readonly read: () => unknown; readonly options: CostOptions; readonly problems: string[] }\n\nexport const checkReadCost = ({ name, read, options, problems }: CheckReadCostParams): void => {\n const reads = options.reads ?? DEFAULT_COST_READS\n const ceilingMs = options.ceilingMs ?? DEFAULT_COST_CEILING_MS\n const allocationBytes = options.allocationBytes ?? DEFAULT_COST_ALLOCATION_BYTES\n if (read() !== read()) problems.push(`${name}() returns a new object on each read: cache it between changes (cost contract)`)\n // a first pass lets the engine compile and optimise the loop: that code and its feedback are heap too, and would read as the method allocating\n for (let i = 0; i < reads; i++) read()\n const heapBefore = heapUsedBytes()\n const started = performance.now()\n for (let i = 0; i < reads; i++) read()\n const elapsedMs = performance.now() - started\n const heapAfter = heapUsedBytes()\n if (elapsedMs > ceilingMs) problems.push(`${name}() took ${elapsedMs.toFixed(1)} ms for ${reads} reads, over the ${ceilingMs} ms ceiling (cost contract)`)\n if (heapBefore !== undefined && heapAfter !== undefined && heapAfter - heapBefore > allocationBytes)\n problems.push(`${name}() grew the heap by ${heapAfter - heapBefore} bytes over ${reads} reads, over the ${allocationBytes} byte ceiling (cost contract)`)\n}\n","import { checkReadCost } from './impact-cost'\nimport type { CostOptions } from './impact-cost'\nimport type { DamageType, DestructibleSpec, DestructionEvent, Hit, JointSpec, ObjectState, ToolKind, Vec3 } from './destruction'\n\n/**\n * What a game module implements for an object whose behaviour it owns (a vehicle with its own panel deformation, a creature, a machine). The\n * world (`DestructionWorld.register`) hosts it next to its own objects: raycast, shoot, explode, hit, disassemble, extinguish, update, state,\n * reset and `on` all route to it.\n *\n * Space: the impl receives hits in WORLD space and returns events in WORLD space (it owns its transform; the transform given to `register` or\n * `setTransform` is only used by the world for raycasts and blast range). Every event must carry `object === id` and name parts listed by\n * `describe()`.\n */\n/** World-space ray for `DestructibleImpl.surfaceRay`. */\nexport interface SurfaceRay {\n readonly origin: Vec3\n readonly direction: Vec3\n readonly maxDistance: number\n ignored?(part: string): boolean\n}\n\nexport interface SurfaceRayHit {\n readonly part: string\n readonly point: Vec3\n readonly normal: Vec3\n readonly distance: number\n /** Thickness the ray crosses in this part, metres. */\n readonly pathLen: number\n}\n\nexport interface DestructibleImpl {\n readonly id: string\n readonly name?: string\n /**\n * Parts, joints and structure in the impl's local space, for raycast, inspector and log.\n * COST CONTRACT (D8): called per frame by the renderer, so it is O(1), allocation-free and cached between changes: the same object comes\n * back until a hit, tool, fire or pose change alters it. `checkDestructible(impl, { cost: true })` measures it.\n */\n describe(): DestructibleSpec\n /** Apply one hit (see `IMPACT_CONTRACT` for the fields per type) and return the events it caused. */\n hit(hit: Hit): DestructionEvent[]\n /**\n * The real surface a ray meets, for an impl whose drawn shape is not its boxes (a car body): the boxes of `describe()` only say where to look, and a shot that crosses\n * them without touching the drawn surface goes on. `ignored` answers for the parts the round already went through. Null when the ray meets nothing.\n */\n surfaceRay?(ray: SurfaceRay): SurfaceRayHit | null\n /** Advance fire, melting, collapse and other timed behaviour. */\n update?(dt: number): DestructionEvent[]\n /**\n * COST CONTRACT (D8): the host reads it per part per frame, so it is O(1), allocation-free and cached between changes (see `describe()`).\n * The cached object is shared with every reader: treat it as read-only, copy before changing it.\n */\n state(): Readonly<ObjectState>\n reset?(): void\n /** The world took the object out (`DestructionWorld.remove`): the impl lets go of what it joined (shared queues, listeners). */\n dispose?(): void\n /** Same contract as `DestructionWorld.disassemble`: progress 0..1, or -1 when the tool cannot undo the joint. */\n disassemble?(jointId: string, tool: ToolKind, dt: number): number\n extinguish?(partId?: string): void\n /** Optional: an animation moved a part; `position` / `rotation` (Euler XYZ, radians) are object-local. Keep raycast and hit shapes in sync. */\n setPartPose?(partId: string, position: Vec3, rotation?: Vec3): void\n /** Plain JSON of the impl's own state, stored in `DestructionSnapshot.impls`. */\n serialize?(): unknown\n load?(data: unknown): void\n}\n\n/** The fields a weapon or hazard must put in a `Hit`, per damage type. THE impact contract. */\nexport interface ImpactContract {\n required: string[]\n optional: string[]\n note: string\n}\n\nexport const IMPACT_CONTRACT: Record<DamageType, ImpactContract> = {\n ballistic: { required: ['type', 'point', 'direction', 'energy', 'caliber'], optional: ['space', 'source'], note: 'bullets and pellets: joules and diameter in millimetres' },\n blunt: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'contact radius in metres (default 3 cm)' },\n slash: { required: ['type', 'point', 'energy'], optional: ['direction', 'radius', 'space', 'source'], note: 'axes, knives, machetes' },\n explosive: { required: ['type', 'point', 'energy', 'radius'], optional: ['lethalRadius', 'space', 'source'], note: 'point is the centre of the blast, radius the range in metres' },\n fire: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'flame temperature in °C; duration in seconds (call every frame with `dt`)' },\n heat: { required: ['type', 'point', 'temperature', 'radius'], optional: ['duration', 'space', 'source'], note: 'heat without flame (cutting torch, hot plate)' },\n}\n\n/** Problems with a hit according to the impact contract (empty when it is valid). */\nexport const checkHit = (hit: Hit): string[] => {\n const c = IMPACT_CONTRACT[hit.type]\n if (!c) return [`unknown damage type \"${String(hit.type)}\"`]\n const out: string[] = []\n for (const f of c.required) {\n const v = (hit as unknown as Record<string, unknown>)[f]\n if (v === undefined || (Array.isArray(v) ? v.some((n) => !Number.isFinite(n)) : typeof v === 'number' && !Number.isFinite(v))) out.push(`${hit.type} hit needs \"${f}\"`)\n }\n return out\n}\n\nexport interface CheckOptions {\n /**\n * Ids of every material the impl may use (the contracts package does not know the materials of your world: pass the ids of\n * `world.materials`, or the built-in plus your own). When omitted, the material check is skipped.\n */\n materials?: Iterable<string>\n /** Opt-in cost measurement (D8): `true` for the defaults, or the limits to use. */\n cost?: boolean | CostOptions\n}\n\nconst finiteJson = (v: unknown, path: string, out: string[]) => {\n if (typeof v === 'number') {\n if (!Number.isFinite(v)) out.push(`${path} is not a finite number`)\n } else if (Array.isArray(v)) v.forEach((x, i) => finiteJson(x, `${path}[${i}]`, out))\n else if (v && typeof v === 'object') for (const [k, x] of Object.entries(v)) finiteJson(x, `${path}.${k}`, out)\n else if (typeof v === 'function' || typeof v === 'symbol' || typeof v === 'bigint') out.push(`${path} is not JSON`)\n}\n\n/**\n * Contract checker for the test room (it needs no world): `describe()` is valid, a 500 J ballistic hit at a part centre returns well-formed events of this impl, `state()`\n * matches `describe()`, hit points never go negative, `update(0.016)` returns an array and every event is JSON-serializable. It hits the impl\n * (and calls `reset()` afterwards when there is one). With `options.cost` it also times `state()` and `describe()` (the cost contract of D8).\n */\nexport const checkDestructible = (impl: DestructibleImpl, options: CheckOptions = {}): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const known = options.materials ? new Set(options.materials) : null\n let spec: DestructibleSpec | undefined\n try {\n spec = impl.describe()\n } catch (e) {\n return { ok: false, problems: [`describe() threw: ${String(e)}`] }\n }\n if (!spec || !Array.isArray(spec.parts) || spec.parts.length === 0) return { ok: false, problems: ['describe() must return at least one part'] }\n const ids = new Set<string>()\n for (const p of spec.parts) {\n if (ids.has(p.id)) problems.push(`duplicate part id \"${p.id}\"`)\n ids.add(p.id)\n if (known && !known.has(p.material)) problems.push(`part \"${p.id}\" has unknown material \"${p.material}\"`)\n if (!p.shape || !['box', 'cylinder', 'sphere'].includes(p.shape.kind)) problems.push(`part \"${p.id}\" has no valid shape`)\n if (!Array.isArray(p.position) || p.position.length !== 3) problems.push(`part \"${p.id}\" has no position`)\n }\n const jointIds = new Set<string>()\n for (const j of (spec.joints ?? []) as JointSpec[]) {\n if (!ids.has(j.a) || !ids.has(j.b)) problems.push(`joint \"${j.id ?? `${j.a}~${j.b}`}\" references an unknown part`)\n const jid = j.id ?? `${j.a}~${j.b}`\n if (jointIds.has(jid)) problems.push(`duplicate joint id \"${jid}\"`)\n jointIds.add(jid)\n }\n const checkState = (label: string) => {\n let st: ObjectState\n try {\n st = impl.state()\n } catch (e) {\n problems.push(`state() threw ${label}: ${String(e)}`)\n return\n }\n const sids = st.parts.map((p) => p.id).sort().join(',')\n if (sids !== [...ids].sort().join(',')) problems.push(`state() part ids do not match describe() ${label}`)\n for (const p of st.parts) if (!(p.hp >= 0)) problems.push(`part \"${p.id}\" has negative or invalid hp ${label}`)\n }\n const checkEvents = (events: unknown, label: string) => {\n if (!Array.isArray(events)) {\n problems.push(`${label} must return an array`)\n return\n }\n const evs = events as DestructionEvent[]\n evs.forEach((e, i) => {\n if (e.object !== impl.id) problems.push(`${label} event ${i} (${e.type}) has object \"${String(e.object)}\", expected \"${impl.id}\"`)\n const part = (e as { part?: string }).part\n if (part !== undefined && !ids.has(part)) problems.push(`${label} event ${i} (${e.type}) names unknown part \"${part}\"`)\n })\n const bad: string[] = []\n finiteJson(evs, 'events', bad)\n problems.push(...bad.map((b) => `${label}: ${b}`))\n try {\n const s = JSON.stringify(evs)\n if (JSON.stringify(JSON.parse(s)) !== s) problems.push(`${label} events do not survive a JSON round trip`)\n } catch (e) {\n problems.push(`${label} events are not JSON-serializable: ${String(e)}`)\n }\n }\n checkState('before the hit')\n const target = spec.parts[0]\n try {\n const hit: Hit = { type: 'ballistic', point: [target.position[0], target.position[1], target.position[2]], direction: [0, 0, -1], energy: 500, caliber: 9 }\n checkEvents(impl.hit(hit), 'hit()')\n } catch (e) {\n problems.push(`hit() threw: ${String(e)}`)\n }\n checkState('after the hit')\n if (impl.update) {\n try {\n checkEvents(impl.update(0.016), 'update()')\n } catch (e) {\n problems.push(`update() threw: ${String(e)}`)\n }\n checkState('after update')\n }\n try {\n impl.reset?.()\n } catch (e) {\n problems.push(`reset() threw: ${String(e)}`)\n }\n if (options.cost) {\n const cost = options.cost === true ? {} : options.cost\n try {\n checkReadCost({ name: 'state', read: () => impl.state(), options: cost, problems })\n checkReadCost({ name: 'describe', read: () => impl.describe(), options: cost, problems })\n } catch (e) {\n problems.push(`cost measurement threw: ${String(e)}`)\n }\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The slots of a body an item can cover (the item slot vocabulary: game-items imports it from here). */\nexport type BodySlot = 'head' | 'eyes' | 'torso' | 'arms' | 'hands' | 'legs' | 'feet' | 'over'\n\n/** The 11 segments of the detailed body model (the Arsenal ids). */\nexport type SegmentKind = 'head' | 'jaw' | 'neck' | 'torso' | 'pelvis' | 'upperArm' | 'forearm' | 'hand' | 'thigh' | 'shin' | 'foot'\n\n/** The 6 regions of the crowd model (the game regions 0..5). */\nexport type BodyRegion = 'head' | 'torso' | 'armL' | 'armR' | 'legL' | 'legR'\n\n/** Bits of the `missing` mask of a body. The instanced body shader reads them, so the values are part of the contract. */\nexport const MISSING_BITS = {\n head: 1,\n armL: 2,\n armR: 4,\n legL: 8,\n legR: 16,\n armLBroken: 32,\n armRBroken: 64,\n legLBroken: 128,\n legRBroken: 256,\n jaw: 512,\n} as const\n","import type { DestructibleSpec, PartSpec } from './destruction'\n\nexport interface CheckSpecOptions {\n /** Known material ids. When given, every part's material must be one of them. */\n materials?: Iterable<string>\n}\n\nexport interface SpecReport {\n /** False when there is at least one problem (warnings do not count). */\n ok: boolean\n problems: string[]\n /** Things that are legal but probably wrong, e.g. structural parts that cannot reach an anchored part. */\n warnings: string[]\n}\n\nconst STRUCTURE_ROLES = ['foundation', 'column', 'beam', 'slab', 'wall', 'partition', 'roof', 'stair', 'none']\nconst BEARS = [true, false, 'a_on_b', 'b_on_a']\n\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\nconst positive = (n: unknown): boolean => finite(n) && n > 0\nconst vec3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every(finite)\nconst nonNegative = (n: unknown): boolean => n === undefined || (finite(n) && n >= 0)\n\nconst FACES = ['both', '+', '-']\nconst BONDS = ['running', 'stack']\n\n/** Layers, reinforcement, units and breach: known materials, finite positive sizes. */\nconst checkStagedFields = (p: PartSpec | undefined, label: string, materials: Set<string> | null, problems: string[]): void => {\n const known = (m: unknown, what: string): void => {\n if (materials && !materials.has(m as string)) problems.push(`${label} ${what} has unknown material \"${String(m)}\"`)\n }\n ;(p?.layers ?? []).forEach((l, i) => {\n known(l?.material, `layer ${i}`)\n if (!positive(l?.thickness)) problems.push(`${label} layer ${i} thickness must be finite and positive`)\n if (!FACES.includes(l?.faces)) problems.push(`${label} layer ${i} has an invalid faces \"${String(l?.faces)}\"`)\n })\n const r = p?.reinforcement\n if (r) {\n known(r.material, 'reinforcement')\n if (!positive(r.spacing) || !positive(r.diameter)) problems.push(`${label} reinforcement spacing and diameter must be finite and positive`)\n if (r.residualCapacity !== undefined && !(finite(r.residualCapacity) && r.residualCapacity >= 0 && r.residualCapacity <= 1)) problems.push(`${label} reinforcement residualCapacity must be between 0 and 1`)\n }\n const u = p?.units\n if (u) {\n known(u.mortar, 'units mortar')\n if (!vec3(u.size) || !u.size.every(positive)) problems.push(`${label} units size must be three finite positive numbers`)\n if (!BONDS.includes(u.bond)) problems.push(`${label} units has an invalid bond \"${String(u.bond)}\"`)\n }\n if (p?.breach && p.breach.area !== undefined && !positive(p.breach.area)) problems.push(`${label} breach area must be finite and positive`)\n}\n\n/**\n * Static checks on a `DestructibleSpec` (no world needed), for items that give a `spec` instead of an `impl`: unique part ids, known materials\n * (when `options.materials` is given), joints that reference existing, different parts, finite positive sizes, non-negative mass / hp / capacity,\n * valid structure roles and `bears` directions. A structural part with no path of joints to an anchored part is a warning, not a problem: it\n * is allowed, it just falls.\n */\nexport const checkSpec = (spec: DestructibleSpec, options: CheckSpecOptions = {}): SpecReport => {\n const problems: string[] = []\n const warnings: string[] = []\n const materials = options.materials ? new Set(options.materials) : null\n const parts = Array.isArray(spec?.parts) ? spec.parts : []\n if (!Array.isArray(spec?.parts) || parts.length === 0) problems.push('the spec needs at least one part')\n const ids = new Set<string>()\n for (const p of parts) {\n const id = String(p?.id ?? '')\n const label = `part \"${id}\"`\n if (id === '') problems.push('a part has no id')\n else if (ids.has(id)) problems.push(`duplicate part id \"${id}\"`)\n ids.add(id)\n if (materials && !materials.has(p?.material)) problems.push(`${label} has unknown material \"${String(p?.material)}\"`)\n else if (typeof p?.material !== 'string' || p.material === '') problems.push(`${label} needs a material`)\n const s = p?.shape\n if (s?.kind === 'box') {\n if (!Array.isArray(s.size) || s.size.length !== 3 || !s.size.every(positive)) problems.push(`${label} box size must be three finite positive numbers`)\n } else if (s?.kind === 'cylinder') {\n if (!positive(s.radius) || !positive(s.height)) problems.push(`${label} cylinder radius and height must be finite and positive`)\n } else if (s?.kind === 'sphere') {\n if (!positive(s.radius)) problems.push(`${label} sphere radius must be finite and positive`)\n } else problems.push(`${label} has an unknown shape`)\n if (!vec3(p?.position)) problems.push(`${label} needs a finite position [x, y, z]`)\n if (p?.rotation !== undefined && !vec3(p.rotation)) problems.push(`${label} has an invalid rotation`)\n for (const f of ['mass', 'hp', 'thickness'] as const) if (!nonNegative(p?.[f])) problems.push(`${label} ${f} must be a finite number >= 0`)\n if (p?.fill !== undefined && !(finite(p.fill) && p.fill >= 0 && p.fill <= 1)) problems.push(`${label} fill must be between 0 and 1`)\n if (p?.structure) {\n if (!STRUCTURE_ROLES.includes(p.structure.role)) problems.push(`${label} has an invalid structure role \"${String(p.structure.role)}\"`)\n if (!nonNegative(p.structure.capacity)) problems.push(`${label} structure capacity must be a finite number >= 0`)\n }\n if (p?.contains && !nonNegative(p.contains.liters)) problems.push(`${label} contains.liters must be a finite number >= 0`)\n checkStagedFields(p, label, materials, problems)\n }\n\n const jointIds = new Set<string>()\n const edges: Array<[string, string]> = []\n for (const j of spec?.joints ?? []) {\n const id = j.id ?? `${j.a}~${j.b}`\n const label = `joint \"${id}\"`\n if (jointIds.has(id)) problems.push(`duplicate joint id \"${id}\"`)\n jointIds.add(id)\n if (!ids.has(j.a)) problems.push(`${label} references unknown part \"${String(j.a)}\"`)\n if (!ids.has(j.b)) problems.push(`${label} references unknown part \"${String(j.b)}\"`)\n if (j.a === j.b) problems.push(`${label} joins part \"${String(j.a)}\" to itself`)\n if (j.bears !== undefined && !BEARS.includes(j.bears)) problems.push(`${label} has an invalid bears \"${String(j.bears)}\"`)\n if (!nonNegative(j.strength)) problems.push(`${label} strength must be a finite number >= 0`)\n if (!nonNegative(j.seconds)) problems.push(`${label} seconds must be a finite number >= 0`)\n if (j.bears !== false && ids.has(j.a) && ids.has(j.b) && j.a !== j.b) edges.push([j.a, j.b])\n }\n\n // structural parts must reach an anchored part over the joints (only when the spec lists its joints: otherwise they are inferred later)\n const structural = parts.filter((p) => p?.structure && p.structure.role !== 'none')\n if (structural.length && spec.joints) {\n const anchored = parts.filter((p) => p.anchored || p.structure?.role === 'foundation').map((p) => p.id)\n const adj = new Map<string, string[]>()\n for (const [a, b] of edges) {\n adj.set(a, [...(adj.get(a) ?? []), b])\n adj.set(b, [...(adj.get(b) ?? []), a])\n }\n const seen = new Set(anchored)\n const queue = [...anchored]\n while (queue.length) {\n for (const n of adj.get(queue.pop()!) ?? []) {\n if (seen.has(n)) continue\n seen.add(n)\n queue.push(n)\n }\n }\n const lost = structural.filter((p) => !seen.has(p.id)).map((p) => p.id)\n if (lost.length) warnings.push(`structural part(s) ${lost.map((i) => `\"${i}\"`).join(', ')} cannot reach an anchored part, so they will fall`)\n }\n return { ok: problems.length === 0, problems, warnings }\n}\n","import type { BallisticExtras, Hit, HitIgnition, Vec3 } from './destruction'\n\n/**\n * A ballistic shot (one per pellet) as a weapon module produces it. Plain data: any damage model can consume it (`shotToHit` makes the `Hit`).\n */\nexport interface Shot {\n origin: Vec3\n /** Unit vector. */\n direction: Vec3\n /** Muzzle energy in joules. */\n energy: number\n /** Bullet diameter in millimetres. */\n caliber: number\n /** snake_case calibre id, e.g. `9x19`. */\n caliberId: string\n /** Muzzle speed in m/s. */\n speed: number\n /** Projectile mass in grams (one pellet for a shotgun load). */\n mass?: number\n /** Energy at a distance in metres, with the calibre's drag. */\n energyAt(distance: number): number\n pellet: number\n /** snake_case weapon id. */\n weapon: string\n source?: string\n /** Kind of the round that was loaded (`fmj`, `hp`, `ap`, `buck`, `slug`, `incendiary`, `tracer`...). */\n ammo?: string\n /** Millimetres of steel, concrete, brick and wood the round goes through at the muzzle (the ammo table of the weapons module). `shotToHit` scales it by the energy left. */\n penetration?: Readonly<Record<string, number>>\n incendiary?: boolean\n tracer?: boolean\n /** Chances that the round lights flammable vapour or fuel. */\n ignition?: HitIgnition\n}\n\n/**\n * The fields of the round that a damage model takes besides the geometry: the penetration by material scaled by the energy that is left at `distance`\n * (linear in the energy: half the energy goes through half as much), the incendiary and tracer flags and the ignition chances. Pass it as the sixth\n * argument of `DestructionWorld.shoot` or spread it in a `Hit`.\n */\nexport const shotExtras = (shot: Shot, distance = 0): BallisticExtras => {\n const out: { -readonly [K in keyof BallisticExtras]: BallisticExtras[K] } = {}\n if (shot.penetration) {\n const k = shot.energy > 0 ? Math.min(1, Math.max(0, shot.energyAt(distance) / shot.energy)) : 1\n const scaled: Record<string, number> = {}\n for (const key of Object.keys(shot.penetration)) scaled[key] = shot.penetration[key]! * k\n out.penetration = scaled\n }\n if (shot.incendiary) out.incendiary = true\n if (shot.tracer) out.tracer = true\n if (shot.ignition) out.ignition = { spark: shot.ignition.spark, flame: shot.ignition.flame }\n return out\n}\n\n/** One use of a non-firearm (melee swing, flame tick, heat tick, throw, tool tick, extinguisher tick). */\nexport type Use =\n | { kind: 'melee'; damage: 'blunt' | 'slash'; energy: number; radius: number; reach: number; origin: Vec3; direction: Vec3 }\n | { kind: 'flame'; temperature: number; radius: number; range: number; cone: boolean; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'heat'; temperature: number; radius: number; range: number; duration: number; origin: Vec3; direction: Vec3 }\n | {\n kind: 'throw'\n energy: number\n radius: number\n fuse: number\n velocity: Vec3\n origin: Vec3\n fire?: { temperature: number; radius: number; seconds: number }\n /** Explosive id (`m67`, `molotov`, `pg7v`...): the host looks the numbers up in the arsenal. Absent on a plain thrown object. */\n explosive?: string\n /** What sets it off: `timer` after `fuse` seconds, `impact` on the first hit once armed. */\n trigger?: 'timer' | 'impact'\n /** Metres the projectile must fly before an impact sets it off; closer, it hits without exploding (rocket launchers). */\n armDistance?: number\n /** Radius in metres of the wounding area (`radius` is the lethal one). */\n injuryRadius?: number\n /** Seconds the blast stuns whoever is inside the injury radius (flashbang). */\n stunSeconds?: number\n /** Seconds the thrower held it after pulling the pin: `fuse` is what was left of the full fuse when it left the hand. */\n cooked?: number\n /** Went off in the thrower's hand (held past the fuse): no velocity, `fuse` is 0 and the blast is at `origin`. */\n inHand?: boolean\n }\n /** An explosive set down where the trigger is pulled (mine, C4, charge): it waits for its trigger instead of flying. */\n | {\n kind: 'place'\n explosive: string\n /** `wire`: something trips it; `remote`: the player fires it; `timer`: after `fuse` seconds. */\n triggers: readonly ('timer' | 'wire' | 'remote')[]\n energy: number\n /** Lethal radius in metres. */\n radius: number\n injuryRadius: number\n /** Cone the blast goes through, in front of `direction` (mine); absent for a blast in every direction. */\n cone?: { halfAngleDeg: number; length: number }\n /** The wire a `wire` charge stretches from where it is set down: metres out, degrees from its facing (counter-clockwise from above) and metres above it. */\n tripwire?: { length: number; angleDeg: number; height: number }\n fuse?: number\n origin: Vec3\n direction: Vec3\n }\n /** The blast behind a rocket launcher: dangerous inside `radius` metres, in the cone around `direction` (pointing away from the target). */\n | { kind: 'backblast'; radius: number; halfAngleDeg: number; origin: Vec3; direction: Vec3 }\n | { kind: 'tool'; tool: string; reach: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'extinguish'; range: number; coolC: number; duration: number; origin: Vec3; direction: Vec3 }\n | { kind: 'hand'; reach: number; origin: Vec3; direction: Vec3 }\n\n/**\n * The `Hit` a ballistic shot makes at `point` (world space): the energy is what is left of the shot at that distance from its origin\n * (`shot.energyAt`), the direction and calibre come from the shot. `normal` (the surface normal at the point, when the caller knows it) does not\n * change the hit; it is accepted so that callers can pass what their raycast returned and so that a stricter implementation could use it.\n */\nexport const shotToHit = (shot: Shot, point: Vec3, normal?: Vec3): Hit => {\n void normal\n const dx = point[0] - shot.origin[0]\n const dy = point[1] - shot.origin[1]\n const dz = point[2] - shot.origin[2]\n const distance = Math.hypot(dx, dy, dz)\n return {\n type: 'ballistic',\n point: [point[0], point[1], point[2]],\n direction: [shot.direction[0], shot.direction[1], shot.direction[2]],\n energy: shot.energyAt(distance),\n caliber: shot.caliber,\n ...(shot.mass === undefined ? {} : { mass: shot.mass }),\n ...shotExtras(shot, distance),\n source: shot.source ?? shot.weapon,\n }\n}\n\n/**\n * The `Hit` a non-firearm `Use` makes at `point` (world space), or `null` for uses that do not damage by themselves.\n *\n * - `melee` -> `blunt` / `slash` with the swing's `energy`, contact `radius` and `direction`;\n * - `flame` -> `fire` and `heat` -> `heat`, with `temperature`, `duration` and a contact radius of at most 0.3 m (one ray of the cone);\n * - `throw` -> the blast (`explosive`, `energy`, `radius`, centred on `point`, the place it detonates). A thrown item with no blast energy but\n * a `fire` patch (a molotov) gives that patch as a `fire` hit (`temperature`, `radius`, `seconds` as `duration`). No energy and no fire -> `null`;\n * - `tool`, `extinguish` and `hand` -> `null` (tools work on joints, the extinguisher cools, the hand only grabs).\n *\n * `normal` does not change the hit (same as `shotToHit`).\n */\nexport const useToHit = (use: Use, point: Vec3, normal?: Vec3): Hit | null => {\n void normal\n const p: Vec3 = [point[0], point[1], point[2]]\n switch (use.kind) {\n case 'melee':\n return { type: use.damage, point: p, direction: [use.direction[0], use.direction[1], use.direction[2]], energy: use.energy, radius: use.radius }\n case 'flame':\n case 'heat':\n return {\n type: use.kind === 'flame' ? 'fire' : 'heat',\n point: p,\n direction: [use.direction[0], use.direction[1], use.direction[2]],\n temperature: use.temperature,\n radius: Math.min(use.radius, 0.3),\n duration: use.duration,\n }\n case 'throw':\n if (use.energy > 0) return { type: 'explosive', point: p, energy: use.energy, radius: use.radius }\n if (use.fire) return { type: 'fire', point: p, temperature: use.fire.temperature, radius: use.fire.radius, duration: use.fire.seconds }\n return null\n default:\n return null\n }\n}\n","import type { Hit } from './destruction'\n\n/**\n * How a container of flammable fluid (a fuel tank, a jerrycan, a gas bottle) is set alight by what hits it. A normal bullet that goes through only\n * makes a leak; the leak lights when something supplies a flame: a spark of a hard round on metal, an incendiary or tracer round, a fire nearby\n * or a blast. These are the numbers of the target side; the numbers of the round (core, jacket, incendiary, tracer) are in the weapons module\n * (`rules.ignition` of `@adatechnology/game-weapons`) and reach the target in `Hit.ignition`. Every number is a default to be changed per game.\n */\nexport interface IgnitionRules {\n /**\n * How much of the spark and of the flame of a round reaches the vapour, by how full the container is: points `[filled, factor]`, `filled` 0..1\n * (litres over capacity), `factor` 0..1, linear between points. A full container holds a mixture too rich to burn (the vapour has no air) and\n * mostly leaks; a nearly empty one holds the vapour/air mixture of a flammable range and lights the easiest; a dry one has little vapour left.\n * Default: 0.6 empty, 1 at 10 percent, 0.6 at 35, 0.3 at 65, 0.15 at 90 and 0.12 full.\n */\n fillCurve: ReadonlyArray<readonly [number, number]>\n /** 0..1: how much of the fill factor also weighs on the flame of an incendiary or tracer (1: as much as on a spark; 0: not at all). Default 0.5. */\n flameFillInfluence: number\n /** Chance of the flame of a round that is flagged `incendiary` or `tracer` but carries no `ignition` numbers (a host that passes only the flags). */\n flameDefaults: { incendiary: number; tracer: number }\n /**\n * What a spark needs to strike: a factor 0..1 by material id of the struck part. A material that is not listed but is metal takes\n * `sparkMetalDefault`; a part that is not metal never sparks. Default: steel and iron 1, aluminium 0.25.\n */\n sparkTarget: Readonly<Record<string, number>>\n sparkMetalDefault: number\n /**\n * Factor 0..1 on the spark by fluid (default 1): diesel has a flash point of 52 degrees C and more, so a spark that lights petrol vapour does\n * not light it (a flame does). Default: diesel 0.15.\n */\n sparkFluid: Readonly<Record<string, number>>\n /** A leaking container of flammable fluid within `radius` metres of a burning part or a burning fuel stain lights at `chancePerSecond`. */\n fireNear: { radius: number; chancePerSecond: number }\n}\n\n/** Defaults of `IgnitionRules`. */\nexport const DEFAULT_IGNITION_RULES: IgnitionRules = {\n fillCurve: [\n [0, 0.6],\n [0.1, 1],\n [0.35, 0.6],\n [0.65, 0.3],\n [0.9, 0.15],\n [1, 0.12],\n ],\n flameFillInfluence: 0.5,\n flameDefaults: { incendiary: 0.7, tracer: 0.2 },\n sparkTarget: { steel: 1, iron: 1, aluminium: 0.25 },\n sparkMetalDefault: 0.5,\n sparkFluid: { diesel: 0.15 },\n fireNear: { radius: 1.5, chancePerSecond: 0.5 },\n}\n\n/** Merges a partial `IgnitionRules` over the defaults (an object is merged one level deep). */\nexport const resolveIgnitionRules = (rules?: Partial<IgnitionRules>): IgnitionRules => ({\n ...DEFAULT_IGNITION_RULES,\n ...rules,\n flameDefaults: { ...DEFAULT_IGNITION_RULES.flameDefaults, ...rules?.flameDefaults },\n sparkTarget: { ...DEFAULT_IGNITION_RULES.sparkTarget, ...rules?.sparkTarget },\n sparkFluid: { ...DEFAULT_IGNITION_RULES.sparkFluid, ...rules?.sparkFluid },\n fireNear: { ...DEFAULT_IGNITION_RULES.fireNear, ...rules?.fireNear },\n})\n\n/** Linear interpolation of the fill curve at `fill` (0..1); outside the points it keeps the first or the last. */\nexport const fillFactor = (fill: number, curve: IgnitionRules['fillCurve'] = DEFAULT_IGNITION_RULES.fillCurve): number => {\n if (curve.length === 0) return 1\n const f = Math.min(1, Math.max(0, fill))\n if (f <= curve[0]![0]) return curve[0]![1]\n for (let i = 1; i < curve.length; i++) {\n const [x1, y1] = curve[i]!\n const [x0, y0] = curve[i - 1]!\n if (f <= x1) return x1 === x0 ? y1 : y0 + ((y1 - y0) * (f - x0)) / (x1 - x0)\n }\n return curve[curve.length - 1]![1]\n}\n\n/** The factor of what a spark strikes: 0 when the struck part is not metal. */\nexport const sparkTargetFactor = (materialId: string, metal: boolean, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number =>\n !metal ? 0 : rules.sparkTarget[materialId] ?? rules.sparkMetalDefault\n\n/**\n * Chance that one round that went through the wall of a container lights the fluid that leaks: the spark (only on metal) and the flame (any\n * wall), each weighed by the fill of the container; the two are independent. 0 when the round carries nothing (`Hit.ignition` absent and not\n * flagged `incendiary` or `tracer`): a plain bullet on a plain wall only leaks.\n */\nexport const ignitionChance = (hit: Pick<Hit, 'incendiary' | 'tracer' | 'ignition'>, target: { sparkTarget: number; fill: number; fluid?: string }, rules: IgnitionRules = DEFAULT_IGNITION_RULES): number => {\n const k = fillFactor(target.fill, rules.fillCurve)\n const spark = (hit.ignition?.spark ?? 0) * target.sparkTarget * (target.fluid === undefined ? 1 : rules.sparkFluid[target.fluid] ?? 1) * k\n const flameBase = hit.ignition?.flame ?? Math.max(hit.incendiary ? rules.flameDefaults.incendiary : 0, hit.tracer ? rules.flameDefaults.tracer : 0)\n const flame = flameBase * (1 - rules.flameFillInfluence * (1 - k))\n return 1 - (1 - Math.min(1, Math.max(0, spark))) * (1 - Math.min(1, Math.max(0, flame)))\n}\n","/**\n * The seal of a closed container (a food tin, a drink can, a jar, a bottle with a cap): what opens it and whether a breach spoils what is inside.\n * Plain data and one pure check, shared by the item rules (`resolveUse` of game-items) and any host that lets the player open and eat (the test room).\n */\nexport interface SealSpec {\n /** Ids of the tools that open it (items or weapons: `can_opener`, `knife`); any one of them is enough. */\n readonly openWith?: readonly string[]\n /** It opens by hand (a pull tab, a ring pull, a screw cap): no tool needed. */\n readonly byHand?: boolean\n /** A hole through the container or a leak spoils what is inside: it can no longer be eaten or drunk. */\n readonly spoilsWhenBreached?: boolean\n}\n\n/** The state of one container: opened, holed through (a shot, a blade) or leaking. */\nexport interface SealState {\n readonly opened?: boolean\n readonly breached?: boolean\n readonly leaked?: boolean\n}\n\n/** Why a sealed container cannot be eaten or drunk now. */\nexport type SealBlock = 'sealed' | 'breached' | 'leaked'\n\n/** Whether it can be opened with the tools at hand, and with which one (undefined when it opens by hand). */\nexport const sealOpener = (seal: SealSpec, tools: Iterable<string>): { readonly ok: boolean; readonly tool?: string } => {\n if (seal.byHand || !seal.openWith || seal.openWith.length === 0) return { ok: true }\n const have = new Set(tools)\n const tool = seal.openWith.find((id) => have.has(id))\n return tool === undefined ? { ok: false } : { ok: true, tool }\n}\n\n/** What stops eating or drinking it now, or undefined when nothing does. A spoiled container (breached, leaked) is blocked even once open. */\nexport const sealBlock = (seal: SealSpec, state: SealState): SealBlock | undefined => {\n if (seal.spoilsWhenBreached && state.breached) return 'breached'\n if (seal.spoilsWhenBreached && state.leaked) return 'leaked'\n if (!state.opened) return 'sealed'\n return undefined\n}\n","/** How a hand turns something round in strokes (a screw cap, a tap handle, a knob): what `twistStroke` answers for one moment of the turning. */\nexport interface TwistStroke {\n /** Radians the wrist is turned from the middle of its stroke, positive the way the part turns. */\n readonly angle: number\n /** Radians the part has turned in all, from 0 to `strokes * reach`. */\n readonly turned: number\n /** How closed the fingers are, 0 open to 1 closed: closed on the part while it turns, open while the wrist turns back. */\n readonly grip: number\n /** 0..1, how far the hand rises off the part while the wrist turns back (1 is `TWIST_LIFT` metres). */\n readonly lift: number\n}\n\nexport interface TwistOptions {\n /** Strokes of the wrist. Default 3. */\n readonly strokes?: number\n /** Radians the part turns in one stroke (a wrist turns about a quarter round with its hold). Default 1.6. */\n readonly reach?: number\n}\n\n/** Metres a hand rises off the part between two strokes. */\nexport const TWIST_LIFT = 0.012\n/** Share of each stroke spent turning the part; the rest turns the wrist back open. */\nconst TURNING = 0.7\n\nconst smooth = (k: number): number => k * k * (3 - 2 * k)\n\n/**\n * The hand turning a part round at `share` (0..1) of the whole turning: in each stroke the wrist turns with the part, then lets go, rises a little and turns back.\n * Pure and the same for every host, so first and third person turn the same hand the same way.\n */\nexport const twistStroke = (share: number, options: TwistOptions = {}): TwistStroke => {\n const strokes = Math.max(1, Math.round(options.strokes ?? 3))\n const reach = options.reach ?? 1.6\n const along = Math.min(1, Math.max(0, share)) * strokes\n const index = Math.min(strokes - 1, Math.floor(along))\n const phase = along - index\n if (phase <= TURNING) {\n const k = smooth(phase / TURNING)\n return { angle: reach * (k - 0.5), turned: reach * (index + k), grip: 1, lift: 0 }\n }\n const k = (phase - TURNING) / (1 - TURNING)\n return { angle: reach * (0.5 - smooth(k)), turned: reach * (index + 1), grip: 0.35, lift: Math.sin(k * Math.PI) }\n}\n","import type { Vec3 } from './destruction'\n\n/** Pose of one part (or of the whole item) at a key: position offset in metres and Euler XYZ rotation in radians, both relative to the rest pose. */\nexport interface AnimationPose {\n position?: Vec3\n rotation?: Vec3\n}\n\nexport interface AnimationKey {\n /** Seconds from the start of the clip. */\n t: number\n /** Pose of the item's root. */\n position?: Vec3\n rotation?: Vec3\n /** Poses of named parts: the key is a destruction part id (a pistol `reload` moves `mag`; a car door `open` rotates `door_l`). */\n parts?: Record<string, AnimationPose>\n}\n\nexport interface AnimationEventSpec {\n /** Seconds from the start of the clip. */\n t: number\n /** snake_case type the host maps (`sound`, `eject_casing`, `door_latch`...). */\n type: string\n data?: Record<string, unknown>\n /**\n * Seconds of real time the event fires before `t`, not stretched with the clip: a recorded sound whose hit comes that long after its start\n * (the click of a magazine seating) starts early so the hit lands on `t`. The player passes the lead it could apply as `data.lead`.\n */\n lead?: number\n}\n\n/** A use animation a module brings with its item. Poses between keys are interpolated by the player (the test room does it linearly). */\nexport interface AnimationClipSpec {\n /** snake_case: `reload`, `open`, `drink`... Unique within the item. */\n id: string\n /** Seconds. */\n duration: number\n keys: AnimationKey[]\n events?: AnimationEventSpec[]\n}\n\n/** What an item exposes when it brings its own animations. */\nexport interface ItemAnimationContract {\n animations: AnimationClipSpec[]\n}\n\nconst finite3 = (v: unknown): boolean => Array.isArray(v) && v.length === 3 && v.every((n) => typeof n === 'number' && Number.isFinite(n))\n\n/**\n * Problems with a clip (empty when it is valid): a snake_case id, a positive finite duration, at least one key, key and event times inside\n * `[0, duration]` and not going backwards, finite vectors, every named part one of `partIds`, event types that are non-empty strings and\n * JSON-serializable event data.\n */\nexport const checkAnimation = (clip: AnimationClipSpec, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const problems: string[] = []\n const parts = new Set(partIds)\n const id = String(clip?.id ?? '')\n if (!/^[a-z][a-z0-9_]*$/.test(id)) problems.push(`clip id \"${id}\" must be snake_case`)\n const label = `clip \"${id}\"`\n if (!(typeof clip?.duration === 'number' && Number.isFinite(clip.duration) && clip.duration > 0)) problems.push(`${label} needs a positive finite duration`)\n const dur = typeof clip?.duration === 'number' && clip.duration > 0 ? clip.duration : Infinity\n if (!Array.isArray(clip?.keys) || clip.keys.length === 0) {\n problems.push(`${label} needs at least one key`)\n return { ok: false, problems }\n }\n let prev = -Infinity\n clip.keys.forEach((k, i) => {\n if (!(typeof k.t === 'number' && Number.isFinite(k.t)) || k.t < 0 || k.t > dur + 1e-9) problems.push(`${label} key ${i} has t=${String(k.t)} outside 0..${dur}`)\n else if (k.t < prev) problems.push(`${label} key ${i} goes back in time (${k.t} < ${prev})`)\n else prev = k.t\n for (const f of ['position', 'rotation'] as const) if (k[f] !== undefined && !finite3(k[f])) problems.push(`${label} key ${i} has an invalid ${f}`)\n for (const [pid, pose] of Object.entries(k.parts ?? {})) {\n if (!parts.has(pid)) problems.push(`${label} key ${i} moves unknown part \"${pid}\"`)\n for (const f of ['position', 'rotation'] as const) if (pose?.[f] !== undefined && !finite3(pose[f])) problems.push(`${label} key ${i} part \"${pid}\" has an invalid ${f}`)\n }\n })\n let prevEv = -Infinity\n ;(clip.events ?? []).forEach((e, i) => {\n if (!(typeof e.t === 'number' && Number.isFinite(e.t)) || e.t < 0 || e.t > dur + 1e-9) problems.push(`${label} event ${i} has t=${String(e.t)} outside 0..${dur}`)\n else if (e.t < prevEv) problems.push(`${label} event ${i} goes back in time`)\n else prevEv = e.t\n if (typeof e.type !== 'string' || e.type === '') problems.push(`${label} event ${i} needs a type`)\n try {\n JSON.stringify(e.data ?? {})\n } catch {\n problems.push(`${label} event ${i} data is not JSON`)\n }\n })\n return { ok: problems.length === 0, problems }\n}\n","import type { AnimationClipSpec, AnimationEventSpec, AnimationPose } from './animation'\nimport { checkAnimation } from './animation'\nimport type { HostEvent } from './module'\n\n/** Clips a tool can bring, one per move of its cycle. A tool brings the ones it has; a missing clip is simply not played. */\nexport const TOOL_CLIP = {\n DRAW: 'draw',\n SHOT: 'shot',\n MISFIRE: 'misfire',\n EMPTY: 'empty',\n CYCLE: 'cycle',\n RELOAD: 'reload',\n FEED: 'feed',\n FAULT: 'fault',\n CLEAR: 'clear',\n SAFETY_ON: 'safety_on',\n SAFETY_OFF: 'safety_off',\n MODE: 'mode',\n /** A throwable with the pin out, held until it is thrown. */\n COOK: 'cook',\n /** The stock folds, unfolds, slides in or out (variants `fold`, `unfold`, `collapse`, `extend`). */\n STOCK: 'stock',\n /** A light or a laser is switched (variants `on`, `off`). */\n TOGGLE: 'toggle',\n} as const\nexport type ToolClipId = (typeof TOOL_CLIP)[keyof typeof TOOL_CLIP]\n\n/** What a renderer does when a rule event arrives. `variant` picks `<clip>_<variant>` when the tool has it, else `<clip>`. */\nexport type ToolAnimationStep =\n | { readonly type: 'play'; readonly clip: ToolClipId; readonly variant?: string; readonly duration?: number; readonly repeat?: number }\n /** Move the clip that is playing to the marker (a clip event `stage` with `data.stage`) the rule just reached. */\n | { readonly type: 'sync'; readonly stage: string }\n /** The rule says the phase is over: the clip jumps to its end if it is still running. */\n | { readonly type: 'finish'; readonly clip: ToolClipId }\n\nconst stockVariant = (event: Extract<HostEvent, { type: 'stock' }>): string => {\n const isFolding = event.kind === undefined ? false : event.kind.includes('fold')\n if (event.state === 'collapsed') return isFolding ? 'fold' : 'collapse'\n return isFolding ? 'unfold' : 'extend'\n}\n\n/** The move a host event asks of the tool in hand, or null when it has no motion. */\nexport const toolAnimationStep = (event: HostEvent): ToolAnimationStep | null => {\n switch (event.type) {\n case 'tool':\n return { type: 'play', clip: TOOL_CLIP.DRAW, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'shot':\n return { type: 'play', clip: TOOL_CLIP.SHOT, repeat: Math.max(1, event.rounds ?? 1) }\n case 'misfire':\n return { type: 'play', clip: TOOL_CLIP.MISFIRE }\n case 'empty':\n return { type: 'play', clip: TOOL_CLIP.EMPTY }\n case 'mode':\n return { type: 'play', clip: TOOL_CLIP.MODE, variant: event.mode }\n case 'fault':\n return { type: 'play', clip: TOOL_CLIP.FAULT, variant: event.fault }\n case 'clear':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CLEAR }\n return { type: 'play', clip: TOOL_CLIP.CLEAR, variant: event.fault, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'safety':\n return { type: 'play', clip: event.on ? TOOL_CLIP.SAFETY_ON : TOOL_CLIP.SAFETY_OFF }\n case 'cycle':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.CYCLE }\n return { type: 'play', clip: TOOL_CLIP.CYCLE, ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'reload':\n if (event.phase === 'end') return { type: 'finish', clip: TOOL_CLIP.RELOAD }\n return { type: 'play', clip: TOOL_CLIP.RELOAD, ...(event.kind === undefined ? {} : { variant: event.kind }), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'stage':\n return { type: 'sync', stage: event.stage }\n case 'feed':\n return { type: 'play', clip: TOOL_CLIP.FEED }\n case 'cook':\n if (event.phase === 'start') return { type: 'play', clip: TOOL_CLIP.COOK, duration: event.fuse }\n return { type: 'finish', clip: TOOL_CLIP.COOK }\n case 'stock':\n return { type: 'play', clip: TOOL_CLIP.STOCK, variant: stockVariant(event), ...(event.duration === undefined ? {} : { duration: event.duration }) }\n case 'toggle':\n return { type: 'play', clip: TOOL_CLIP.TOGGLE, variant: event.on ? 'on' : 'off' }\n default:\n return null\n }\n}\n\n/** Where a renderer puts the poses: every part of the tool by id (the ids the clips move), and the whole tool. Poses are offsets from rest. */\nexport interface ToolRig {\n setPartPose(partId: string, pose: AnimationPose): void\n setRootPose?(pose: AnimationPose): void\n}\n\n/** Clips by id, with the variants as `<clip>_<variant>`. */\nexport type ToolClipSet = Readonly<Record<string, AnimationClipSpec>>\n\n/** A renderer's tool animator: feed it the host events and the frame time. */\nexport interface ToolAnimator {\n handle(event: HostEvent): void\n update(dt: number): void\n /** Ids of the clips playing now. */\n readonly playing: readonly string[]\n dispose(): void\n}\n\nexport const STAGE_EVENT = 'stage'\n\n/** The clip with its times (keys and events) scaled so that it lasts `duration` seconds. */\nexport const scaleClip = (clip: AnimationClipSpec, duration: number): AnimationClipSpec => {\n const factor = clip.duration > 0 ? duration / clip.duration : 1\n return {\n ...clip,\n duration,\n keys: clip.keys.map((key) => ({ ...key, t: key.t * factor })),\n ...(clip.events ? { events: clip.events.map((event) => ({ ...event, t: event.t * factor })) } : {}),\n }\n}\n\nconst ZERO: [number, number, number] = [0, 0, 0]\nconst mix = (from: readonly number[], to: readonly number[], fraction: number): [number, number, number] => [\n (from[0] ?? 0) + ((to[0] ?? 0) - (from[0] ?? 0)) * fraction,\n (from[1] ?? 0) + ((to[1] ?? 0) - (from[1] ?? 0)) * fraction,\n (from[2] ?? 0) + ((to[2] ?? 0) - (from[2] ?? 0)) * fraction,\n]\n\n/** Pose of the whole tool (`partId` undefined) or of one part at `time`, linear between keys; a key that does not name it means rest. */\nexport const sampleClip = (clip: AnimationClipSpec, partId: string | undefined, time: number): { position: [number, number, number]; rotation: [number, number, number] } => {\n const points = clip.keys.map((key) => {\n const pose = partId === undefined ? key : key.parts?.[partId]\n return { t: key.t, position: pose?.position ?? ZERO, rotation: pose?.rotation ?? ZERO }\n })\n const first = points[0]\n if (!first || first.t > 0) points.unshift({ t: 0, position: ZERO, rotation: ZERO })\n const last = points[points.length - 1]\n if (!last) return { position: ZERO, rotation: ZERO }\n if (time >= last.t) return { position: mix(last.position, last.position, 0), rotation: mix(last.rotation, last.rotation, 0) }\n const index = Math.max(0, points.findIndex((point, i) => time >= point.t && time < (points[i + 1]?.t ?? Infinity)))\n const from = points[index]\n const to = points[index + 1]\n if (!from || !to) return { position: ZERO, rotation: ZERO }\n const fraction = to.t > from.t ? (time - from.t) / (to.t - from.t) : 0\n return { position: mix(from.position, to.position, fraction), rotation: mix(from.rotation, to.rotation, fraction) }\n}\n\n/** Problems with a clip set (empty when valid): each key is the clip id (or `<clip>_<variant>`), every clip passes `checkAnimation`, and a `stage` event names its stage. */\nexport const checkToolClips = (clips: ToolClipSet, partIds: Iterable<string>): { ok: boolean; problems: string[] } => {\n const parts = [...partIds]\n const problems: string[] = []\n for (const [key, clip] of Object.entries(clips)) {\n if (clip.id !== key) problems.push(`clip \"${key}\" has the id \"${clip.id}\"`)\n if (!(clip.duration > 0)) problems.push(`clip \"${key}\" has no duration`)\n problems.push(...checkAnimation(clip, parts).problems)\n for (const event of clip.events ?? []) if (event.type === STAGE_EVENT && typeof event.data?.stage !== 'string') problems.push(`clip \"${key}\" has a stage event without data.stage`)\n }\n return { ok: problems.length === 0, problems }\n}\n\ninterface Instance {\n readonly name: string\n readonly clip: AnimationClipSpec\n time: number\n delay: number\n fired: number\n}\n\nexport interface ToolClipPlayerOptions {\n clips: ToolClipSet\n rig: ToolRig\n /** Called for each clip event as its time passes (`eject_casing`, `drop_magazine`, `stage`...). */\n onEvent?(event: AnimationEventSpec, clip: string): void\n /** Seconds between the rounds of a `repeat` (a burst): default 0.1. */\n repeatInterval?(): number\n}\n\n/** The default player of a tool's clips: runs the steps of `toolAnimationStep` against a rig, scaled to the duration the rule gives. */\nexport interface ToolClipPlayer {\n apply(step: ToolAnimationStep): void\n update(dt: number): void\n readonly playing: readonly string[]\n /** The clips being played with the time each has reached and the clip itself (scaled to the duration the rule gave), for a renderer that has to follow what the clip does now (the hands working a part). */\n readonly running: ReadonlyArray<{ readonly name: string; readonly time: number; readonly clip: AnimationClipSpec }>\n}\n\n/**\n * The clip with every event that has a `lead` moved that many seconds earlier, the lead it got in `data.lead`. A led event never goes before 0\n * nor before the event written ahead of it (a fast clip keeps its order: the lead shrinks). Run after `scaleClip`: the lead is real time, the\n * clip's stretch does not touch it.\n */\nexport const leadClipEvents = (clip: AnimationClipSpec): AnimationClipSpec => {\n const events = clip.events ?? []\n if (!events.some((event) => (event.lead ?? 0) > 0)) return clip\n let floor = 0\n const led = events.map((event) => {\n const lead = Math.max(0, Math.min(event.t - floor, event.lead ?? 0))\n const t = event.t - lead\n floor = Math.max(floor, t)\n if (event.lead === undefined) return event\n const moved: AnimationEventSpec = { ...event, t, data: lead > 0 ? { ...event.data, lead } : { ...event.data } }\n delete moved.lead\n return moved\n })\n return { ...clip, events: led }\n}\n\nexport const createToolClipPlayer = (options: ToolClipPlayerOptions): ToolClipPlayer => {\n const { clips, rig, onEvent } = options\n let instances: Instance[] = []\n\n const find = (clip: string, variant?: string): { name: string; clip: AnimationClipSpec } | undefined => {\n const name = variant !== undefined && clips[`${clip}_${variant}`] ? `${clip}_${variant}` : clip\n const found = clips[name]\n return found ? { name, clip: found } : undefined\n }\n\n const render = (instance: Instance): void => {\n const time = Math.min(instance.time, instance.clip.duration)\n const root = sampleClip(instance.clip, undefined, time)\n if (instance.clip.keys.some((key) => key.position || key.rotation)) rig.setRootPose?.(root)\n const touched = new Set(instance.clip.keys.flatMap((key) => Object.keys(key.parts ?? {})))\n for (const id of touched) rig.setPartPose(id, sampleClip(instance.clip, id, time))\n }\n\n const fireEvents = (instance: Instance, upTo: number): void => {\n const events = instance.clip.events ?? []\n while (instance.fired < events.length && (events[instance.fired]?.t ?? Infinity) <= upTo + 1e-9) {\n const event = events[instance.fired]\n instance.fired += 1\n if (event) onEvent?.(event, instance.name)\n }\n }\n\n return {\n apply(step) {\n if (step.type === 'sync') {\n for (const instance of instances) {\n const marker = (instance.clip.events ?? []).find((event) => event.type === STAGE_EVENT && event.data?.stage === step.stage)\n if (marker && instance.time < marker.t) instance.time = marker.t\n }\n return\n }\n if (step.type === 'finish') {\n for (const instance of instances) {\n if (instance.name !== step.clip && !instance.name.startsWith(`${step.clip}_`)) continue\n fireEvents(instance, instance.clip.duration)\n instance.time = instance.clip.duration\n }\n return\n }\n const found = find(step.clip, step.variant)\n if (!found) return\n const clip = leadClipEvents(step.duration && step.duration > 0 ? scaleClip(found.clip, step.duration) : found.clip)\n const interval = options.repeatInterval?.() ?? 0.1\n instances = instances.filter((existing) => existing.name !== found.name || existing.delay > 0)\n for (let round = 0; round < (step.repeat ?? 1); round++) {\n instances.push({ name: found.name, clip, time: 0, delay: round * interval, fired: 0 })\n }\n },\n update(dt) {\n for (const instance of instances) {\n const carried = instance.delay > 0 ? dt - instance.delay : dt\n if (instance.delay > 0) {\n instance.delay = Math.max(0, instance.delay - dt)\n if (instance.delay > 0) continue\n }\n instance.time += carried\n fireEvents(instance, instance.time)\n render(instance)\n }\n instances = instances.filter((instance) => instance.delay > 0 || instance.time < instance.clip.duration)\n },\n get playing() {\n return instances.map((instance) => instance.name)\n },\n get running() {\n return instances.filter((instance) => instance.delay <= 0).map((instance) => ({ name: instance.name, time: instance.time, clip: instance.clip }))\n },\n }\n}\n","export const FRAME_PHASES = ['input', 'fixedSimulate', 'lateSimulate', 'present', 'render', 'idle'] as const\nexport type FramePhase = (typeof FRAME_PHASES)[number]\n\n/**\n * Presentation work a system leaves for later frames, run in small units within a shared time budget.\n * Never simulation: nothing that consumes a seeded generator or decides an outcome may wait in a queue.\n */\nexport interface DeferredQueue {\n /** Stable name for stats and logs (see `DEFERRED_QUEUE_ID`). */\n readonly id: string\n /**\n * Units waiting. 0 means idle; the budget skips the queue without calling `run`. `frame` is the budget's frame counter: a queue may\n * report 0 for the rest of a frame (the crease queue does in the frame a panel was torn). Same value for repeated calls in one frame.\n */\n pending(frame?: number): number\n /**\n * Runs units in order until `clock() >= deadline`. Contract: when `pending() > 0` it runs **at least one** unit, even with a deadline\n * already past; it never runs a unit after it saw the deadline pass. Returns how many units it ran.\n */\n run(deadline: number, clock: () => number): number\n /** Runs everything now (synchronous step, clear, dispose). */\n flush(): void\n /**\n * Called by `budget.register`: from now on the owner stops draining on its own (no MessageChannel, no drain inside `update`).\n * Never called by a getter; a queue nobody registered keeps today's internal draining.\n */\n attach?(): void\n /** Called by the unregister function and by `budget.dispose`: the owner goes back to its internal draining. */\n detach?(): void\n}\n\n/** Where a module registers a deferred queue with the host's budget. */\nexport interface DeferredQueueOptions {\n /** Higher runs first. See DEFERRED_PRIORITY. */\n readonly priority: number\n /** `present` runs before the render (the work must show this frame); `idle` runs after it. Default `idle`. */\n readonly phase?: 'present' | 'idle'\n /** Starvation guard: the queue runs at least one unit every this many frames, even with the budget spent. Default 4. */\n readonly minEveryFrames?: number\n /** Milliseconds of every frame kept for this queue before the others share the rest (when it has work). Default 0. */\n readonly reserveMs?: number\n}\n\n/** The ids of the kit's queues: what `DeferredQueue.id` says and what `DEFERRED_PRIORITY` is keyed by. */\nexport const DEFERRED_QUEUE_ID = {\n DESTRUCTION_EVENTS: 'destruction.events',\n BREACH_PAINT: 'floorplan.breach-paint',\n AUDIO_VOICES: 'audio.voices',\n VEHICLE_CREASE: 'vehicles.crease',\n} as const\n\n/** Default priorities and reserves of the kit's queues; a host may override any of them. */\nexport const DEFERRED_PRIORITY = {\n [DEFERRED_QUEUE_ID.DESTRUCTION_EVENTS]: { priority: 300, phase: 'present' },\n [DEFERRED_QUEUE_ID.BREACH_PAINT]: { priority: 250, phase: 'present' },\n [DEFERRED_QUEUE_ID.AUDIO_VOICES]: { priority: 200, phase: 'idle', reserveMs: 1 },\n [DEFERRED_QUEUE_ID.VEHICLE_CREASE]: { priority: 100, phase: 'idle' },\n} as const satisfies Readonly<Record<string, DeferredQueueOptions>>\n\nexport interface DeferredQueueReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\n/**\n * Checks the `DeferredQueue` contract. `fill` leaves the queue with at least two units waiting (the same call is made on a fresh queue).\n * It cannot prove the queue only carries presentation work: that is a rule of review.\n */\nexport function checkDeferredQueue(queue: DeferredQueue, fill: () => void): DeferredQueueReport {\n const problems: string[] = []\n fill()\n const waiting = queue.pending(1)\n if (waiting < 2) problems.push(`fill() must leave at least 2 units waiting (pending is ${waiting})`)\n if (queue.pending(1) !== waiting) problems.push('pending(frame) changed between two calls in the same frame')\n const ran = queue.run(0, () => 1)\n if (ran !== 1) problems.push(`run with a deadline already past must run exactly one unit (ran ${ran})`)\n if (waiting >= 2 && queue.pending(2) !== waiting - 1) problems.push(`one unit ran but pending went from ${waiting} to ${queue.pending(2)}`)\n try {\n queue.attach?.()\n queue.attach?.()\n queue.detach?.()\n queue.detach?.()\n } catch (error) {\n problems.push(`attach/detach must be idempotent: ${error instanceof Error ? error.message : String(error)}`)\n }\n queue.flush()\n if (queue.pending(3) !== 0) problems.push(`flush must leave nothing pending (pending is ${queue.pending(3)})`)\n if (queue.run(0, () => 1) !== 0) problems.push('run on an empty queue must run no unit')\n return { ok: problems.length === 0, problems }\n}\n","const WARNED_KEY = Symbol.for('@adatechnology/game-contracts.warned')\n\ntype WarnedHolder = { [WARNED_KEY]?: Set<string> }\n\nconst warnedKeys = (): Set<string> => {\n const holder = globalThis as WarnedHolder\n return (holder[WARNED_KEY] ??= new Set<string>())\n}\n\ndeclare const process: { readonly env: { readonly NODE_ENV?: string } }\n\n// The literal `process.env.NODE_ENV` is what bundlers replace; where there is no `process` the reference throws and counts as development.\nconst isProduction = (): boolean => {\n try {\n return process.env.NODE_ENV === 'production'\n } catch {\n return false\n }\n}\n\nconst isQuiet = (): boolean => (globalThis as { __GAME_KIT_QUIET__?: unknown }).__GAME_KIT_QUIET__ === true\n\n/**\n * Warns on the console the first time `key` is seen, and only outside production and when `globalThis.__GAME_KIT_QUIET__` is not `true`: for a silent fallback that keeps working (an adapter that made its own effects\n * world or audio engine because the host lent none). The seen keys live on `globalThis`, so several bundles of the kit on one page warn once together.\n */\nexport const warnOnce = (key: string, message: string): void => {\n if (isQuiet() || isProduction()) return\n const seen = warnedKeys()\n if (seen.has(key)) return\n seen.add(key)\n console.warn(`[game-kit] ${message}`)\n}\n\n/** Forgets what `warnOnce` has seen (tests that count warnings). */\nexport const resetWarnOnce = (): void => warnedKeys().clear()\n","import { warnOnce } from './warn'\n\ntype PlainObject = Record<string, unknown>\ntype Entry = { readonly id: string }\n\n/** Keys that would reach the prototype of the result when a patch comes from parsed JSON. */\nconst UNSAFE_KEYS: ReadonlySet<string> = new Set(['__proto__', 'constructor', 'prototype'])\n\nconst isPlainObject = (value: unknown): value is PlainObject =>\n typeof value === 'object' && value !== null && !Array.isArray(value) && Object.getPrototypeOf(value) === Object.prototype\n\n/** Recursively optional; arrays and functions are replaced as a whole, objects are merged. */\nexport type DeepPartial<TValue> = TValue extends (...args: never[]) => unknown\n ? TValue\n : TValue extends readonly unknown[]\n ? TValue\n : TValue extends object\n ? { [TKey in keyof TValue]?: DeepPartial<TValue[TKey]> }\n : TValue\n\n/** Merges `patch` over `base`: plain objects merge field by field, arrays, functions and primitives replace. `undefined` in the patch is ignored. */\nexport const deepMerge = <TBase extends object>(base: TBase, patch: object | undefined): TBase => {\n if (!patch) return base\n const result: PlainObject = { ...(base as PlainObject) }\n for (const [key, value] of Object.entries(patch)) {\n if (value === undefined || UNSAFE_KEYS.has(key)) continue\n const current = result[key]\n result[key] = isPlainObject(current) && isPlainObject(value) ? deepMerge(current, value) : value\n }\n return result as TBase\n}\n\n/** The shipped entries with the ones from `extra` added or, when the id exists, replaced. */\nexport const mergeById = <TEntry extends Entry>(shipped: readonly TEntry[], extra: readonly TEntry[] | undefined): Map<string, TEntry> => {\n const entries = new Map<string, TEntry>()\n for (const entry of [...shipped, ...(extra ?? [])]) entries.set(entry.id, entry)\n return entries\n}\n\n/** Applies `patch` by id; a patch for an id that does not exist is ignored (and warned about once, in development). */\nexport const applyPatches = <TEntry extends Entry>(entries: Map<string, TEntry>, patches: Readonly<Record<string, DeepPartial<TEntry> | Partial<TEntry>>> | undefined): void => {\n for (const [id, patch] of Object.entries(patches ?? {})) {\n const entry = entries.get(id)\n if (entry) entries.set(id, deepMerge(entry, patch))\n else warnOnce(`registry.patch.${id}`, `patch for \"${id}\" ignored: no entry has that id`)\n }\n}\n\n/** Takes the ids out; an id that does not exist is ignored (and warned about once, in development). */\nexport const removeIds = (entries: Map<string, unknown>, ids: readonly string[] | undefined): void => {\n for (const id of ids ?? []) {\n if (!entries.delete(id)) warnOnce(`registry.remove.${id}`, `remove of \"${id}\" ignored: no entry has that id`)\n }\n}\n","import type { Vec3 } from './destruction'\n\n/**\n * The bench of a module: controls, layers and counters it declares as data. The host keeps the values, draws them in a generic way and hands\n * every change back through `ModuleHost.bench`. Nothing here is specific to a kind of module.\n */\nexport type ControlValue = number | boolean | string\n\nexport interface ChoiceOption {\n readonly id: string\n readonly name: string\n /** Heading the host lists the option under (`optgroup`, a grouped row of buttons). Options of a group must sit next to each other. */\n readonly group?: string\n}\n\ninterface ControlBase {\n /** snake_case, unique across the module's controls, layers and metrics. */\n readonly id: string\n /** Display name, already translated for the locale the host asked for. */\n readonly name: string\n readonly hint?: string\n readonly hidden?: boolean\n /**\n * The change (or the press, for an action) takes a noticeable time, a third of a second or more: the host shows its loading indicator while it works, with this text, or the control's name for `true`.\n * Only the host's own controls panel does it; a change made through `TestRoom.bench().set / act` runs at once.\n */\n readonly slow?: boolean | string\n}\n\nexport interface NumberControl extends ControlBase {\n readonly kind: 'number'\n readonly min: number\n readonly max: number\n readonly step?: number\n readonly unit?: string\n readonly default: number\n}\n\nexport interface BooleanControl extends ControlBase {\n readonly kind: 'boolean'\n readonly default: boolean\n}\n\nexport interface ChoiceControl extends ControlBase {\n readonly kind: 'choice'\n readonly options: readonly ChoiceOption[]\n readonly default: string\n}\n\n/** A button: no value, only the press. */\nexport interface ActionControl extends ControlBase {\n readonly kind: 'action'\n}\n\nexport type ModuleControl = NumberControl | BooleanControl | ChoiceControl | ActionControl\n\n/** Something of the module the viewer turns on or off (smoke, flash, casings). */\nexport interface ModuleLayer {\n readonly id: string\n readonly name: string\n /** On unless `false`. */\n readonly default?: boolean\n}\n\n/** Pulled: the room calls read only when it samples (~4 Hz, or on TestRoom.metrics()). */\nexport interface ModuleMetric {\n readonly id: string\n readonly name: string\n readonly unit?: string\n /** Budget: the host shows a bar and warns past it. */\n readonly max?: number\n readonly digits?: number\n read(): number | string\n}\n\nexport type BenchChange =\n | { readonly kind: 'control'; readonly id: string; readonly value: ControlValue }\n | { readonly kind: 'layer'; readonly id: string; readonly on: boolean }\n | { readonly kind: 'action'; readonly id: string }\n\nexport interface ControlPatch {\n readonly hidden?: boolean\n readonly disabled?: boolean\n readonly options?: readonly ChoiceOption[]\n readonly value?: ControlValue\n}\n\n/** What the host lends a module that declares a bench: the current values and the changes. */\nexport interface ModuleBench {\n value(id: string): ControlValue | undefined\n layer(id: string): boolean\n /** Right after attach returns, the host sends one change per control (not actions) and per layer, in declaration order. */\n onChange(listener: (change: BenchChange) => void): () => void\n /** `value` sets without emitting (no echo loops); `options` falls back to the first option if the value is no longer offered. */\n patch(id: string, patch: ControlPatch): void\n /** Move the host camera (a near / middle / far choice). */\n look(eye: Vec3, target: Vec3): void\n /** Shows a sheet on the host's panel, or takes it down with `null`. A host without a sheet area ignores it. */\n sheet?(sheet: BenchSheet | null): void\n}\n\n/**\n * A card of text the module puts on the host's panel (the sheet of an effect, of a weapon): what it is, its numbers, its steps, its colours and,\n * optionally, a strip of segments over time. Names and texts are already translated for the host's locale.\n */\nexport interface BenchSheet {\n readonly kicker?: string\n readonly title: string\n readonly body?: string\n readonly facts?: readonly { readonly label: string; readonly value: string }[]\n readonly steps?: readonly { readonly at: string; readonly text: string }[]\n readonly swatches?: readonly { readonly color: string; readonly name: string }[]\n readonly note?: string\n /** A strip of named segments (seconds), with tick marks and a playhead that follows the module metric `metric`. */\n readonly timeline?: {\n readonly segments: readonly { readonly name: string; readonly start: number; readonly end: number; readonly color: string }[]\n readonly ticks: readonly number[]\n readonly metric: string\n }\n}\n\nexport interface BenchReport {\n readonly ok: boolean\n readonly problems: readonly string[]\n}\n\nexport interface BenchDeclaration {\n readonly controls?: readonly ModuleControl[]\n readonly layers?: readonly ModuleLayer[]\n readonly metrics?: readonly ModuleMetric[]\n}\n\nconst SNAKE_CASE = /^[a-z][a-z0-9_]*$/\nconst finite = (n: unknown): n is number => typeof n === 'number' && Number.isFinite(n)\n\nfunction checkControl(control: ModuleControl, problems: string[]): void {\n const label = `control \"${control.id}\"`\n if (control.kind === 'number') {\n if (!finite(control.min) || !finite(control.max) || control.min >= control.max) problems.push(`${label} needs min < max`)\n if (control.step !== undefined && !(finite(control.step) && control.step > 0)) problems.push(`${label} needs a step > 0`)\n if (!finite(control.default) || control.default < control.min || control.default > control.max) problems.push(`${label} default ${String(control.default)} is outside ${control.min}..${control.max}`)\n return\n }\n if (control.kind !== 'choice') return\n if (control.options.length === 0) {\n problems.push(`${label} needs at least one option`)\n return\n }\n const seen = new Set<string>()\n const groups = new Set<string>()\n let previousGroup: string | undefined\n for (const option of control.options) {\n if (seen.has(option.id)) problems.push(`${label} repeats option \"${option.id}\"`)\n seen.add(option.id)\n if (option.group !== undefined && (typeof option.group !== 'string' || option.group === '')) problems.push(`${label} option \"${option.id}\" has an empty group`)\n else if (option.group !== undefined && option.group !== previousGroup && groups.has(option.group)) problems.push(`${label} group \"${option.group}\" is split: its options must be next to each other`)\n if (typeof option.group === 'string' && option.group !== '') groups.add(option.group)\n previousGroup = option.group\n }\n if (!seen.has(control.default)) problems.push(`${label} default \"${control.default}\" is not among its options`)\n}\n\n/** snake_case ids unique across controls, layers and metrics; min < max; step > 0; default in range; options non-empty, unique, default among them, each group in one run; metric max > 0. */\nexport function checkBench(declared: BenchDeclaration): BenchReport {\n const problems: string[] = []\n const ids = new Set<string>()\n const claim = (kind: string, id: string): void => {\n if (!SNAKE_CASE.test(id)) problems.push(`${kind} id \"${id}\" must be snake_case`)\n if (ids.has(id)) problems.push(`duplicate id \"${id}\" across controls, layers and metrics`)\n ids.add(id)\n }\n for (const control of declared.controls ?? []) {\n claim('control', control.id)\n checkControl(control, problems)\n }\n for (const layer of declared.layers ?? []) claim('layer', layer.id)\n for (const metric of declared.metrics ?? []) {\n claim('metric', metric.id)\n if (metric.max !== undefined && !(finite(metric.max) && metric.max > 0)) problems.push(`metric \"${metric.id}\" needs a max > 0`)\n }\n return { ok: problems.length === 0, problems }\n}\n","/** The weather, light and ground as the world is right now. Written by whoever drives the weather, read by whoever reacts to it. */\nexport interface EnvironmentState {\n /** Rain in mm/h; 0 is dry. */\n readonly rain: number\n /** Wind in m/s along x and z, and its strength (the length of that vector). */\n readonly windX: number\n readonly windZ: number\n readonly windSpeed: number\n /** Strongest gust in m/s. */\n readonly gust: number\n /** Render fog far distance in metres. */\n readonly fogFar: number\n /** How far one can see for gameplay, in metres (not the render fog). */\n readonly visibility: number\n /** 0 is full daylight, 1 is the darkest night. */\n readonly nightFactor: number\n readonly temperatureC: number\n /** Wet ground, 0..1: rises with rain and dries after it stops. */\n readonly wetness: number\n}\n\nexport type EnvironmentKey = keyof EnvironmentState\n\n/** A calm dry day (the normal world, before anything went wrong). */\nexport const DEFAULT_ENVIRONMENT: EnvironmentState = {\n rain: 0,\n windX: 0,\n windZ: 0,\n windSpeed: 0,\n gust: 0,\n fogFar: 220,\n visibility: 220,\n nightFactor: 0,\n temperatureC: 20,\n wetness: 0,\n}\n\n/** The host's environment (`ModuleHost.environment`): a store the weather module writes to and the others read. */\nexport interface EnvironmentBus {\n get(): EnvironmentState\n /** Merges `patch` into the state; listeners hear it only when a value really changed. */\n set(patch: Partial<EnvironmentState>): void\n /** Hears every change with the keys that changed. Returns the unsubscribe function. */\n on(listener: (state: EnvironmentState, changed: readonly EnvironmentKey[]) => void): () => void\n}\n\n/** A plain store that implements the bus; the test room and tests use it, a game may bring its own. */\nexport function createEnvironmentBus(initial: Partial<EnvironmentState> = {}): EnvironmentBus {\n let state: EnvironmentState = { ...DEFAULT_ENVIRONMENT, ...initial }\n const listeners = new Set<(state: EnvironmentState, changed: readonly EnvironmentKey[]) => void>()\n return {\n get: () => state,\n set(patch) {\n const changed = (Object.keys(patch) as EnvironmentKey[]).filter((key) => patch[key] !== undefined && patch[key] !== state[key])\n if (changed.length === 0) return\n const next = { ...state } as { -readonly [Key in EnvironmentKey]: number }\n for (const key of changed) next[key] = patch[key] as number\n state = next\n for (const listener of [...listeners]) listener(state, changed)\n },\n on(listener) {\n listeners.add(listener)\n return () => void listeners.delete(listener)\n },\n }\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nimport type { DeepPartial } from './registry'\n\n/** One category (kind) of items. Defaults and required contracts are inherited from the `extends` chain. */\nexport interface CategoryDef<TDefaults extends object = Record<string, unknown>> {\n readonly id: string\n /** Parent category id; the child inherits its defaults and its required contracts. */\n readonly extends?: string\n /** Field values every entry of this kind starts with; objects merge down the chain, arrays replace. */\n readonly defaults?: DeepPartial<TDefaults>\n /** Contract ids (`ContractChecker.id`) every entry of this kind, or of a descendant, must satisfy. */\n readonly requires?: readonly string[]\n /** An abstract category only groups: entries cannot declare it directly, only its descendants. */\n readonly abstract?: boolean\n}\n\n/** Where a checker is being run: the entry's kind and the chain of categories root first. */\nexport interface ContractContext {\n readonly kind: string\n readonly chain: readonly string[]\n}\n\n/** A named contract: returns the problems of an entry, each a short phrase like `missing leftover.despawnSeconds`. Empty means it holds. */\nexport interface ContractChecker<TEntry> {\n readonly id: string\n check(entry: TEntry, ctx: ContractContext): string[]\n}\n\nexport interface CategoryOptions {\n /** Categories added to the shipped ones; the same id replaces. */\n readonly extra?: readonly CategoryDef[]\n /** Partial changes by id, applied after `extra`. */\n readonly patches?: Readonly<Record<string, DeepPartial<CategoryDef> | Partial<CategoryDef>>>\n /** Ids taken out of the tree (their children are then reported by `check()`). */\n readonly remove?: readonly string[]\n}\n\nexport interface CategoryRegistry {\n get(id: string): CategoryDef | undefined\n has(id: string): boolean\n ids(): string[]\n /** Root first, ending at `id`. Throws on an unknown id, an unknown parent or a cycle. */\n chain(id: string): string[]\n /** `defaults` merged along the chain, root first, so the closest category wins. */\n defaults(id: string): Record<string, unknown>\n /** Union of `requires` along the chain, order kept, without duplicates. */\n requires(id: string): string[]\n /** True when `id` is `ancestorId` or descends from it. */\n isA(id: string, ancestorId: string): boolean\n /** Problems in the tree itself: duplicate ids, unknown `extends`, cycles. */\n check(): string[]\n}\n\nexport interface CategorizedOptions {\n /** Field of the entry that names its category. Default `kind`. */\n readonly kindField?: string\n /** Known gaps by entry id: problems starting with one of these texts go to `allowed`, so the list can shrink over time. */\n readonly allow?: Readonly<Record<string, readonly string[]>>\n}\n\nexport interface CategorizedReport {\n readonly ok: boolean\n readonly problems: string[]\n readonly allowed: string[]\n}\n\nexport const defineCategories = (defs: readonly CategoryDef[], options: CategoryOptions = {}): CategoryRegistry => {\n const problems: string[] = []\n const duplicates = (list: readonly CategoryDef[]): void => {\n const ids = new Set<string>()\n for (const def of list) {\n if (ids.has(def.id)) problems.push(`duplicate category \"${def.id}\"`)\n ids.add(def.id)\n }\n }\n duplicates(defs)\n duplicates(options.extra ?? [])\n\n const entries = mergeById(defs, options.extra)\n applyPatches(entries, options.patches)\n removeIds(entries, options.remove)\n\n const chain = (id: string): string[] => {\n const path: string[] = []\n let current: string | undefined = id\n while (current !== undefined) {\n const def = entries.get(current)\n if (!def) throw new Error(path.length === 0 ? `unknown category \"${current}\"` : `category \"${path[0]}\" has unknown parent \"${current}\"`)\n if (path.includes(current)) throw new Error(`category cycle: ${[...path, current].reverse().join(' -> ')}`)\n path.push(current)\n current = def.extends\n }\n return path.reverse()\n }\n\n const registry: CategoryRegistry = {\n get: (id) => entries.get(id),\n has: (id) => entries.has(id),\n ids: () => [...entries.keys()],\n chain,\n defaults: (id) => chain(id).reduce<Record<string, unknown>>((acc, ancestor) => deepMerge(acc, entries.get(ancestor)?.defaults), {}),\n requires: (id) => {\n const out: string[] = []\n for (const ancestor of chain(id)) for (const contract of entries.get(ancestor)?.requires ?? []) if (!out.includes(contract)) out.push(contract)\n return out\n },\n isA: (id, ancestorId) => {\n try {\n return chain(id).includes(ancestorId)\n } catch {\n return false\n }\n },\n check: () => {\n const found = [...problems]\n for (const [id, def] of entries) {\n if (def.extends !== undefined && !entries.has(def.extends)) found.push(`category \"${id}\" extends unknown \"${def.extends}\"`)\n else {\n try {\n chain(id)\n } catch (error) {\n const message = (error as Error).message\n // The same cycle is found from each of its members; the dedupe keeps one line per distinct message.\n if (message.startsWith('category cycle') && !found.includes(message)) found.push(message)\n }\n }\n }\n return found\n },\n }\n return registry\n}\n\n/** The entry with the defaults of its category underneath: the entry wins, objects merge, arrays replace. */\nexport const resolveEntry = <TEntry extends object>(registry: CategoryRegistry, entry: TEntry, kindField = 'kind'): TEntry =>\n deepMerge(registry.defaults(String((entry as Record<string, unknown>)[kindField])) as TEntry, entry)\n\n/** Checks that each entry has a known, concrete kind and satisfies every contract its chain requires. */\nexport const checkCategorized = <TEntry extends { readonly id: string }>(\n entries: readonly TEntry[],\n registry: CategoryRegistry,\n checkers: readonly ContractChecker<TEntry>[],\n options: CategorizedOptions = {},\n): CategorizedReport => {\n const kindField = options.kindField ?? 'kind'\n const byId = new Map(checkers.map((checker) => [checker.id, checker]))\n const problems: string[] = [...registry.check()]\n const allowed: string[] = []\n\n for (const entry of entries) {\n const kind = String((entry as Record<string, unknown>)[kindField])\n if (!registry.has(kind)) {\n problems.push(`\"${entry.id}\" has unknown kind \"${kind}\"`)\n continue\n }\n if (registry.get(kind)?.abstract) {\n problems.push(`\"${entry.id}\" has abstract kind \"${kind}\"`)\n continue\n }\n let path: string[]\n try {\n path = registry.chain(kind)\n } catch (error) {\n problems.push(`\"${entry.id}\" (${kind}): ${(error as Error).message}`)\n continue\n }\n const resolved = resolveEntry(registry, entry, kindField)\n for (const contract of registry.requires(kind)) {\n const owner = path.find((ancestor) => registry.get(ancestor)?.requires?.includes(contract)) ?? kind\n const checker = byId.get(contract)\n if (!checker) {\n problems.push(`kind \"${kind}\" requires contract \"${contract}\" but no checker is registered`)\n continue\n }\n const prefix = `\"${entry.id}\" (${kind}): `\n for (const problem of checker.check(resolved, { kind, chain: path })) {\n const text = `${prefix}${problem}, required by ${owner}`\n if ((options.allow?.[entry.id] ?? []).some((start) => problem.startsWith(start))) allowed.push(text)\n else problems.push(text)\n }\n }\n }\n return { ok: problems.length === 0, problems: [...new Set(problems)], allowed }\n}\n","/**\n * Where a drawn object comes from. Every builder of the kit that draws a piece (a car of the fleet, a house or a wall, a piece of furniture, a person, an\n * animal, a plant, an item, a weapon) marks the root it returns, and every renderer that draws for the room (effects, debris, liquids, the room itself)\n * marks its own roots, so a host can tell a piece of the kit from something drawn on the spot. Duck-typed on three.js objects (`userData`, `parent`,\n * `children`), so the contracts stay free of three.js.\n */\nexport const KIT_ORIGIN_KEY = 'kitOrigin'\n\n/** What drew an object: the package and the kind of piece (`vehicle`, `structure`, `furniture`, `person`... or `effect`, `room` for what is not a piece). */\nexport interface KitOrigin {\n readonly owner: string\n readonly kind: string\n /** The catalogue id of the piece, when it has one. */\n readonly id?: string\n /** Drawn as a simple stand-in shape because the kit has no model of the piece yet (an item with no team model): a model still to make. */\n readonly standIn?: boolean\n}\n\ninterface Node {\n userData?: Record<string, unknown>\n parent?: Node | null\n children?: readonly Node[]\n name?: string\n visible?: boolean\n isMesh?: boolean\n isPoints?: boolean\n isLine?: boolean\n isSprite?: boolean\n}\n\n/** Marks `object` as drawn by `origin.owner` and returns it. */\nexport function markKitOrigin<T>(object: T, origin: KitOrigin): T {\n const node = object as unknown as Node\n node.userData = node.userData ?? {}\n node.userData[KIT_ORIGIN_KEY] = { ...origin }\n return object\n}\n\n/** The origin of the object or of its nearest marked ancestor; null when nothing up the tree is marked. */\nexport function kitOriginOf(object: unknown): KitOrigin | null {\n for (let node = object as Node | null | undefined; node; node = node.parent) {\n const origin = node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined\n if (origin && typeof origin.owner === 'string') return origin\n }\n return null\n}\n\n/** A drawn thing that no builder of the kit marked: what was drawn on the spot. */\nexport interface UnmarkedDrawing {\n /** The names of the object and its named ancestors, outermost first. */\n readonly path: string\n readonly object: unknown\n}\n\n/** Every visible mesh, line, point cloud or sprite under `root` with no marked ancestor (`root` itself not counted as one). */\nexport function unmarkedDrawings(root: unknown): UnmarkedDrawing[] {\n const out: UnmarkedDrawing[] = []\n const pathOf = (node: Node): string => {\n const names: string[] = []\n for (let n: Node | null | undefined = node; n && n !== root; n = n.parent) if (n.name) names.push(n.name)\n return names.reverse().join(' > ') || '(no name)'\n }\n const walk = (node: Node, marked: boolean): void => {\n if (node.visible === false) return\n const here = marked || (node !== root && Boolean((node.userData?.[KIT_ORIGIN_KEY] as KitOrigin | undefined)?.owner))\n if (!here && (node.isMesh || node.isPoints || node.isLine || node.isSprite)) out.push({ path: pathOf(node), object: node })\n for (const child of node.children ?? []) walk(child, here)\n }\n walk(root as Node, false)\n return out\n}\n","/** A floor rectangle in an object's own space, metres (x across, z along). */\nexport interface Footprint {\n readonly minX: number\n readonly maxX: number\n readonly minZ: number\n readonly maxZ: number\n}\n\n/** What `footprintBlocker` reads of an object: its world matrix (three.js `Object3D`, duck-typed so the contracts stay free of three.js). */\nexport interface FootprintObject {\n readonly matrixWorld: { readonly elements: ArrayLike<number> }\n readonly parent?: unknown\n updateWorldMatrix?(updateParents: boolean, updateChildren: boolean): void\n}\n\n/**\n * The `ModuleHost.addBlocker` function of a solid object standing on the floor: the walking player stays out of `footprint`, a rectangle in the object's own space,\n * so the object blocks turned with it and follows it when it moves. An object out of the scene (no parent) blocks nothing.\n */\nexport function footprintBlocker(object: FootprintObject | (() => FootprintObject | null | undefined), footprint: Footprint | (() => Footprint | null | undefined)): (x: number, z: number, radius: number) => boolean {\n return (x, z, radius) => {\n const o = typeof object === 'function' ? object() : object\n const fp = typeof footprint === 'function' ? footprint() : footprint\n if (!o || !fp || !o.parent) return false\n o.updateWorldMatrix?.(true, false)\n const e = o.matrixWorld.elements\n // the world point in the object's own floor axes: its x and z columns are at right angles, so a projection on each (over its squared length, for a scale) inverts the matrix\n const dx = x - (e[12] as number)\n const dz = z - (e[14] as number)\n const ax = (e[0] as number) ** 2 + (e[1] as number) ** 2 + (e[2] as number) ** 2\n const az = (e[8] as number) ** 2 + (e[9] as number) ** 2 + (e[10] as number) ** 2\n const lx = (dx * (e[0] as number) + dz * (e[2] as number)) / (ax || 1)\n const lz = (dx * (e[8] as number) + dz * (e[10] as number)) / (az || 1)\n return lx > fp.minX - radius && lx < fp.maxX + radius && lz > fp.minZ - radius && lz < fp.maxZ + radius\n }\n}\n","/**\n * The sounds of a body (footsteps, jumps, landings, blows, hurt), as ids every package agrees on: the rule that knows what the body did\n * (`game-player`, a host's own player) names the sound, and the bank that knows how it sounds (`game-audio`'s `BODY_FOLEY_BANK`) answers it.\n * A game swaps the sound of an id (a sample instead of the synthesis) without touching the rule.\n */\n\n/** What the feet touch, by how it sounds (not by what it is made of: a wooden floor and a plywood board both sound `wood`). */\nexport const SURFACE_IDS = ['concrete', 'asphalt', 'wood', 'tile', 'dirt', 'grass', 'gravel', 'sand', 'metal', 'water', 'glass', 'carpet'] as const\nexport type SurfaceId = (typeof SURFACE_IDS)[number]\n\n/** The surface a body stands on when nobody says (the test room's floor is a concrete slab). */\nexport const DEFAULT_SURFACE: SurfaceId = 'concrete'\n\n/** How the feet move: a run hits harder and shorter; a crouched step is the walk, quieter. */\nexport const GAIT_IDS = ['walk', 'run'] as const\nexport type GaitId = (typeof GAIT_IDS)[number]\n\n/** How hard a landing is: `light` for a jump on the spot or a step down (up to about 5 m/s), `heavy` for a drop of more than a metre and a half. */\nexport const LANDING_IDS = ['light', 'heavy'] as const\nexport type LandingId = (typeof LANDING_IDS)[number]\n\n/** The fall speed (m/s) from which a landing is `heavy`. */\nexport const HEAVY_LANDING_SPEED = 5.5\n\nexport type FootstepSoundId = `footstep_${SurfaceId}_${GaitId}`\nexport type LandSoundId = `land_${SurfaceId}_${LandingId}`\n\n/**\n * How a blow is struck, by the body part or the tool that does it. `blade` stabs or slashes, `blunt` is a club, a bat, a pipe or a hammer, `chop` an\n * axe or a machete driven down.\n */\nexport const BLOW_IDS = ['punch', 'kick', 'shove', 'blade', 'blunt', 'chop'] as const\nexport type BlowId = (typeof BLOW_IDS)[number]\n\n/** What the blow meets: a body (flesh and bone, the head apart), something else (the material answers with its own impact), or nothing. */\nexport type BlowTarget = 'body' | 'head' | 'object' | 'air'\n\n/** The sounds of the body that are not a footstep or a landing. */\nexport const BODY_SOUND_IDS = [\n 'jump',\n 'cloth_rustle',\n 'body_fall',\n 'fall_damage',\n 'player_hurt',\n 'player_breath_run',\n 'player_death',\n 'bite',\n 'grab',\n 'punch_swing',\n 'punch_hit_body',\n 'punch_hit_face',\n 'punch_hit_object',\n 'kick_swing',\n 'kick_hit',\n 'kick_hit_object',\n 'shove_two_hands',\n 'knife_swing',\n 'knife_stab',\n 'knife_slash',\n 'knife_hit_object',\n 'blunt_swing',\n 'blunt_hit',\n 'blunt_hit_object',\n 'axe_swing',\n 'axe_chop',\n 'axe_hit_object',\n] as const\nexport type BodySoundId = (typeof BODY_SOUND_IDS)[number]\n\n/** Every sound of a body: what a host plays for the player, a survivor or a zombie. */\nexport type BodyFoleyId = FootstepSoundId | LandSoundId | BodySoundId\n\nexport const footstepSoundId = (surface: SurfaceId, gait: GaitId): FootstepSoundId => `footstep_${surface}_${gait}`\nexport const landSoundId = (surface: SurfaceId, fallSpeed: number): LandSoundId => `land_${surface}_${fallSpeed >= HEAVY_LANDING_SPEED ? 'heavy' : 'light'}`\n\n/** Every footstep and landing id, in the order of the surfaces. */\nexport const FOOTSTEP_SOUND_IDS: readonly FootstepSoundId[] = SURFACE_IDS.flatMap((surface) => GAIT_IDS.map((gait) => footstepSoundId(surface, gait)))\nexport const LAND_SOUND_IDS: readonly LandSoundId[] = SURFACE_IDS.flatMap((surface) => LANDING_IDS.map((landing): LandSoundId => `land_${surface}_${landing}`))\nexport const BODY_FOLEY_IDS: readonly BodyFoleyId[] = [...FOOTSTEP_SOUND_IDS, ...LAND_SOUND_IDS, ...BODY_SOUND_IDS]\n\nconst SWING: Readonly<Record<BlowId, BodySoundId | null>> = {\n punch: 'punch_swing',\n kick: 'kick_swing',\n // two hands pushed out do not whistle: the shove is one sound, at the contact\n shove: null,\n blade: 'knife_swing',\n blunt: 'blunt_swing',\n chop: 'axe_swing',\n}\n\n/**\n * Seconds from the start of a swing's sound to its loudest point (the limb or the tool at full speed, just before the contact). A host that knows when the\n * blow lands starts the swing this long before; one that does not plays the swing now and the hit this long after.\n */\nexport const SWING_LEAD_SECONDS: Readonly<Record<BlowId, number>> = { punch: 0.07, kick: 0.09, shove: 0, blade: 0.05, blunt: 0.1, chop: 0.11 }\n\n/** The swing through the air, played as the blow starts (`null`: the blow has none). */\nexport const swingSoundId = (blow: BlowId): BodySoundId | null => SWING[blow]\n\nconst HIT: Readonly<Record<BlowId, Readonly<Record<Exclude<BlowTarget, 'air'>, BodySoundId>>>> = {\n punch: { body: 'punch_hit_body', head: 'punch_hit_face', object: 'punch_hit_object' },\n kick: { body: 'kick_hit', head: 'kick_hit', object: 'kick_hit_object' },\n shove: { body: 'shove_two_hands', head: 'shove_two_hands', object: 'shove_two_hands' },\n blade: { body: 'knife_stab', head: 'knife_stab', object: 'knife_hit_object' },\n blunt: { body: 'blunt_hit', head: 'blunt_hit', object: 'blunt_hit_object' },\n chop: { body: 'axe_chop', head: 'axe_chop', object: 'axe_hit_object' },\n}\n\n/**\n * The body's side of a blow that lands: the knuckles, the shoe, the blade or the club meeting what it hit. On an object the material's own impact\n * plays too (the wood, the metal); this is the part that says it was a punch and not a shot.\n */\nexport const hitSoundId = (blow: BlowId, target: Exclude<BlowTarget, 'air'>): BodySoundId => HIT[blow][target]\n\n/**\n * The surface a material sounds like underfoot, by the material ids of `game-destruction` and `game-terrain` (unknown ids: `fallback`). Data, so\n * a game with its own materials passes its own table to `surfaceOfMaterial`.\n */\nexport const MATERIAL_SURFACES: Readonly<Record<string, SurfaceId>> = {\n concrete: 'concrete',\n mortar: 'concrete',\n stone: 'concrete',\n brick: 'concrete',\n cobble: 'concrete',\n paver: 'concrete',\n plaster: 'concrete',\n asphalt: 'asphalt',\n wood_soft: 'wood',\n wood_hard: 'wood',\n green_wood: 'wood',\n plywood: 'wood',\n mdf: 'wood',\n ceramic: 'tile',\n plastic: 'tile',\n soil: 'dirt',\n mud: 'dirt',\n clay: 'dirt',\n wax: 'dirt',\n flesh_fruit: 'dirt',\n turf: 'grass',\n foliage: 'grass',\n cactus: 'grass',\n gravel: 'gravel',\n sand: 'sand',\n // no snow surface yet: packed snow crunches closest to sand underfoot\n snow: 'sand',\n steel: 'metal',\n cast_iron: 'metal',\n aluminium: 'metal',\n copper: 'metal',\n water: 'water',\n glass: 'glass',\n tempered_glass: 'glass',\n fabric: 'carpet',\n foam: 'carpet',\n leather: 'carpet',\n rubber: 'carpet',\n paper: 'carpet',\n}\n\nexport const isSurfaceId = (value: unknown): value is SurfaceId => typeof value === 'string' && (SURFACE_IDS as readonly string[]).includes(value)\n\n/** The surface of a material id; a surface id passes through. */\nexport function surfaceOfMaterial(material: string | undefined, table: Readonly<Record<string, SurfaceId>> = MATERIAL_SURFACES, fallback: SurfaceId = DEFAULT_SURFACE): SurfaceId {\n if (material === undefined) return fallback\n if (isSurfaceId(material)) return material\n return table[material] ?? fallback\n}\n","/**\n * @adatechnology/game-contracts: the contracts every game module (vehicles, furniture, plants, houses, weapons) depends on, and nothing else.\n * Types plus tiny pure checkers, no runtime dependencies. The default destruction world, the renderers and the test room are optional.\n */\nexport type {\n ChainDelay,\n Crack,\n DamageStage,\n DamageType,\n DebrisKind,\n Dent,\n DestructibleSpec,\n BlastOptions,\n BlastReport,\n ConfinementOptions,\n ExplosionChain,\n FragmentHitOptions,\n ShelterOptions,\n DestructionEvent,\n DestructionEventType,\n FluidKind,\n Fragment,\n FragmentMark,\n FractureStyle,\n BallisticExtras,\n Hit,\n HitIgnition,\n HitResult,\n Hole,\n JointKind,\n JointSpec,\n JointState,\n MaterialId,\n ObjectState,\n PartShape,\n PartSpec,\n PartBreach,\n PartState,\n PartStatus,\n PartUnits,\n Quat,\n RayHit,\n Reinforcement,\n TensionRebar,\n TunedMassDamper,\n WindExposure,\n WindState,\n PileSpec,\n SoilLayer,\n SoilProfile,\n SoilState,\n StructureRole,\n SurfaceLayer,\n ToolKind,\n Vec3,\n} from './destruction'\nexport type { BusyOptions, BusySink, BusyTask } from './busy'\nexport { blastShove, DEFAULT_BLAST_SHOVE } from './blast-shove'\nexport { bodyMass, FRAGMENT_COVER, KNOCK_CHEST, KNOCK_DOWN_SPEED, KNOCKED_DOWN_ANGLE, knockOf, launchBody, stepKnock, takeLaunch } from './blast-knock'\nexport { blastBodySpeed, bodyImpulse, DEFAULT_BLAST_IMPULSE, sideOnImpulse } from './blast-impulse'\nexport type { BlastImpulseOptions } from './blast-impulse'\nexport type { Knock } from './blast-knock'\nexport type { BlastShove, BlastShoveOptions, BlastSource } from './blast-shove'\nexport { IMPACT_CONTRACT, checkDestructible, checkHit } from './impact'\nexport type { CheckOptions, DestructibleImpl, ImpactContract, SurfaceRay, SurfaceRayHit } from './impact'\nexport type { CostOptions } from './impact-cost'\nexport { MISSING_BITS } from './body'\nexport type { BodyRegion, BodySlot, SegmentKind } from './body'\nexport { checkSpec } from './spec'\nexport type { CheckSpecOptions, SpecReport } from './spec'\nexport { shotToHit, shotExtras, useToHit } from './weapons'\nexport { DEFAULT_IGNITION_RULES, fillFactor, ignitionChance, resolveIgnitionRules, sparkTargetFactor } from './ignition'\nexport type { IgnitionRules } from './ignition'\nexport type { Shot, Use } from './weapons'\nexport type { ContainerSpec, ItemUseDef, LiquidId } from './fluids'\nexport { sealBlock, sealOpener } from './seal'\nexport type { SealBlock, SealSpec, SealState } from './seal'\nexport type { HandPose, HandTargetSource, HandTargets, MuzzlePose, MuzzleSource } from './hands'\nexport { TWIST_LIFT, twistStroke } from './twist'\nexport type { TwistOptions, TwistStroke } from './twist'\nexport type { EffectHandle, EffectRequest, EffectSink, Enclosure, EnclosureBox } from './effects'\nexport type { WarmUpProbes } from './warm-up'\nexport { checkAnimation } from './animation'\nexport type { AnimationClipSpec, AnimationEventSpec, AnimationKey, AnimationPose, ItemAnimationContract } from './animation'\nexport { STAGE_EVENT, TOOL_CLIP, checkToolClips, createToolClipPlayer, leadClipEvents, sampleClip, scaleClip, toolAnimationStep } from './tool-animation'\nexport type { ToolAnimationStep, ToolAnimator, ToolClipId, ToolClipPlayer, ToolClipPlayerOptions, ToolClipSet, ToolRig } from './tool-animation'\nexport { DEFERRED_PRIORITY, DEFERRED_QUEUE_ID, FRAME_PHASES, checkDeferredQueue } from './frame'\nexport type { DeferredQueue, DeferredQueueOptions, DeferredQueueReport, FramePhase } from './frame'\nexport type { FrameOptions, AreaPlacement, GroundLayout, GroundZone, HostEvent, HostGraphics, HostTool, HostToolAttachment, ModuleArea, ModuleHost, ModuleView, ModuleItemFluid, ModuleItemSeal, ModuleScenario, PlayerState, ItemSeat, ItemSounds, TestableItem, TestableModule, Thumbnail, ToolCommand, ToolCommandResult, HostReach } from './module'\nexport { applyPatches, deepMerge, mergeById, removeIds } from './registry'\nexport type { DeepPartial } from './registry'\nimport { resetWarnOnce as resetWarnOnceForTests } from './warn'\n\nexport { warnOnce } from './warn'\n/** @deprecated Import it from `@adatechnology/game-contracts/testing`. */\nexport const resetWarnOnce = resetWarnOnceForTests\nexport { checkBench } from './bench'\nexport type {\n ActionControl,\n BenchChange,\n BenchDeclaration,\n BenchReport,\n BenchSheet,\n BooleanControl,\n ChoiceControl,\n ChoiceOption,\n ControlPatch,\n ControlValue,\n ModuleBench,\n ModuleControl,\n ModuleLayer,\n ModuleMetric,\n NumberControl,\n} from './bench'\nexport type { AudioListener, AudioSink, LoopHandle, SoundHandle, SoundRequest } from './audio'\nexport { DEFAULT_ENVIRONMENT, createEnvironmentBus } from './environment'\nexport type { EnvironmentBus, EnvironmentKey, EnvironmentState } from './environment'\nexport { checkCategorized, defineCategories, resolveEntry } from './categories'\nexport type { CategorizedOptions, CategorizedReport, CategoryDef, CategoryOptions, CategoryRegistry, ContractChecker, ContractContext } from './categories'\nexport { KIT_ORIGIN_KEY, kitOriginOf, markKitOrigin, unmarkedDrawings } from './origin'\nexport type { KitOrigin, UnmarkedDrawing } from './origin'\nexport { footprintBlocker } from './footprint'\nexport type { Footprint, FootprintObject } from './footprint'\nexport {\n BLOW_IDS,\n BODY_FOLEY_IDS,\n BODY_SOUND_IDS,\n DEFAULT_SURFACE,\n FOOTSTEP_SOUND_IDS,\n GAIT_IDS,\n HEAVY_LANDING_SPEED,\n LANDING_IDS,\n LAND_SOUND_IDS,\n MATERIAL_SURFACES,\n SURFACE_IDS,\n SWING_LEAD_SECONDS,\n footstepSoundId,\n hitSoundId,\n isSurfaceId,\n landSoundId,\n surfaceOfMaterial,\n swingSoundId,\n} from './foley'\nexport type { BlowId, BlowTarget, BodyFoleyId, BodySoundId, FootstepSoundId, GaitId, LandSoundId, LandingId, SurfaceId } from './foley'\n","import type { CategoryDef } from './types'\n\n/** The 14 categories of the team's catalog; always registered. */\nexport const ITEM_CATEGORIES: readonly CategoryDef[] = [\n { id: 'food', name: 'Food' },\n { id: 'drink', name: 'Drink' },\n { id: 'medical', name: 'Medical' },\n { id: 'tools', name: 'Tools' },\n { id: 'melee', name: 'Melee' },\n { id: 'materials', name: 'Materials' },\n { id: 'clothing', name: 'Clothing' },\n { id: 'bags', name: 'Bags' },\n { id: 'electronics', name: 'Electronics' },\n { id: 'fuel', name: 'Fuel' },\n { id: 'outdoors', name: 'Outdoors' },\n { id: 'books', name: 'Books' },\n { id: 'collectibles', name: 'Collectibles' },\n { id: 'keys', name: 'Keys' },\n]\n","/**\n * Public types of @adatechnology/game-items.\n *\n * An `ItemDef` is a real-world thing (a can of beans, a hammer, a jacket) with its true size and weight; the rest of the fields are optional groups that\n * only the categories that need them fill (nutrition for food, protection for clothing, carry for bags). Units: metres, kilograms, litres, days.\n */\nimport type { BodySlot, SealSpec } from '@adatechnology/game-contracts'\nimport type { ItemDef as BaseItemDef } from '@adatechnology/game-interactables'\n\nimport type { RecipeDef } from './recipe-types'\nimport type { UseEffectDef } from './use-types'\n\nexport type { BaseItemDef }\n\nexport const RARITIES = ['common', 'uncommon', 'rare', 'very_rare', 'legendary', 'unique'] as const\nexport type Rarity = (typeof RARITIES)[number]\n\n/** The body slots an item covers: the vocabulary is `BodySlot` of game-contracts (`over` is a layer worn over the others, such as a coat or a vest). */\nexport type { BodySlot } from '@adatechnology/game-contracts'\nexport const BODY_SLOTS: readonly BodySlot[] = ['head', 'eyes', 'torso', 'arms', 'hands', 'legs', 'feet', 'over']\n\nexport const DURABILITY_KINDS = ['uses', 'portions', 'doses', 'hits', 'cuts', 'shots', 'condition', 'charges', 'seconds', 'days', 'infinite', 'container'] as const\nexport type DurabilityKind = (typeof DURABILITY_KINDS)[number]\n\n/** How long an item lasts, read from the source text (\"10 uses\", \"4 portions\", \"300 hits\", \"infinite\"). */\nexport interface Durability {\n kind: DurabilityKind\n amount?: number\n /** Source qualifier when the amount alone is not enough (for example the voltage of a battery). */\n per?: string\n}\n\n/** Id of a place where items turn up (house, hospital, farm...). Places are a registry: a pack or the game declares the ones it uses. */\nexport type PlaceTag = string\n\n/** Id of an item category. The 14 of `ITEM_CATEGORIES` are always present; a game adds its own through `createItems({ categories })`. */\nexport type ItemCategory = string\n\nexport interface CategoryDef {\n id: ItemCategory\n /** Display name in English; games translate by id. */\n name?: string\n}\n\nexport interface PlaceDef {\n id: PlaceTag\n name?: string\n}\n\n/**\n * Where items are found inside a place (a fridge, a drawer, a locker): which categories it draws from and how many stacks. The finds roll reads `count`,\n * `categories` (or `categoriesByPlace`, with `*` for any other place) and `places`; other fields of a pack's container are kept and ignored.\n */\nexport interface ContainerDef {\n id: string\n name?: string\n /** Places the container turns up in (`toLootTables` only); empty or missing means any. */\n places?: readonly PlaceTag[]\n /** Weight of each category when a stack is drawn for this container. */\n categories?: Readonly<Record<ItemCategory, number>>\n /** When `categories` is missing: the weights by place (a shop shelf stocks what the shop sells). */\n categoriesByPlace?: Readonly<Record<PlaceTag, Readonly<Record<ItemCategory, number>>>>\n /** Range of stacks a container holds when it is filled. */\n count?: readonly [number, number]\n}\n\n/** One thing an explicit pool can hold (a fridge: water bottle, milk, eggs...): `item` is the catalog id, `weight` the odds, `qty` the range. */\nexport interface PoolEntry {\n item: string\n weight: number\n qty: readonly [number, number]\n /** Supplies (food, water, medicine, tools) are what a fortified house stocks up on. */\n isSupply?: boolean\n}\n\nexport interface ItemDef extends BaseItemDef {\n category: ItemCategory\n /** The old household category (`kitchen`, `hygiene`, `office`...), `perishable` or `craft_only`. */\n tags?: readonly string[]\n rarity: Rarity\n /** Litres. Derived from `size` when the pack does not give it. */\n volume?: number\n durability?: Durability\n /** Days to spoil at room temperature. */\n shelfLife?: number\n portions?: number\n cookable?: boolean\n nutrition?: { satiety?: number; hydration?: number }\n /** Fractions 0..1 per attack, per body slot covered. */\n protection?: {\n slots: readonly BodySlot[]\n bite?: number\n scratch?: number\n warmth?: number\n /** Against projectiles (read by game-characters): `resistance` in penetration units; a stopped projectile does `blunt` of its damage, one that goes through `pass`. */\n ballistic?: { resistance: number; blunt?: number; pass?: number; consumable?: boolean }\n }\n carry?: { capacityKg: number; weightReduction: number; quickSlots: number; wheels?: boolean }\n /** Id of the weapon in the arsenal when the item is also one. */\n weapon?: string\n /** Id of the liquid (`game-fluids`) when the item holds one. */\n fluid?: { liquid: string; liters: number }\n uses?: readonly string[]\n finds?: { places: readonly PlaceTag[] }\n /** Battery-like items: share of the charge lost per month. */\n charge?: { lossPerMonth: number }\n /** Fuel-like items: after `afterDays` each use fails with probability `chance`. */\n agingFault?: { afterDays: number; chance: number }\n /** Key of the 3D model in `game-items-three`; without it a simple shape from `shape` is drawn. */\n /** A sealed container (a food tin, a drink can): what opens it and whether a breach spoils it. The kinds of a content pack give it (`game-items-goods`). */\n seal?: SealSpec\n model?: string\n}\n\n/** A bundle of content: items plus the categories, places and containers they rely on. */\nexport interface ItemPack {\n id: string\n items: readonly ItemDef[]\n categories?: readonly CategoryDef[]\n places?: readonly PlaceDef[]\n containers?: readonly ContainerDef[]\n /** What using an item does, in priority order (`resolveUse`). */\n useEffects?: readonly UseEffectDef[]\n recipes?: readonly RecipeDef[]\n /** Explicit pools of what a kind of furniture holds, by key (`fridge`, `sink`...); they win over the category roll of a container. */\n pools?: Readonly<Record<string, readonly PoolEntry[]>>\n /** Keys that share another key's pool (`garage_wardrobe` -> `wardrobe`). */\n poolAliases?: Readonly<Record<string, string>>\n}\n","import type { ItemRules } from './rules-types'\nimport type { CategoryDef, ContainerDef, ItemDef, PlaceDef } from './types'\nimport { BODY_SLOTS, DURABILITY_KINDS, RARITIES } from './types'\n\nexport interface ItemsParts {\n readonly items: ReadonlyMap<string, ItemDef>\n readonly categories: ReadonlyMap<string, CategoryDef>\n readonly places: ReadonlyMap<string, PlaceDef>\n readonly containers: ReadonlyMap<string, ContainerDef>\n readonly rules: ItemRules\n}\n\n/** Ids that appear more than once in a list a game passed in. */\nexport const findDuplicateIds = (kind: string, entries: readonly { readonly id: string }[] | undefined): string[] => {\n const seen = new Set<string>()\n const problems: string[] = []\n for (const { id } of entries ?? []) {\n if (seen.has(id)) problems.push(`${kind} \"${id}\" is listed more than once`)\n seen.add(id)\n }\n return problems\n}\n\nconst isFraction = (value: number | undefined): boolean => value === undefined || (value >= 0 && value <= 1)\nconst isPositive = (value: number): boolean => Number.isFinite(value) && value > 0\n\nconst checkItem = (item: ItemDef, { categories, places }: ItemsParts): string[] => {\n const problems: string[] = []\n const issue = (text: string): number => problems.push(`item \"${item.id}\" ${text}`)\n if (!categories.has(item.category)) issue(`has unknown category \"${item.category}\"`)\n if (!RARITIES.includes(item.rarity)) issue(`has unknown rarity \"${item.rarity}\"`)\n if (item.size.length !== 3 || !item.size.every(isPositive)) issue(`has an invalid size [${item.size.join(', ')}]`)\n if (!(item.weight >= 0) || !Number.isFinite(item.weight)) issue(`has a weight of ${item.weight} kg`)\n if (item.volume !== undefined && !isPositive(item.volume)) issue(`has a volume of ${item.volume} L`)\n if (item.shelfLife !== undefined && !isPositive(item.shelfLife)) issue(`has a shelf life of ${item.shelfLife} days`)\n if (item.portions !== undefined && !(Number.isInteger(item.portions) && item.portions > 0)) issue(`has ${item.portions} portions`)\n if (item.durability && !DURABILITY_KINDS.includes(item.durability.kind)) issue(`has unknown durability kind \"${item.durability.kind}\"`)\n const { protection } = item\n if (protection) {\n for (const slot of protection.slots) if (!BODY_SLOTS.includes(slot)) issue(`protects unknown body slot \"${slot}\"`)\n if (protection.slots.length === 0) issue('has protection but covers no body slot')\n if (![protection.bite, protection.scratch, protection.warmth].every(isFraction)) issue('has a protection value outside 0..1')\n }\n if (item.carry && !(item.carry.capacityKg > 0 && isFraction(item.carry.weightReduction))) issue('has an invalid carry (capacity above 0, reduction within 0..1)')\n if (places.size > 0) for (const place of item.finds?.places ?? []) if (!places.has(place)) issue(`is found in unknown place \"${place}\"`)\n return problems\n}\n\nconst checkContainer = (container: ContainerDef, { categories }: ItemsParts): string[] => {\n const problems: string[] = []\n for (const category of Object.keys(container.categories ?? {})) {\n if (!categories.has(category)) problems.push(`container \"${container.id}\" draws from unknown category \"${category}\"`)\n }\n const [low, high] = container.count ?? [0, 0]\n if (low < 0 || high < low) problems.push(`container \"${container.id}\" has an invalid count [${low}, ${high}]`)\n return problems\n}\n\nconst checkRules = ({ rarity, freshness, storage, carry, protection }: ItemRules): string[] => {\n const problems: string[] = []\n const hasNegativeWeight = RARITIES.some((id) => !(rarity.weights[id] >= 0))\n if (hasNegativeWeight || !RARITIES.some((id) => rarity.weights[id] > 0 && !rarity.fixedOnly.includes(id))) {\n problems.push('rules.rarity.weights must be non-negative with at least one rollable rarity above 0')\n }\n if (!(freshness.stale > 0 && freshness.stale < freshness.spoiled && freshness.spoiled < freshness.rotten)) problems.push('rules.freshness must rise: 0 < stale < spoiled < rotten')\n for (const [id, rule] of Object.entries(storage)) if (!isPositive(rule.multiplier) || (rule.limitDays !== undefined && !isPositive(rule.afterLimit ?? 0))) problems.push(`rules.storage \"${id}\" is invalid`)\n if (!(isPositive(carry.baseKg) && carry.perStrengthKg >= 0 && isPositive(carry.factor) && carry.encumbered > 0 && carry.overloaded > carry.encumbered)) problems.push('rules.carry is invalid')\n if (!(protection.cap > 0 && protection.cap <= 1 && isFraction(protection.tornShare))) problems.push('rules.protection is invalid')\n return problems\n}\n\n/** Every inconsistency of a catalog, one line each; empty when it is sound. */\nexport const checkItems = (parts: ItemsParts): string[] => [\n ...[...parts.items.values()].flatMap((item) => checkItem(item, parts)),\n ...[...parts.containers.values()].flatMap((container) => checkContainer(container, parts)),\n ...checkRules(parts.rules),\n]\n","import type { ItemRules } from './rules-types'\n\n/**\n * The numbers of the rules, from the team's Vale Cinzento delivery. `storage` was read by hand from its table (Validade e apodrecimento) so the\n * skeleton runs; the source test of the catalog tool proves it against the HTML (legendary and unique are never rolled: L276). Every field is an option of `createItems({ rules })`.\n */\nexport const DEFAULT_RULES: ItemRules = {\n rarity: {\n weights: { common: 60, uncommon: 28, rare: 9, very_rare: 2.5, legendary: 0.5, unique: 0 },\n fixedOnly: ['legendary', 'unique'],\n },\n freshness: { stale: 0.5, spoiled: 1, rotten: 1.5 },\n storage: {\n fridge: { multiplier: 0.33, needsPower: true },\n freezer: { multiplier: 0.1, needsPower: true },\n cooler: { multiplier: 0.5, limitDays: 2, afterLimit: 1 },\n delivery_bag: { multiplier: 0.8 },\n cellar: { multiplier: 0.66 },\n ambient: { multiplier: 1 },\n hot: { multiplier: 2 },\n },\n carry: { baseKg: 8, perStrengthKg: 2.5, factor: 1.2, encumbered: 1, overloaded: 1.5 },\n protection: { cap: 0.9, wear: { bite: 8, scratch: 3 }, tornShare: 0.25, repairMargin: 10 },\n aging: { thawShelfDays: { freezer: 2 } },\n inventory: { defaultSlots: 10, encumberedRunFactor: 0.75 },\n use: {\n freshness: {\n stale: { satietyFactor: 0.7, poisonChance: 0.1, morale: 0, isEdible: true },\n spoiled: { satietyFactor: 0.7, poisonChance: 0.5, morale: -20, isEdible: true },\n rotten: { satietyFactor: 0, poisonChance: 0, morale: 0, isEdible: false },\n },\n cookedPoisonFactor: 0.25,\n },\n spawn: {\n retailNew: true,\n retailPlaces: ['supermarket', 'pharmacy', 'mall', 'gas_station', 'gun_shop'],\n retailContainers: ['store_shelf', 'stockroom'],\n condition: { common: [30, 90], uncommon: [40, 90], rare: [50, 100], very_rare: [50, 100], legendary: [50, 100], unique: [50, 100] },\n ageShare: [0, 0.6],\n charge: [0.2, 1],\n fillable: ['fuel_jerrycan'],\n fill: [0, 0.6],\n },\n finds: {\n fallbackContainer: 'zombie_corpse',\n rollExcluded: ['ammo_7_62x39'],\n depletion: [\n { places: ['pharmacy', 'gun_shop', 'police_station'], perDay: 0.05, floor: 0.3 },\n { places: ['supermarket', 'gas_station'], perDay: 0.04, floor: 0.35 },\n { places: ['mall', 'hospital'], perDay: 0.025, floor: 0.5 },\n { places: ['house', 'apartment'], perDay: 0.01, floor: 0.7 },\n { places: ['farm', 'warehouse', 'mine', 'dam', 'lodge', 'church'], perDay: 0.005, floor: 0.85 },\n { places: ['military_base'], perDay: 0, floor: 1 },\n ],\n regionMultiplier: {},\n states: { normal: 'normal', fortified: 'fortified', abandoned: 'abandoned' },\n pool: {\n defaultFootprint: 0.5,\n offset: 1.5,\n perSquareMetre: 3,\n jitter: 1.5,\n min: 2,\n max: 5,\n fortifiedExtra: 2,\n supplyWeight: 2.5,\n supplyExtraQty: 1,\n abandonedEmptyChance: 0.4,\n abandonedKept: 1,\n junkChance: 0.5,\n junkItem: 'food_packaging',\n spoiledFoodItem: 'leftover_meal',\n coldContainers: ['geladeira', 'refrig_exp', 'freezer'],\n },\n },\n}\n","import { applyPatches, deepMerge, mergeById, removeIds } from '@adatechnology/game-contracts'\n\nimport { ITEM_CATEGORIES } from './categories'\nimport type { ItemsCatalog, ItemsOptions } from './catalog-types'\nimport { checkItems, findDuplicateIds } from './check-items'\nimport { DEFAULT_RULES } from './rules'\nimport type { RecipeDef } from './recipe-types'\nimport type { ContainerDef, ItemDef, PlaceDef, PoolEntry } from './types'\nimport type { UseEffectDef } from './use-types'\n\nconst LITRES_PER_CUBIC_METRE = 1000\n\n/** Fills what a pack leaves out: the volume comes from the size. */\nconst withDerivedFields = (item: ItemDef): ItemDef => (item.volume === undefined ? { ...item, volume: item.size[0] * item.size[1] * item.size[2] * LITRES_PER_CUBIC_METRE } : item)\n\nconst buildPools = (options: ItemsOptions, packs: NonNullable<ItemsOptions['packs']>): Map<string, readonly PoolEntry[]> => {\n const pools = new Map<string, readonly PoolEntry[]>()\n for (const source of [...packs, options]) for (const [key, entries] of Object.entries(source.pools ?? {})) pools.set(key, entries)\n const problems: string[] = []\n for (const source of [...packs, options]) {\n for (const [alias, key] of Object.entries(source.poolAliases ?? {})) {\n const entries = pools.get(key)\n if (entries) pools.set(alias, entries)\n else problems.push(`pool alias \"${alias}\" points to unknown pool \"${key}\"`)\n }\n }\n if (problems.length > 0) throw new Error(`game-items: the catalog is not consistent:\\n${problems.map((problem) => ` - ${problem}`).join('\\n')}`)\n return pools\n}\n\nconst groupBy = (items: Iterable<ItemDef>, keysOf: (item: ItemDef) => readonly string[]): Map<string, ItemDef[]> => {\n const groups = new Map<string, ItemDef[]>()\n for (const item of items) for (const key of keysOf(item)) groups.set(key, [...(groups.get(key) ?? []), item])\n return groups\n}\n\n/**\n * Create the catalog. Order: the packs in order (added or replaced by id), then `patch`, then `remove`, then `include`; categories, places and\n * containers are those of the packs plus the options, by id. Every inconsistency found is reported in one error.\n */\nexport const createItems = (options: ItemsOptions = {}): ItemsCatalog => {\n const packs = options.packs ?? []\n const items = mergeById([] as ItemDef[], packs.flatMap((pack) => pack.items))\n applyPatches<ItemDef>(items, options.patch)\n removeIds(items, options.remove)\n if (options.include) for (const [id, item] of items) if (!options.include(item)) items.delete(id)\n for (const [id, item] of items) items.set(id, withDerivedFields(item))\n\n const categories = mergeById(ITEM_CATEGORIES, [...packs.flatMap((pack) => pack.categories ?? []), ...(options.categories ?? [])])\n const places = mergeById<PlaceDef>([], [...packs.flatMap((pack) => pack.places ?? []), ...(options.places ?? [])])\n const containers = mergeById<ContainerDef>([], [...packs.flatMap((pack) => pack.containers ?? []), ...(options.containers ?? [])])\n const useEffects = [...mergeById<UseEffectDef>([], [...packs.flatMap((pack) => pack.useEffects ?? []), ...(options.useEffects ?? [])]).values()]\n const recipes = mergeById<RecipeDef>([], [...packs.flatMap((pack) => pack.recipes ?? []), ...(options.recipes ?? [])])\n const pools = buildPools(options, packs)\n const rules = deepMerge(DEFAULT_RULES, options.rules)\n\n const problems = [\n ...packs.flatMap((pack) => findDuplicateIds(`item in pack \"${pack.id}\"`, pack.items)),\n ...findDuplicateIds('category', options.categories),\n ...findDuplicateIds('place', options.places),\n ...findDuplicateIds('container', options.containers),\n ...findDuplicateIds('use effect', options.useEffects),\n ...findDuplicateIds('recipe', options.recipes),\n ...checkItems({ items, categories, places, containers, rules }),\n ]\n if (problems.length > 0) throw new Error(`game-items: the catalog is not consistent:\\n${problems.map((problem) => ` - ${problem}`).join('\\n')}`)\n\n const byCategory = groupBy(items.values(), (item) => [item.category])\n const byPlace = groupBy(items.values(), (item) => item.finds?.places ?? [])\n const byTag = groupBy(items.values(), (item) => item.tags ?? [])\n\n return {\n items,\n categories,\n places,\n containers,\n pools,\n useEffects,\n recipes,\n rules,\n has: (id) => items.has(id),\n get(id) {\n const item = items.get(id)\n if (!item) throw new Error(`game-items: unknown item \"${id}\"`)\n return item\n },\n list: () => [...items.values()],\n byCategory: (category) => [...(byCategory.get(category) ?? [])],\n byPlace: (place) => [...(byPlace.get(place) ?? [])],\n byTag: (tag) => [...(byTag.get(tag) ?? [])],\n }\n}\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules, StorageId } from './rules-types'\nimport type { ItemDef } from './types'\n\nexport type Freshness = 'fresh' | 'stale' | 'spoiled' | 'rotten'\n\n/**\n * What an item remembers about its age. Nothing ticks: the account is closed lazily, when the item moves or someone looks at it.\n * Times are in days on the host's clock.\n */\nexport interface AgeState {\n /** Effective age: days at room temperature. */\n ageDays: number\n /** Time at which `ageDays` was last closed. */\n since: number\n storage: StorageId\n /** Time at which the item entered `storage` (a cooler only helps for its first days). */\n storedAt: number\n /** Replaces the item's shelf life (a thawed freezer leaves 2 days). */\n shelfLife?: number\n}\n\nexport interface AgeOptions {\n /** Whether the storage has power right now (fridge, freezer). Default true. */\n powered?: boolean\n rules?: ItemRules\n}\n\nconst storageRuleOf = (rules: ItemRules, storage: StorageId) => {\n const rule = rules.storage[storage]\n if (!rule) throw new Error(`game-items: unknown storage \"${storage}\"`)\n return rule\n}\n\n/** The multiplier of the age at one instant: `heldDays` is how long the item has been in `storage`. */\nexport const storageMultiplier = (storage: StorageId, options: AgeOptions & { heldDays?: number } = {}): number => {\n const { powered = true, rules = DEFAULT_RULES, heldDays = 0 } = options\n const rule = storageRuleOf(rules, storage)\n if (rule.needsPower && !powered) return 1\n if (rule.limitDays !== undefined && heldDays >= rule.limitDays) return rule.afterLimit ?? 1\n return rule.multiplier\n}\n\n/** Days of effective age accrued between `from` and `to` in a storage the item entered at `storedAt`. */\nconst accruedDays = (storage: StorageId, window: { storedAt: number; from: number; to: number }, options: AgeOptions): number => {\n const { powered = true, rules = DEFAULT_RULES } = options\n const rule = storageRuleOf(rules, storage)\n const elapsed = window.to - window.from\n if (elapsed <= 0) return 0\n if (rule.needsPower && !powered) return elapsed\n if (rule.limitDays === undefined) return elapsed * rule.multiplier\n const limitEnd = window.storedAt + rule.limitDays\n const early = Math.max(0, Math.min(window.to, limitEnd) - Math.max(window.from, window.storedAt))\n return early * rule.multiplier + (elapsed - early) * (rule.afterLimit ?? 1)\n}\n\n/** Closes the account up to `now`: `ageDays += (now - since) x multiplier`. Pure: returns the new state. */\nexport const advanceAge = (state: AgeState, now: number, options: AgeOptions = {}): AgeState => {\n const { powered = true, rules = DEFAULT_RULES } = options\n const rule = storageRuleOf(rules, state.storage)\n const thawDays = rules.aging.thawShelfDays[state.storage]\n const isThawing = rule.needsPower === true && !powered && thawDays !== undefined && state.shelfLife === undefined\n const base = isThawing ? { ...state, ageDays: 0, shelfLife: thawDays } : state\n const ageDays = base.ageDays + accruedDays(state.storage, { storedAt: state.storedAt, from: state.since, to: now }, options)\n return { ...base, ageDays, since: Math.max(now, state.since) }\n}\n\n/** Moves the item to another storage: closes the account in the old one, then the new multiplier applies from `now`. */\nexport const moveToStorage = (state: AgeState, now: number, storage: StorageId, options: AgeOptions = {}): AgeState => ({\n ...advanceAge(state, now, options),\n storage,\n storedAt: now,\n})\n\n/** Age as a share of the shelf life; 0 for an item that does not spoil. */\nexport const shelfRatio = (item: ItemDef, state: AgeState): number => {\n const shelfLife = state.shelfLife ?? item.shelfLife\n return shelfLife === undefined ? 0 : state.ageDays / shelfLife\n}\n\n/** `fresh`, `stale`, `spoiled` or `rotten` at 0.5, 1 and 1.5 of the shelf life (the rule's `freshness`). Closes the account up to `now` first. */\nexport const freshness = (item: ItemDef, state: AgeState, now: number, options: AgeOptions = {}): Freshness => {\n const { rules = DEFAULT_RULES } = options\n const ratio = shelfRatio(item, advanceAge(state, now, options))\n if (ratio >= rules.freshness.rotten) return 'rotten'\n if (ratio >= rules.freshness.spoiled) return 'spoiled'\n if (ratio >= rules.freshness.stale) return 'stale'\n return 'fresh'\n}\n\n/** Charge left (0..1) of a battery-like item: it loses `charge.lossPerMonth` of the full charge per 30 days of effective age. */\nexport const chargeLevel = (item: ItemDef, initialCharge: number, ageDays: number): number => {\n if (!item.charge) return initialCharge\n return Math.max(0, initialCharge - item.charge.lossPerMonth * (ageDays / 30))\n}\n\n/** True when one use of an old fuel-like item fails: past `agingFault.afterDays` each use fails with probability `chance`. Draws once, only when it can fail. */\nexport const failsToStart = (item: ItemDef, ageDays: number, random: () => number): boolean => {\n if (!item.agingFault || ageDays <= item.agingFault.afterDays) return false\n return random() < item.agingFault.chance\n}\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { BodySlot, ItemDef } from './types'\n\nexport type AttackKind = 'bite' | 'scratch'\n\n/** A piece of clothing on a body: the item and its condition, 0 (torn) to 100 (new). */\nexport interface WornPiece {\n item: ItemDef\n condition: number\n}\n\nconst FULL_CONDITION = 100\n\nconst covers = (piece: WornPiece, slot: BodySlot): boolean => piece.item.protection?.slots.includes(slot) ?? false\n\n/** What one piece blocks of an attack: its value times its condition; a torn piece (condition 0) keeps `tornShare` of the value. */\nexport const pieceBlock = (piece: WornPiece, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): number => {\n const value = piece.item.protection?.[attack] ?? 0\n const share = piece.condition <= 0 ? rules.protection.tornShare : piece.condition / FULL_CONDITION\n return value * share\n}\n\n/** Share of an attack on `slot` that clothing blocks: `1 - PROD(1 - value x condition)`, never above the cap (there is always some risk). */\nexport const blockChance = (pieces: readonly WornPiece[], slot: BodySlot, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): number => {\n const unblocked = pieces.filter((piece) => covers(piece, slot)).reduce((product, piece) => product * (1 - pieceBlock(piece, attack, rules)), 1)\n return Math.min(rules.protection.cap, 1 - unblocked)\n}\n\n/** A blocked attack wears every piece that covers the slot and blocks something: bite -8, scratch -3 (never below 0). */\nexport const wearBlocked = (pieces: readonly WornPiece[], slot: BodySlot, attack: AttackKind, rules: ItemRules = DEFAULT_RULES): WornPiece[] =>\n pieces.map((piece) => {\n if (!covers(piece, slot) || pieceBlock(piece, attack, rules) <= 0) return piece\n return { ...piece, condition: Math.max(0, piece.condition - rules.protection.wear[attack]) }\n })\n\n/** A repair kit restores up to the maximum condition minus the margin (10); a piece already better is left alone. */\nexport const repairPiece = (piece: WornPiece, rules: ItemRules = DEFAULT_RULES, maxCondition: number = FULL_CONDITION): WornPiece => ({\n ...piece,\n condition: Math.max(piece.condition, maxCondition - rules.protection.repairMargin),\n})\n","import { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { ItemDef } from './types'\n\nexport interface CarryEntry {\n item: ItemDef\n count: number\n}\n\nexport type LoadLevel = 'normal' | 'encumbered' | 'overloaded'\n\nexport interface LoadState {\n /** Load as a share of the maximum. */\n ratio: number\n level: LoadLevel\n /** Multiplier of running speed and breath. */\n runFactor: number\n canRun: boolean\n}\n\n/** What a character can carry, kg: `(8 + 2.5 x strength) x 1.2` with the default rules. */\nexport const maxLoadKg = (strength: number, rules: ItemRules = DEFAULT_RULES): number => (rules.carry.baseKg + rules.carry.perStrengthKg * strength) * rules.carry.factor\n\nconst sumKg = (entries: readonly CarryEntry[]): number => entries.reduce((total, entry) => total + entry.item.weight * entry.count, 0)\n\n/** Weight carried: what is outside the bag counts in full, what is inside counts times `(1 - weightReduction)`. */\nexport const carriedKg = (parts: { loose: readonly CarryEntry[]; packed?: readonly CarryEntry[]; weightReduction?: number }): number =>\n sumKg(parts.loose) + sumKg(parts.packed ?? []) * (1 - (parts.weightReduction ?? 0))\n\n/** Above 100% of the maximum, running and breath drop 25%; above 150% the character cannot run. */\nexport const loadState = (loadKg: number, maxKg: number, rules: ItemRules = DEFAULT_RULES): LoadState => {\n const ratio = maxKg > 0 ? loadKg / maxKg : Number.POSITIVE_INFINITY\n if (ratio > rules.carry.overloaded) return { ratio, level: 'overloaded', runFactor: 0, canRun: false }\n if (ratio > rules.carry.encumbered) return { ratio, level: 'encumbered', runFactor: rules.inventory.encumberedRunFactor, canRun: true }\n return { ratio, level: 'normal', runFactor: 1, canRun: true }\n}\n\n/** The bag of a character: how many item slots it has and how much it holds. */\nexport interface BagOption {\n slots: number\n capacityKg: number\n}\n\n/** The bag a bag item gives: its `carry.capacityKg` is the slot count the team's game reads from `cap`; the weight limit is the character's. */\nexport const bagOption = (bag: ItemDef | undefined, characterMaxKg: number, rules: ItemRules = DEFAULT_RULES): BagOption => ({\n slots: bag?.carry ? Math.round(bag.carry.capacityKg) : rules.inventory.defaultSlots,\n capacityKg: characterMaxKg,\n})\n\nexport type TakeResult = 'ok' | 'bag_full' | 'too_heavy'\n\n/** Whether `item` can go into the bag now: first the slots, then the weight. */\nexport const canTake = (item: ItemDef, bag: BagOption, used: { slots: number; loadKg: number }): TakeResult => {\n if (used.slots >= bag.slots) return 'bag_full'\n if (used.loadKg + item.weight > bag.capacityKg) return 'too_heavy'\n return 'ok'\n}\n","import { sealBlock } from '@adatechnology/game-contracts'\nimport type { SealBlock, SealState } from '@adatechnology/game-contracts'\n\nimport type { Freshness } from './decay'\nimport { DEFAULT_RULES } from './rules'\nimport type { ItemRules } from './rules-types'\nimport type { ItemDef } from './types'\nimport type { UseEffectDef } from './use-types'\n\nexport interface UseContext {\n /** State of the food, from `freshness()`. Default `fresh`. */\n freshness?: Freshness\n /** The food was cooked: it keeps only `cookedPoisonFactor` of its poison chance. */\n isCooked?: boolean\n /** State of a sealed item (`ItemDef.seal`): opened, holed, leaking. Given, a closed or spoiled container is not eaten (`UseResult.blocked`). */\n seal?: SealState\n}\n\nexport interface NutritionResult {\n satiety: number\n hydration: number\n morale: number\n poisonChance: number\n isEdible: boolean\n}\n\nexport interface UseResult {\n useId: string\n effect: string\n params: Readonly<Record<string, unknown>>\n /** The item is spent (false for food too rotten to eat). */\n consumes: boolean\n /** Only for `consume_nutrition`. */\n nutrition?: NutritionResult\n /** Why it cannot be eaten or drunk now: still `sealed`, or spoiled by a hole (`breached`) or a leak (`leaked`). Only with `UseContext.seal`. */\n blocked?: SealBlock\n}\n\nconst FRESH_NUTRITION = { satietyFactor: 1, poisonChance: 0, morale: 0, isEdible: true }\n\nconst nutritionOf = (item: ItemDef, context: UseContext, rules: ItemRules): NutritionResult => {\n const state = context.freshness ?? 'fresh'\n const effect = state === 'fresh' ? FRESH_NUTRITION : rules.use.freshness[state]\n const poisonShare = context.isCooked ? rules.use.cookedPoisonFactor : 1\n return {\n satiety: (item.nutrition?.satiety ?? 0) * effect.satietyFactor,\n hydration: item.nutrition?.hydration ?? 0,\n morale: effect.morale,\n poisonChance: effect.poisonChance * poisonShare,\n isEdible: effect.isEdible,\n }\n}\n\nconst findEffect = (item: ItemDef, effects: readonly UseEffectDef[]): UseEffectDef | undefined =>\n effects.find((entry) => entry.items?.includes(item.id)) ?? effects.find((entry) => entry.category?.includes(item.category))\n\n/**\n * What using `item` does, as data: the host applies it (the player, the needs, the world). Pure. The first effect that lists the item wins, then the first\n * that lists its category; `undefined` when nothing happens. Food past its best follows `rules.use.freshness`.\n */\nexport const resolveUse = (item: ItemDef, effects: readonly UseEffectDef[], context: UseContext = {}, rules: ItemRules = DEFAULT_RULES): UseResult | undefined => {\n const def = findEffect(item, effects)\n if (!def) return undefined\n const base = { useId: def.id, effect: def.effect, params: def.params ?? {}, consumes: def.consumes }\n if (def.effect !== 'consume_nutrition') return base\n const nutrition = nutritionOf(item, context, rules)\n const blocked = item.seal && context.seal ? sealBlock(item.seal, context.seal) : undefined\n if (blocked) return { ...base, consumes: false, nutrition: { ...nutrition, isEdible: false }, blocked }\n return { ...base, consumes: def.consumes && nutrition.isEdible, nutrition }\n}\n","import type { ItemsCatalog } from './catalog-types'\nimport type { RecipeDef, RecipeInput, RecipeOutput } from './recipe-types'\n\nexport interface CraftContext {\n catalog: ItemsCatalog\n /** Count of each item the character has, by id. */\n inventory: ReadonlyMap<string, number>\n /** Litres of each fluid at hand, by fluid id. */\n fluids?: Readonly<Record<string, number>>\n /** Stations and things of the world that are near (`fire`, `table`, `soil`). */\n world?: ReadonlySet<string>\n /** Skill levels by id. Without it the skill requirement is ignored. */\n skills?: Readonly<Record<string, number>>\n /** Ids unlocked so far. Without it `unlockedBy` is ignored. */\n unlocked?: ReadonlySet<string>\n}\n\nexport interface CraftCheck {\n isPossible: boolean\n /** One entry per unmet requirement: `item:nails`, `any:salt|sugar`, `match:cookable`, `fluid:water`, `world:fire`, `tool:hammer|axe`, `skill:carpentry:2`, `unlock:magazine`. */\n missing: string[]\n}\n\nexport type Consumption = { item: string; count: number; meters?: number } | { fluid: string; liters: number }\n\nexport type CraftOutcome = { item: string; count: number } | { effect: string; params: Readonly<Record<string, unknown>>; text?: string }\n\nexport type CraftResult = { isCrafted: true; seconds: number; consumed: Consumption[]; output: CraftOutcome } | { isCrafted: false; missing: string[] }\n\nconst countOf = (context: CraftContext, id: string): number => context.inventory.get(id) ?? 0\n\n/** Ids that satisfy an item input, in the order they are used. */\nconst candidatesOf = (input: RecipeInput, context: CraftContext): string[] => {\n if (input.item !== undefined) return [input.item]\n if (input.any) return [...input.any]\n if (!input.match) return []\n const { category, cookable } = input.match\n return context.catalog.list().filter((item) => (category === undefined || item.category === category) && (cookable === undefined || item.cookable === cookable)).map((item) => item.id)\n}\n\nconst describeInput = (input: RecipeInput): string => {\n if (input.item !== undefined) return `item:${input.item}`\n if (input.any) return `any:${input.any.join('|')}`\n if (input.match) return `match:${input.match.category ?? 'cookable'}`\n if (input.fluid !== undefined) return `fluid:${input.fluid}`\n return `world:${(input.world ?? []).join('|')}`\n}\n\n/** Takes `needed` units from the candidates in order; returns what was taken, or undefined when there is not enough. */\nconst takeUnits = (candidates: readonly string[], needed: number, context: CraftContext): Consumption[] | undefined => {\n const taken: Consumption[] = []\n let remaining = needed\n for (const id of candidates) {\n if (remaining <= 0) break\n const count = Math.min(remaining, countOf(context, id))\n if (count > 0) taken.push({ item: id, count })\n remaining -= count\n }\n return remaining > 0 ? undefined : taken\n}\n\nconst consumptionFor = (input: RecipeInput, context: CraftContext): Consumption[] | undefined => {\n if (input.world) return input.world.some((thing) => context.world?.has(thing)) ? [] : undefined\n if (input.fluid !== undefined) {\n const liters = input.liters ?? 1\n return (context.fluids?.[input.fluid] ?? 0) >= liters ? [{ fluid: input.fluid, liters }] : undefined\n }\n const taken = takeUnits(candidatesOf(input, context), input.qty ?? 1, context)\n if (!taken || input.meters === undefined) return taken\n return taken.map((entry) => ('item' in entry ? { ...entry, meters: input.meters as number } : entry))\n}\n\nconst toolMissing = (recipe: RecipeDef, context: CraftContext): string[] =>\n recipe.tools.flatMap((tool) => {\n const missing: string[] = []\n if (tool.anyOf.length > 0 && !tool.anyOf.some((id) => countOf(context, id) > 0)) missing.push(`tool:${tool.anyOf.join('|')}`)\n if (tool.world && !tool.world.some((station) => context.world?.has(station))) missing.push(`world:${tool.world.join('|')}`)\n return missing\n })\n\nconst gateMissing = (recipe: RecipeDef, context: CraftContext): string[] => {\n const missing: string[] = []\n if (context.skills && recipe.skill && (context.skills[recipe.skill.id] ?? 0) < recipe.skill.level) missing.push(`skill:${recipe.skill.id}:${recipe.skill.level}`)\n if (context.unlocked && recipe.unlockedBy !== undefined && !context.unlocked.has(recipe.unlockedBy)) missing.push(`unlock:${recipe.unlockedBy}`)\n return missing\n}\n\n/** Whether the character can make the recipe now, and what is missing when not. Skill and `unlockedBy` are ignored when the host does not pass `skills` or `unlocked`. */\nexport const canCraft = (recipe: RecipeDef, context: CraftContext): CraftCheck => {\n const missing = [\n ...gateMissing(recipe, context),\n ...toolMissing(recipe, context),\n ...recipe.inputs.filter((input) => consumptionFor(input, context) === undefined).map(describeInput),\n ]\n return { isPossible: missing.length === 0, missing }\n}\n\nconst outcomeOf = (output: RecipeOutput, random: () => number): CraftOutcome => {\n if ('effect' in output) return { effect: output.effect, params: output.params, ...(output.text === undefined ? {} : { text: output.text }) }\n const [low, high] = output.qty\n return { item: output.item, count: low + Math.floor(random() * (high - low + 1)) }\n}\n\n/**\n * Makes the recipe: what is consumed and what comes out. Pure: the host takes the consumed things from its inventory and applies the output (an item is\n * added, an effect such as \"window with 200 life\" is the host's to handle). Draws one number only when the output quantity is a range.\n */\nexport const craft = (recipe: RecipeDef, context: CraftContext, random: () => number): CraftResult => {\n const check = canCraft(recipe, context)\n if (!check.isPossible) return { isCrafted: false, missing: check.missing }\n const consumed = recipe.inputs.flatMap((input) => consumptionFor(input, context) ?? [])\n return { isCrafted: true, seconds: recipe.seconds, consumed, output: outcomeOf(recipe.output, random) }\n}\n","import type { DepletionRule } from '../rules-types'\nimport type { ItemRules } from '../rules-types'\nimport type { PlaceTag } from '../types'\n\n/** Share of the normal stock a place still has `day` days into the outbreak: `max(floor, 1 - perDay x day)`; 1 on day 0 and where no rule names the place. */\nexport const depletionFactor = (place: PlaceTag, day: number, rules: ItemRules): number => {\n if (day <= 0) return 1\n const rule: DepletionRule | undefined = rules.finds.depletion.find((entry) => entry.places.includes(place))\n return rule ? Math.max(rule.floor, 1 - rule.perDay * day) : 1\n}\n\n/** The count of stacks after the days of the outbreak and the region: the roll is drawn first, so day 0 and an unknown region leave it as it was. */\nexport const scaleCount = (count: number, scale: { place: PlaceTag; day: number; region?: string }, rules: ItemRules): number => {\n const region = scale.region === undefined ? 1 : (rules.finds.regionMultiplier[scale.region] ?? 1)\n return Math.round(count * depletionFactor(scale.place, scale.day, rules) * region)\n}\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemCategory, ItemDef, PlaceTag } from '../types'\n\n/** The items of `category` a roll can draw in `place`: no fixed-spot rarity, nothing excluded; when none lists the place, every one of the category (the game's recuo). */\nexport const rollableItems = (catalog: ItemsCatalog, category: ItemCategory, place: PlaceTag): ItemDef[] => {\n const { rules } = catalog\n const rollable = catalog.byCategory(category).filter((item) => !rules.rarity.fixedOnly.includes(item.rarity) && !rules.finds.rollExcluded.includes(item.id))\n const here = rollable.filter((item) => item.finds?.places.includes(place))\n return here.length > 0 ? here : rollable\n}\n\nexport const rarityWeight = (catalog: ItemsCatalog, item: ItemDef): number => catalog.rules.rarity.weights[item.rarity]\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemCategory } from '../types'\n\nimport { scaleCount } from './depletion'\nimport { rarityWeight, rollableItems } from './rarity-pool'\nimport type { FindsQuery } from './types'\n\nconst pickCategory = (weights: Readonly<Record<ItemCategory, number>>, random: () => number): ItemCategory | undefined => {\n let remaining = random()\n const categories = Object.keys(weights)\n for (const category of categories) {\n remaining -= weights[category] as number\n if (remaining <= 0) return category\n }\n return categories[0]\n}\n\n/**\n * Port of the team game's `rollItems` (jogo.js L68796-68812) on the container table (`CONT_TAB`) and the rarity weights (`RAR_W`).\n *\n * Order of the random draws, the contract the golden test holds: one for the count; then for each stack one to pick the category, and (unless the category\n * has nothing to draw) one to pick the item among those of the place, by rarity weight. Nothing else draws. The count is scaled by the day and the region\n * after it is drawn, so day 0 gives exactly the game's rolls. Returns the item ids, one per stack.\n */\nexport const rollByCategory = (catalog: ItemsCatalog, query: FindsQuery): string[] => {\n const { rules } = catalog\n const table = catalog.containers.get(query.container) ?? catalog.containers.get(rules.finds.fallbackContainer)\n if (!table) return []\n const [low, high] = table.count ?? [0, 0]\n const drawn = low + Math.floor(query.rng() * (high - low + 1))\n const count = scaleCount(drawn, { place: query.place, day: query.day ?? 0, ...(query.region === undefined ? {} : { region: query.region }) }, rules)\n const weights = table.categories ?? table.categoriesByPlace?.[query.place] ?? table.categoriesByPlace?.['*']\n if (!weights) return []\n\n const picked: string[] = []\n for (let stack = 0; stack < count; stack++) {\n const category = pickCategory(weights, query.rng)\n const pool = category === undefined ? [] : rollableItems(catalog, category, query.place)\n if (pool.length === 0) continue\n const total = pool.reduce((sum, item) => sum + rarityWeight(catalog, item), 0)\n let remaining = query.rng() * total\n for (const item of pool) {\n remaining -= rarityWeight(catalog, item)\n if (remaining <= 0) {\n picked.push(item.id)\n break\n }\n }\n }\n return picked\n}\n","import type { ItemRules } from '../rules-types'\nimport type { FindState } from '../rules-types'\nimport type { PoolEntry } from '../types'\n\nimport type { FindsQuery } from './types'\n\nexport interface PoolPick {\n itemId: string\n count: number\n /** The pool entry it came from; none for the junk an abandoned container leaves. */\n entry?: PoolEntry\n}\n\ninterface Candidate {\n entry: PoolEntry\n weight: number\n}\n\n/** Draws without replacement by weight (the viewer's `ordemPonderada`): one draw per candidate, all of them, before anything is cut. */\nconst weightedOrder = (candidates: readonly Candidate[], random: () => number): Candidate[] => {\n const remaining = [...candidates]\n const ordered: Candidate[] = []\n while (remaining.length > 0) {\n const total = remaining.reduce((sum, candidate) => sum + candidate.weight, 0)\n let x = random() * total\n let index = 0\n for (; index < remaining.length - 1; index++) {\n x -= (remaining[index] as Candidate).weight\n if (x < 0) break\n }\n ordered.push(...remaining.splice(index, 1))\n }\n return ordered\n}\n\nconst countFor = (pool: readonly PoolEntry[], state: FindState, footprint: number, query: FindsQuery, rules: ItemRules): number => {\n const settings = rules.finds.pool\n const base = Math.max(settings.min, Math.min(settings.max, Math.round(settings.offset + footprint * settings.perSquareMetre + query.rng() * settings.jitter)))\n if (state === 'fortified') return Math.min(pool.length, base + settings.fortifiedExtra)\n if (state === 'abandoned') return query.rng() < settings.abandonedEmptyChance ? 0 : settings.abandonedKept\n return base\n}\n\n/**\n * Port of the 3D house viewer's `sorteiaConteudo` (visor-casas-3d.js L10837-10863) over a pool of what a kind of furniture holds.\n *\n * Order of the random draws, the contract the golden test holds: one for the count (`base`); for an abandoned container one more (empty or not); then a full\n * weighted order of the pool (one draw per entry, before the cut to the count); then one per kept entry for its quantity; and only for an abandoned and empty\n * container one last draw for the junk. Fortified: more entries, supplies weigh x2.5 and give +1. Abandoned: 40% empty, otherwise one entry, plus junk and,\n * in a fridge or freezer, spoiled food.\n */\nexport const rollExplicitPool = (pool: readonly PoolEntry[], state: FindState, query: FindsQuery, rules: ItemRules): PoolPick[] => {\n const settings = rules.finds.pool\n const n = countFor(pool, state, query.footprint ?? settings.defaultFootprint, query, rules)\n const isFortified = state === 'fortified'\n const candidates = pool.map((entry) => ({ entry, weight: isFortified && entry.isSupply ? entry.weight * settings.supplyWeight : entry.weight }))\n\n const picks: PoolPick[] = []\n for (const { entry } of weightedOrder(candidates, query.rng).slice(0, n)) {\n const [low, high] = entry.qty\n const bonus = isFortified && entry.isSupply ? settings.supplyExtraQty : 0\n picks.push({ itemId: entry.item, count: low + Math.floor(query.rng() * (high - low + 1)) + bonus, entry })\n }\n if (state === 'abandoned') {\n if (picks.length === 0 && query.rng() < settings.junkChance) picks.push({ itemId: settings.junkItem, count: 1 })\n if (settings.coldContainers.includes(query.container) || (query.key !== undefined && settings.coldContainers.includes(query.key))) picks.push({ itemId: settings.spoiledFoodItem, count: 1 })\n }\n return picks\n}\n","import type { ItemsCatalog } from '../catalog-types'\nimport type { ItemDef } from '../types'\n\nimport type { FindData, FindsQuery } from './types'\n\nconst WEARING_DURABILITY = ['condition', 'hits', 'cuts']\n\nconst hasCondition = (item: ItemDef): boolean => item.protection !== undefined || item.weapon !== undefined || WEARING_DURABILITY.includes(item.durability?.kind ?? '')\n\nconst between = (range: readonly [number, number], random: () => number): number => range[0] + random() * (range[1] - range[0])\n\n/** Age of food when it turns up: the days since the outbreak plus 0 to 60% of the shelf life. On day 0 that is the normal turnover of the shelf. One draw. */\nexport const spawnAgeDays = (item: ItemDef, outbreakDays: number, random: () => number, catalog: ItemsCatalog): number | undefined =>\n item.shelfLife === undefined ? undefined : outbreakDays + between(catalog.rules.spawn.ageShare, random) * item.shelfLife\n\nconst isRetailStock = (query: FindsQuery, catalog: ItemsCatalog): boolean => {\n const { spawn } = catalog.rules\n const isRetail = spawn.retailNew && (query.day ?? 0) <= 0 && spawn.retailPlaces.includes(query.place)\n return isRetail && (spawn.retailContainers.length === 0 || spawn.retailContainers.includes(query.container))\n}\n\n/**\n * The state an item has when it turns up, drawn after all the stacks of a container were chosen (so the choice itself matches the sources): food age, condition\n * by rarity (100 for shop stock on day 0), battery charge and how full a jerrycan is. Draws in that order, only what applies.\n */\nexport const spawnData = (item: ItemDef, query: FindsQuery, catalog: ItemsCatalog): FindData | undefined => {\n const { spawn } = catalog.rules\n const data: { ageDays?: number; condition?: number; charge?: number; fill?: number } = {}\n const ageDays = spawnAgeDays(item, query.day ?? 0, query.rng, catalog)\n if (ageDays !== undefined) data.ageDays = ageDays\n if (hasCondition(item)) data.condition = isRetailStock(query, catalog) ? 100 : Math.round(between(spawn.condition[item.rarity], query.rng))\n if (item.charge) data.charge = between(spawn.charge, query.rng)\n if (spawn.fillable.includes(item.id)) data.fill = between(spawn.fill, query.rng)\n return Object.keys(data).length > 0 ? data : undefined\n}\n","import { deepMerge } from '@adatechnology/game-contracts'\nimport type { DeepPartial } from '@adatechnology/game-contracts'\n\nimport type { ItemsCatalog } from '../catalog-types'\nimport type { ItemRules } from '../rules-types'\n\nimport { rollByCategory } from './category-roll'\nimport { rollExplicitPool } from './explicit-pool'\nimport { spawnData } from './spawn-state'\nimport type { FindStack, FindsProvider, FindsQuery } from './types'\n\nexport interface FindsProviderOptions {\n /** `team` (default): a container with an explicit pool in the catalog uses it; `none`: always the category roll. */\n pools?: 'team' | 'none'\n /** Changes to the `finds` and `spawn` rules for this provider. */\n rules?: DeepPartial<Pick<ItemRules, 'finds' | 'spawn'>>\n /** Names a host uses for a place, mapped to the place tags of the catalog (a floorplan `cabin` is a `lodge`). */\n placeAliases?: Readonly<Record<string, string>>\n /** Places where the explicit pools apply (the viewer's pools describe dwellings); the others use the category roll. Default: every place. */\n poolPlaces?: readonly string[]\n /** A container with neither a pool nor a table: `fallback` (default) uses the table of `rules.finds.fallbackContainer`, like the game; `pass` answers `null` so the host's own default applies. */\n unknownContainers?: 'fallback' | 'pass'\n}\n\n/**\n * What a container holds, as the floorplan's `FindsProvider` asks it. A container with an explicit pool (`query.key` or the container id) draws from it\n * (port of the viewer); otherwise the category roll of the game draws on the container table. Every stack is chosen first, in the order of the sources, and\n * only then each gets its state (age, condition, charge, fill) from the same generator. Items the catalog no longer has (removed by a game) are dropped\n * after the draws, so the others do not change.\n */\nexport function createFindsProvider(catalog: ItemsCatalog, options: FindsProviderOptions & { unknownContainers: 'pass' }): FindsProvider\nexport function createFindsProvider(catalog: ItemsCatalog, options?: FindsProviderOptions): { findsFor(query: FindsQuery): readonly FindStack[] }\nexport function createFindsProvider(catalog: ItemsCatalog, options: FindsProviderOptions = {}): FindsProvider {\n const rules = options.rules ? deepMerge(catalog.rules, options.rules) : catalog.rules\n const scoped: ItemsCatalog = rules === catalog.rules ? catalog : { ...catalog, rules }\n const usesPools = (options.pools ?? 'team') === 'team'\n\n const aliases = options.placeAliases ?? {}\n const poolPlaces = options.poolPlaces\n\n const passes = options.unknownContainers === 'pass'\n\n const choose = (query: FindsQuery): FindStack[] | null => {\n const pool = usesPools && (poolPlaces === undefined || poolPlaces.includes(query.place)) ? (scoped.pools.get(query.key ?? query.container) ?? scoped.pools.get(query.container)) : undefined\n if (!pool && passes && !scoped.containers.has(query.container)) return null\n if (!pool) return rollByCategory(scoped, query).map((itemId) => ({ itemId, count: 1 }))\n return rollExplicitPool(pool, rules.finds.states[query.state] ?? 'normal', query, rules).map(({ itemId, count }) => ({ itemId, count }))\n }\n\n return {\n findsFor(asked) {\n const query = aliases[asked.place] === undefined ? asked : { ...asked, place: aliases[asked.place] as string }\n const chosen = choose(query)\n if (chosen === null) return null\n return chosen\n .filter((stack) => scoped.has(stack.itemId))\n .map((stack) => {\n const data = spawnData(scoped.get(stack.itemId), query, scoped)\n return data ? { ...stack, data } : stack\n })\n },\n }\n}\n","import type { ColliderOptions, WorldCollider } from './types'\n\ninterface Box {\n ids: string[]\n object: string\n u0: number\n u1: number\n v0: number\n v1: number\n y0: number\n y1: number\n}\n\nconst volume = (b: Box): number => (b.u1 - b.u0) * (b.v1 - b.v0) * (b.y1 - b.y0)\nconst overlap = (a0: number, a1: number, b0: number, b1: number): number => Math.max(0, Math.min(a1, b1) - Math.max(a0, b0))\n\nfunction tryMerge(a: Box, b: Box, gap: number, slack: number): Box | null {\n if (a.u0 - gap > b.u1 || b.u0 - gap > a.u1) return null\n if (a.v0 - gap > b.v1 || b.v0 - gap > a.v1) return null\n if (a.y0 - gap > b.y1 || b.y0 - gap > a.y1) return null\n const u0 = Math.min(a.u0, b.u0)\n const u1 = Math.max(a.u1, b.u1)\n const v0 = Math.min(a.v0, b.v0)\n const v1 = Math.max(a.v1, b.v1)\n const y0 = Math.min(a.y0, b.y0)\n const y1 = Math.max(a.y1, b.y1)\n const hull = (u1 - u0) * (v1 - v0) * (y1 - y0)\n const common = overlap(a.u0, a.u1, b.u0, b.u1) * overlap(a.v0, a.v1, b.v0, b.v1) * overlap(a.y0, a.y1, b.y0, b.y1)\n const real = volume(a) + volume(b) - common\n if (hull > real * (1 + slack) + 1e-9) return null\n return { ids: [...a.ids, ...b.ids], object: a.object, u0, u1, v0, v1, y0, y1 }\n}\n\n/**\n * Union overlapping or adjacent colliders of the same object (same rotation) into fewer OBBs.\n * A merge happens only when the merged box adds at most `slack` extra volume over the real union, so coverage is never lost\n * and never grows noticeably. Colliders of different objects or rotations are left alone.\n */\nexport function mergeColliders(list: WorldCollider[], options: Pick<ColliderOptions, 'gap' | 'slack'> = {}): WorldCollider[] {\n const gap = options.gap ?? 0.02\n const slack = options.slack ?? 0.1\n const groups = new Map<string, WorldCollider[]>()\n for (const c of list) {\n const key = `${c.object}|${Math.round(c.ry * 1000)}`\n const g = groups.get(key)\n if (g) g.push(c)\n else groups.set(key, [c])\n }\n const out: WorldCollider[] = []\n for (const g of groups.values()) {\n const ry = g[0]?.ry ?? 0\n const cs = Math.cos(ry)\n const sn = Math.sin(ry)\n let boxes: Box[] = g.map((c) => {\n const u = c.cx * cs - c.cz * sn\n const v = c.cx * sn + c.cz * cs\n return { ids: [c.id], object: c.object, u0: u - c.hw, u1: u + c.hw, v0: v - c.hd, v1: v + c.hd, y0: c.y0, y1: c.y1 }\n })\n let changed = boxes.length > 1\n while (changed) {\n changed = false\n outer: for (let i = 0; i < boxes.length; i++) {\n for (let j = i + 1; j < boxes.length; j++) {\n const m = tryMerge(boxes[i] as Box, boxes[j] as Box, gap, slack)\n if (!m) continue\n boxes = boxes.filter((_, k) => k !== i && k !== j)\n boxes.push(m)\n changed = true\n break outer\n }\n }\n }\n for (const b of boxes) {\n const u = (b.u0 + b.u1) / 2\n const v = (b.v0 + b.v1) / 2\n out.push({\n id: b.ids.length === 1 ? (b.ids[0] as string) : `${b.ids[0]}+${b.ids.length - 1}`,\n object: b.object,\n cx: u * cs + v * sn,\n cz: -u * sn + v * cs,\n hw: (b.u1 - b.u0) / 2,\n hd: (b.v1 - b.v0) / 2,\n ry,\n y0: b.y0,\n y1: b.y1,\n })\n }\n }\n return out\n}\n","/** FNV-1a hash of a string to a 32-bit unsigned integer. */\nexport function hashString(text: string): number {\n let h = 2166136261\n for (let i = 0; i < text.length; i++) {\n h ^= text.charCodeAt(i)\n h = Math.imul(h, 16777619)\n }\n return h >>> 0\n}\n\n/** Deterministic random generator (mulberry32). Returns a function producing floats in [0, 1). Numbers and strings are accepted as seeds. */\nexport function rng(seed: number | string = 1): () => number {\n let a = (typeof seed === 'number' ? Math.floor(seed) >>> 0 : hashString(seed)) || 0x9e3779b9\n return () => {\n a = (a + 0x6d2b79f5) >>> 0\n let t = a\n t = Math.imul(t ^ (t >>> 15), t | 1)\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61)\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296\n }\n}\n","import { rng } from './rng'\nimport type { ItemCatalog, ItemStack, LootTables, SlotSpec, Vec3 } from './types'\n\n/** True when an item of `size` [w, h, d] fits in a slot of `max`; width and depth may be swapped (the item is turned). */\nexport function fitsSize(size: Vec3, max: Vec3): boolean {\n const eps = 1e-9\n if (size[1] > max[1] + eps) return false\n return (size[0] <= max[0] + eps && size[2] <= max[2] + eps) || (size[2] <= max[0] + eps && size[0] <= max[2] + eps)\n}\n\n/** Does the item type fit the slot. Types missing from the catalog are accepted (the host owns unknown items). */\nexport function fitsSlot(type: string, slot: SlotSpec, items?: ItemCatalog): boolean {\n const def = items?.[type]\n return def ? fitsSize(def.size, slot.max) : true\n}\n\n/**\n * Deterministic contents for a container: one entry per slot. A slot is filled with probability `fill`; the entry is a weighted pick\n * among the table entries whose item fits the slot. Same seed, same table and same slots always give the same result.\n */\nexport function generateLoot(\n tables: LootTables | undefined,\n tableId: string,\n slots: SlotSpec[],\n seed: number | string,\n items?: ItemCatalog,\n): Array<ItemStack | null> {\n const table = tables?.[tableId]\n const out: Array<ItemStack | null> = slots.map(() => null)\n if (!table) return out\n const rand = rng(seed)\n slots.forEach((slot, i) => {\n // Always draw the same number of random values per slot so a change in one slot does not shift the others.\n const roll = rand()\n const pick = rand()\n const q = rand()\n if (roll >= table.fill) return\n const candidates = table.entries.filter((e) => e.weight > 0 && fitsSlot(e.type, slot, items))\n const total = candidates.reduce((s, e) => s + e.weight, 0)\n if (total <= 0) return\n let r = pick * total\n let chosen = candidates[candidates.length - 1]\n for (const e of candidates) {\n r -= e.weight\n if (r < 0) {\n chosen = e\n break\n }\n }\n const [lo, hi] = chosen.qty ?? [1, 1]\n const def = items?.[chosen.type]\n const stackMax = def ? (def.stack ?? 1) : Number.POSITIVE_INFINITY\n const qty = Math.max(1, Math.min(stackMax, lo + Math.floor(q * (hi - lo + 1))))\n out[i] = { type: chosen.type, qty }\n })\n return out\n}\n","import type { InteractablesLocale, Strings } from './types'\n\n/** Engine-level prompts and messages. Content packs add their own keys through `WorldOptions.strings`. */\nexport const locales: Record<InteractablesLocale, Strings> = {\n en: {\n 'prompt.open': 'Open {name}',\n 'prompt.close': 'Close {name}',\n 'prompt.turn_on': 'Turn on {name}',\n 'prompt.turn_off': 'Turn off {name}',\n 'prompt.take': 'Take',\n 'prompt.sit': 'Sit',\n 'prompt.lie_down': 'Lie down',\n 'prompt.get_up': 'Get up',\n 'prompt.light': 'Light',\n 'prompt.change_channel': 'Change channel',\n 'prompt.read': 'Read',\n 'prompt.breaker_on': 'Switch on {circuit}',\n 'prompt.breaker_off': 'Switch off {circuit}',\n 'prompt.open_valve': 'Open valve',\n 'prompt.close_valve': 'Close valve',\n no_power: 'No power',\n no_gas: 'No gas',\n no_water: 'No water',\n locked: 'Locked',\n requires_open: 'Open it first',\n already_lit: 'Already lit',\n needs_ignition: 'Light it first',\n turn_on_first: 'Turn it on first',\n empty: 'Empty',\n full: 'Full',\n },\n 'pt-BR': {\n 'prompt.open': 'Abrir {name}',\n 'prompt.close': 'Fechar {name}',\n 'prompt.turn_on': 'Ligar {name}',\n 'prompt.turn_off': 'Desligar {name}',\n 'prompt.take': 'Pegar',\n 'prompt.sit': 'Sentar',\n 'prompt.lie_down': 'Deitar',\n 'prompt.get_up': 'Levantar',\n 'prompt.light': 'Acender',\n 'prompt.change_channel': 'Trocar de canal',\n 'prompt.read': 'Ler',\n 'prompt.breaker_on': 'Ligar {circuit}',\n 'prompt.breaker_off': 'Desligar {circuit}',\n 'prompt.open_valve': 'Abrir registro',\n 'prompt.close_valve': 'Fechar registro',\n no_power: 'Sem energia',\n no_gas: 'Sem gás',\n no_water: 'Sem água',\n locked: 'Trancado',\n requires_open: 'Abra primeiro',\n already_lit: 'Já está aceso',\n needs_ignition: 'Acenda primeiro',\n turn_on_first: 'Ligue primeiro',\n empty: 'Vazio',\n full: 'Cheio',\n },\n}\n\n/** Pick a built-in locale for an arbitrary tag (`pt`, `pt-br`, `en-GB`...). Unknown tags give `en`. */\nexport function pickLocale(locale: string | undefined): InteractablesLocale {\n if (!locale) return 'en'\n const l = locale.toLowerCase()\n if (l === 'pt-br' || l === 'pt') return 'pt-BR'\n return 'en'\n}\n\n/**\n * Merged table for a locale: built-in `en`, then the built-in table of `locale`, then the extra strings for `en` and for `locale`.\n * Lookup therefore falls back to English, and the caller never gets undefined for engine keys.\n */\nexport function resolveStrings(locale?: string, extra?: Partial<Record<InteractablesLocale, Strings>>): Strings {\n const loc = pickLocale(locale)\n return { ...locales.en, ...locales[loc], ...(extra?.en ?? {}), ...(loc === 'en' ? {} : (extra?.[loc] ?? {})) }\n}\n\n/** Replace `{name}` placeholders. Unknown placeholders are left untouched. */\nexport function format(text: string, vars?: Record<string, string | number>): string {\n if (!vars) return text\n return text.replace(/\\{(\\w+)\\}/g, (m, k: string) => (k in vars ? String(vars[k]) : m))\n}\n","import type { Motion, Transform, Vec3 } from './types'\n\nexport interface Pose {\n /** Translation relative to the pivot. */\n position: Vec3\n /** Rotation around `axis` (in the part frame) by `angle` radians. */\n rotation: { axis: Vec3; angle: number }\n scale: Vec3\n}\n\nconst DEFAULT_AXIS: Vec3 = [0, 1, 0]\n\n/**\n * Pose of a part at animation value `t` (0..1), relative to its pivot, so any renderer can apply it:\n * `position`, then `rotation` around the pivot, then `scale` along the axis.\n */\nexport function poseOf(motion: Motion, t: number): Pose {\n const tt = Math.max(0, Math.min(1, t))\n const axis = motion.axis ?? DEFAULT_AXIS\n const pose: Pose = { position: [0, 0, 0], rotation: { axis: [axis[0], axis[1], axis[2]], angle: 0 }, scale: [1, 1, 1] }\n switch (motion.kind) {\n case 'hinge':\n case 'rocker':\n case 'knob':\n pose.rotation.angle = (motion.angle ?? Math.PI / 2) * tt\n break\n case 'slide': {\n const d = (motion.distance ?? 0.4) * tt\n pose.position = [axis[0] * d, axis[1] * d, axis[2] * d]\n break\n }\n case 'scale': {\n const k = 1 + ((motion.scale ?? 0.2) - 1) * tt\n pose.scale = [axis[0] !== 0 ? k : 1, axis[1] !== 0 ? k : 1, axis[2] !== 0 ? k : 1]\n break\n }\n }\n return pose\n}\n\n/** Rotate a vector around +y by `ry` radians (same convention as three.js `rotation.y`). */\nexport function rotY(v: Vec3, ry: number): Vec3 {\n const c = Math.cos(ry)\n const s = Math.sin(ry)\n return [c * v[0] + s * v[2], v[1], -s * v[0] + c * v[2]]\n}\n\n/** Object-local point to world space. */\nexport function localToWorld(transform: Transform, v: Vec3): Vec3 {\n const r = rotY(v, transform.ry)\n return [transform.x + r[0], transform.y + r[1], transform.z + r[2]]\n}\n\n/** World point to object-local space. */\nexport function worldToLocal(transform: Transform, v: Vec3): Vec3 {\n return rotY([v[0] - transform.x, v[1] - transform.y, v[2] - transform.z], -transform.ry)\n}\n\n/** Rodrigues rotation of `v` around a unit-length-normalised `axis` by `angle`. */\nexport function rotateAxis(v: Vec3, axis: Vec3, angle: number): Vec3 {\n const len = Math.hypot(axis[0], axis[1], axis[2]) || 1\n const k: Vec3 = [axis[0] / len, axis[1] / len, axis[2] / len]\n const c = Math.cos(angle)\n const s = Math.sin(angle)\n const dot = k[0] * v[0] + k[1] * v[1] + k[2] * v[2]\n const cross: Vec3 = [k[1] * v[2] - k[2] * v[1], k[2] * v[0] - k[0] * v[2], k[0] * v[1] - k[1] * v[0]]\n return [v[0] * c + cross[0] * s + k[0] * dot * (1 - c), v[1] * c + cross[1] * s + k[1] * dot * (1 - c), v[2] * c + cross[2] * s + k[2] * dot * (1 - c)]\n}\n\nexport function clamp(v: number, lo: number, hi: number): number {\n return v < lo ? lo : v > hi ? hi : v\n}\n\nexport function dist3(a: Vec3, b: Vec3): number {\n return Math.hypot(a[0] - b[0], a[1] - b[1], a[2] - b[2])\n}\n","import { mergeColliders } from './colliders'\nimport { fitsSlot, generateLoot } from './loot'\nimport { format, resolveStrings } from './locale'\nimport { clamp, dist3, localToWorld, rotateAxis, rotY, worldToLocal } from './math'\nimport type {\n ActiveEmitter,\n BurnerSpec,\n ColliderOptions,\n DeviceSpec,\n FixtureSpec,\n FuelSourceSpec,\n Interactable,\n InteractionSpec,\n ItemStack,\n ObjectSpec,\n PartSpec,\n SeatResult,\n SoftSpec,\n TankSpec,\n TargetOptions,\n Transform,\n Vec3,\n World,\n WorldCollider,\n WorldEvent,\n WorldObject,\n WorldOptions,\n WorldState,\n} from './types'\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// Constants\n// ---------------------------------------------------------------------------------------------------------------------------------\n\nconst DEFAULT_ACTOR = 'player'\nconst DEFAULT_RADIUS = 1.2\nconst AUTO_RANGE = 2\nconst SMOKE_TAIL = 20\nconst FLUSH_SECONDS = 2\nconst ACTOR_HEIGHT = 1.7\nconst PUSH_GAIN = 1.2\nconst SWEEP_STEPS = 24\nconst FLOW_DEFAULTS: Record<string, number> = { tap: 6, shower: 8, utility_sink: 6, flush: 0, hose: 10, filter: 1 }\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// Internal state\n// ---------------------------------------------------------------------------------------------------------------------------------\n\ninterface PartState {\n spec: PartSpec\n t: number\n target: number\n maxT: number\n}\n\ninterface DeviceState {\n spec: DeviceSpec\n on: boolean\n channel: number\n}\n\ninterface FuelState {\n spec: FuelSourceSpec\n level: number\n}\n\ninterface BurnerState {\n spec: BurnerSpec\n on: boolean\n lit: boolean\n /** Seconds of smoke left after a solid-fuel fire went out. */\n smoke: number\n}\n\ninterface TankState {\n spec: TankSpec\n level: number\n}\n\ninterface FixtureState {\n spec: FixtureSpec\n on: boolean\n flowing: boolean\n /** Delivered / wanted in the last step, 0..1. */\n frac: number\n /** Seconds left of a flush. */\n timer: number\n}\n\ninterface SoftState {\n spec: SoftSpec\n ax: number\n az: number\n vax: number\n vaz: number\n phase: number\n}\n\ninterface DamageState {\n max: number\n hp: number\n}\n\ninterface ObjState {\n id: string\n public: WorldObject\n spec: ObjectSpec\n parts: Map<string, PartState>\n contents: Map<string, Array<ItemStack | null>>\n devices: Map<string, DeviceState>\n fuels: Map<string, FuelState>\n burners: Map<string, BurnerState>\n tanks: Map<string, TankState>\n fixtures: Map<string, FixtureState>\n soft: Map<string, SoftState>\n hp: Map<string, DamageState>\n interactions: InteractionSpec[]\n}\n\nfunction cloneStack(s: ItemStack | null): ItemStack | null {\n return s ? { type: s.type, qty: s.qty, ...(s.data ? { data: JSON.parse(JSON.stringify(s.data)) as Record<string, unknown> } : {}) } : null\n}\n\nfunction humanize(id: string): string {\n const s = id.replace(/[_-]+/g, ' ').trim()\n return s.charAt(0).toUpperCase() + s.slice(1)\n}\n\n// ---------------------------------------------------------------------------------------------------------------------------------\n// World\n// ---------------------------------------------------------------------------------------------------------------------------------\n\nexport function createWorld(options: WorldOptions = {}): World {\n const seed = options.seed ?? 1\n const objs = new Map<string, ObjState>()\n const breakers = new Map<string, boolean>()\n const seats = new Map<string, { object: string; seat: string }>()\n const plugs = new Map<string, string | null>()\n let locale = options.locale ?? 'en'\n let table = resolveStrings(locale, options.strings)\n let grid = options.grid ?? true\n let rain = options.rain ?? 0\n let wind: [number, number] = options.wind ? [options.wind[0], options.wind[1]] : [0, 0]\n let defaultTank: string | null = null\n let defaultTankExplicit = false\n let time = 0\n\n // ------------------------------------------------------------------ text & events\n function t(key: string, vars?: Record<string, string | number>): string {\n return format(table[key] ?? key, vars)\n }\n\n function emit(e: WorldEvent): void {\n options.onEvent?.(e)\n }\n\n function message(key: string): void {\n emit({ type: 'message', key, text: t(key) })\n }\n\n // ------------------------------------------------------------------ lookup helpers\n function gid(o: ObjState, local: string): string {\n return `${o.id}:${local}`\n }\n\n /** Find the first entity matching a world-wide id `objectId:localId`. */\n function findGlobal<T>(id: string, pick: (o: ObjState, local: string) => T | undefined): { o: ObjState; value: T; local: string } | null {\n for (const o of objs.values()) {\n if (!id.startsWith(o.id + ':')) continue\n const local = id.slice(o.id.length + 1)\n const value = pick(o, local)\n if (value !== undefined) return { o, value, local }\n }\n return null\n }\n\n function objectOrThrow(id: string): ObjState {\n const o = objs.get(id)\n if (!o) throw new Error(`Unknown object \"${id}\"`)\n return o\n }\n\n function originOf(o: ObjState): Vec3 {\n const tr = o.public.transform\n return [tr.x, tr.y, tr.z]\n }\n\n function toWorld(o: ObjState, v: Vec3): Vec3 {\n return localToWorld(o.public.transform, v)\n }\n\n // ------------------------------------------------------------------ parts\n function openThreshold(p: PartState): number {\n return Math.min(0.5, p.maxT * 0.9)\n }\n\n function isOpen(o: ObjState, partId: string | undefined): boolean {\n if (!partId) return true\n const p = o.parts.get(partId)\n if (!p) return true\n return p.maxT >= 0.1 && p.t >= openThreshold(p)\n }\n\n function targetIsOpen(p: PartState): boolean {\n return p.maxT >= 0.1 && p.target >= openThreshold(p)\n }\n\n function writeT(o: ObjState, p: PartState, v: number): void {\n p.t = v\n o.public.parts[p.spec.id] = v\n }\n\n function gated(o: ObjState, p: PartState): boolean {\n return !!p.spec.requires && o.parts.has(p.spec.requires) && !isOpen(o, p.spec.requires)\n }\n\n function setOnePart(o: ObjState, p: PartState, target: number, instant: boolean): void {\n const next = clamp(target, 0, p.maxT)\n const changed = next !== p.target\n p.target = next\n if (instant) writeT(o, p, next)\n if (changed || instant) emit({ type: 'part', object: o.id, part: p.spec.id, t: p.t, target: p.target })\n }\n\n function setPartTarget(o: ObjState, partId: string, target: number, instant = false): void {\n const p = o.parts.get(partId)\n if (!p) return\n const group = p.spec.group\n const members = group ? [...o.parts.values()].filter((q) => q.spec.group === group) : [p]\n for (const q of members) {\n setOne(o, q, target, instant)\n }\n }\n\n function setOne(o: ObjState, p: PartState, target: number, instant: boolean): void {\n setOnePart(o, p, target, instant)\n // a part that other parts require closes them with it (the drawer behind a door closes with the door)\n if (!targetIsOpen(p)) {\n for (const q of o.parts.values()) {\n if (q.spec.requires === p.spec.id && q.target > 0) setPartTarget(o, q.spec.id, 0, instant)\n }\n }\n }\n\n /** Frame of a part right now: rotation (axis in object-local, angle) and translation, both about its pivot. */\n function partFrame(o: ObjState, partId: string | undefined): { pivot: Vec3; axis: Vec3; angle: number; offset: Vec3 } | null {\n if (!partId) return null\n const p = o.parts.get(partId)\n if (!p) return null\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n const frame = { pivot: p.spec.pivot, axis, angle: 0, offset: [0, 0, 0] as Vec3 }\n if (m.kind === 'slide') {\n const d = (m.distance ?? 0.4) * p.t\n frame.offset = [axis[0] * d, axis[1] * d, axis[2] * d]\n } else if (m.kind !== 'scale') {\n frame.angle = (m.angle ?? Math.PI / 2) * p.t\n }\n return frame\n }\n\n function applyPart(o: ObjState, partId: string | undefined, local: Vec3): Vec3 {\n const f = partFrame(o, partId)\n if (!f) return local\n const rel: Vec3 = [local[0] - f.pivot[0], local[1] - f.pivot[1], local[2] - f.pivot[2]]\n const r = f.angle !== 0 ? rotateAxis(rel, f.axis, f.angle) : rel\n return [f.pivot[0] + r[0] + f.offset[0], f.pivot[1] + r[1] + f.offset[1], f.pivot[2] + r[2] + f.offset[2]]\n }\n\n /** Moves the full closed-pose slab of a part and returns the largest t whose pose keeps every sampled point clear. */\n function fitBounds(o: ObjState, p: PartState, b: NonNullable<PartSpec['bounds']>, blockedAt: (x: number, z: number) => boolean): number {\n const STEP = 0.05\n const ANGLES = 48\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n const lo: Vec3 = [Math.min(b[0], b[3]), Math.min(b[1], b[4]), Math.min(b[2], b[5])]\n const hi: Vec3 = [Math.max(b[0], b[3]), Math.max(b[1], b[4]), Math.max(b[2], b[5])]\n const axisPoints = (i: number): number[] => {\n const n = Math.max(1, Math.ceil((hi[i] - lo[i]) / STEP))\n return Array.from({ length: n + 1 }, (_, k) => lo[i] + ((hi[i] - lo[i]) * k) / n)\n }\n const xs = axisPoints(0)\n const ys = axisPoints(1)\n const zs = axisPoints(2)\n // `blocked` only sees x/z, so only the floor footprint matters. About a vertical axis (and for slides) y never changes\n // the footprint, so the x/z outline is enough; otherwise the footprint boundary is the projection of the box edges.\n const flat = m.kind === 'slide' || Math.abs(axis[1]) > 0.999\n const seen = new Set<string>()\n const pts: Vec3[] = []\n const add = (x: number, y: number, z: number): void => {\n const key = `${x.toFixed(5)},${y.toFixed(5)},${z.toFixed(5)}`\n if (seen.has(key)) return\n seen.add(key)\n pts.push([x, y, z])\n }\n if (flat) {\n for (const x of xs) for (const z of [lo[2], hi[2]]) add(x, lo[1], z)\n for (const z of zs) for (const x of [lo[0], hi[0]]) add(x, lo[1], z)\n } else {\n for (const x of xs) for (const y of [lo[1], hi[1]]) for (const z of [lo[2], hi[2]]) add(x, y, z)\n for (const y of ys) for (const x of [lo[0], hi[0]]) for (const z of [lo[2], hi[2]]) add(x, y, z)\n for (const z of zs) for (const x of [lo[0], hi[0]]) for (const y of [lo[1], hi[1]]) add(x, y, z)\n }\n const tr = o.public.transform\n const pivot = p.spec.pivot\n for (let i = 1; i <= ANGLES; i++) {\n const tt = i / ANGLES\n const angle = m.kind === 'slide' ? 0 : (m.angle ?? Math.PI / 2) * tt\n const d = m.kind === 'slide' ? (m.distance ?? 0.4) * tt : 0\n for (const [x, y, z] of pts) {\n let q: Vec3 = [x, y, z]\n if (angle !== 0) {\n const r = rotateAxis([x - pivot[0], y - pivot[1], z - pivot[2]], axis, angle)\n q = [pivot[0] + r[0], pivot[1] + r[1], pivot[2] + r[2]]\n }\n const w = localToWorld(tr, [q[0] + axis[0] * d, 0, q[2] + axis[2] * d])\n if (blockedAt(w[0], w[2])) return (i - 1) / ANGLES\n }\n }\n return 1\n }\n\n function fitSweep(objectId: string, partId: string, blocked: (x: number, z: number) => boolean): number {\n const o = objectOrThrow(objectId)\n const p = o.parts.get(partId)\n if (!p) throw new Error(`Unknown part \"${partId}\" on \"${objectId}\"`)\n const sweep = p.spec.sweep\n let result = 1\n const bounds = p.spec.bounds\n const mk = p.spec.motion.kind\n if (bounds && (mk === 'hinge' || mk === 'rocker' || mk === 'knob' || mk === 'slide')) {\n result = fitBounds(o, p, bounds, blocked)\n } else if (sweep) {\n const x0 = Math.min(sweep[0], sweep[2])\n const x1 = Math.max(sweep[0], sweep[2])\n const z0 = Math.min(sweep[1], sweep[3])\n const z1 = Math.max(sweep[1], sweep[3])\n const tr = o.public.transform\n const hit = (lx: number, lz: number): boolean => {\n const w = localToWorld(tr, [lx, 0, lz])\n return blocked(w[0], w[2])\n }\n const m = p.spec.motion\n const axis = rotY(m.axis ?? [0, 1, 0], p.spec.ry ?? 0)\n if (m.kind === 'hinge' || m.kind === 'rocker' || m.kind === 'knob') {\n if (Math.abs(axis[1]) >= 0.5) {\n const angle = m.angle ?? Math.PI / 2\n const total = -angle * Math.sign(axis[1])\n const [px, , pz] = p.spec.pivot\n const cx = (x0 + x1) / 2\n const cz = (z0 + z1) / 2\n const w = x1 - x0\n const d = z1 - z0\n const radius = Math.abs(angle) > 1.7 ? Math.min(w, d) : Math.max(w, d)\n const tol = 0.05\n const inRect = (x: number, z: number) => x >= x0 - tol && x <= x1 + tol && z >= z0 - tol && z <= z1 + tol\n const centered = Math.hypot(cx - px, cz - pz) < 1e-6\n const mid = Math.atan2(cz - pz, cx - px)\n for (let i = 1; i <= SWEEP_STEPS && result === 1; i++) {\n const tt = i / SWEEP_STEPS\n let isHit = false\n if (centered) {\n for (let x = x0; x <= x1 + 1e-9 && !isHit; x += 0.1) for (let z = z0; z <= z1 + 1e-9 && !isHit; z += 0.1) isHit = hit(x, z)\n } else {\n const phi = mid - total / 2 + total * tt\n const steps = Math.max(2, Math.ceil(radius / 0.1))\n for (let k = 1; k <= steps && !isHit; k++) {\n const r = (radius * k) / steps\n const x = px + Math.cos(phi) * r\n const z = pz + Math.sin(phi) * r\n if (inRect(x, z)) isHit = hit(x, z)\n }\n }\n if (isHit) result = (i - 1) / SWEEP_STEPS\n }\n }\n } else if (m.kind === 'slide') {\n const len = Math.hypot(axis[0], axis[2])\n if (len > 1e-6) {\n const dx = axis[0] / len\n const dz = axis[2] / len\n const proj = [x0 * dx + z0 * dz, x1 * dx + z0 * dz, x0 * dx + z1 * dz, x1 * dx + z1 * dz]\n const pmin = Math.min(...proj)\n const pmax = Math.max(...proj)\n const nx = Math.max(1, Math.ceil((x1 - x0) / 0.1))\n const nz = Math.max(1, Math.ceil((z1 - z0) / 0.1))\n for (let i = 1; i <= SWEEP_STEPS && result === 1; i++) {\n const limit = pmin + (pmax - pmin) * (i / SWEEP_STEPS)\n let isHit = false\n for (let a = 0; a <= nx && !isHit; a++) {\n for (let b = 0; b <= nz && !isHit; b++) {\n const x = x0 + ((x1 - x0) * a) / nx\n const z = z0 + ((z1 - z0) * b) / nz\n if (x * dx + z * dz <= limit + 1e-9 && hit(x, z)) isHit = true\n }\n }\n if (isHit) result = (i - 1) / SWEEP_STEPS\n }\n }\n }\n }\n p.maxT = result\n if (p.target > result) p.target = result\n if (p.t > result) writeT(o, p, result)\n return result\n }\n\n // ------------------------------------------------------------------ containers\n function containerOf(o: ObjState, id: string) {\n return o.spec.containers?.find((c) => c.id === id)\n }\n\n function accessible(objectId: string, containerId: string): boolean {\n const o = objs.get(objectId)\n if (!o) return false\n const c = containerOf(o, containerId)\n if (!c) return false\n return isOpen(o, c.access)\n }\n\n function contents(objectId: string, containerId: string): Array<ItemStack | null> {\n return (objs.get(objectId)?.contents.get(containerId) ?? []).map(cloneStack)\n }\n\n function take(objectId: string, containerId: string, slot: number, actor: string = DEFAULT_ACTOR): ItemStack | null {\n const o = objs.get(objectId)\n if (!o) return null\n const list = o.contents.get(containerId)\n if (!list || !accessible(objectId, containerId)) return null\n const stack = list[slot]\n if (!stack) return null\n const def = options.items?.[stack.type]\n if (def && def.pickable === false) return null\n list[slot] = null\n emit({ type: 'pickup', object: objectId, container: containerId, slot, stack: cloneStack(stack) as ItemStack, actor })\n return stack\n }\n\n function put(objectId: string, containerId: string, stack: ItemStack): number | null {\n const o = objs.get(objectId)\n if (!o) return null\n const c = containerOf(o, containerId)\n const list = o.contents.get(containerId)\n if (!c || !list || !accessible(objectId, containerId)) return null\n const maxStack = options.items?.[stack.type]?.stack ?? 1\n for (let i = 0; i < list.length; i++) {\n const cur = list[i]\n if (cur && cur.type === stack.type && !cur.data && !stack.data && cur.qty + stack.qty <= maxStack) {\n cur.qty += stack.qty\n return i\n }\n }\n for (let i = 0; i < list.length; i++) {\n if (!list[i] && fitsSlot(stack.type, c.slots[i], options.items)) {\n list[i] = cloneStack(stack)\n return i\n }\n }\n message('full')\n return null\n }\n\n function slotPosition(objectId: string, containerId: string, slot: number): Vec3 {\n const o = objectOrThrow(objectId)\n const c = containerOf(o, containerId)\n const s = c?.slots[slot]\n if (!c || !s) throw new Error(`Unknown slot ${slot} of \"${containerId}\" on \"${objectId}\"`)\n return toWorld(o, applyPart(o, s.part, s.pos))\n }\n\n // ------------------------------------------------------------------ power\n function rebuildPlugs(): void {\n plugs.clear()\n const sockets: Array<{ id: string; pos: Vec3; circuit?: string; local: string }> = []\n for (const o of objs.values()) {\n for (const s of o.spec.sockets ?? []) sockets.push({ id: gid(o, s.id), local: s.id, pos: toWorld(o, s.pos), circuit: s.circuit })\n }\n const used = new Set<string>()\n const autos: Array<{ o: ObjState; d: DeviceState }> = []\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const key = gid(o, d.spec.id)\n const want = d.spec.socket\n if (want === undefined || d.spec.circuit) {\n plugs.set(key, null)\n } else if (want === 'auto') {\n plugs.set(key, null)\n autos.push({ o, d })\n } else {\n const s = sockets.find((x) => x.id === want) ?? sockets.find((x) => x.id === gid(o, want)) ?? sockets.find((x) => x.local === want)\n plugs.set(key, s ? s.id : null)\n if (s) used.add(s.id)\n }\n }\n }\n for (const { o, d } of autos) {\n const from = d.spec.plug ? toWorld(o, d.spec.plug) : originOf(o)\n let best: (typeof sockets)[number] | null = null\n let bestD = AUTO_RANGE\n for (const s of sockets) {\n if (used.has(s.id)) continue\n const dd = dist3(from, s.pos)\n if (dd <= bestD) {\n best = s\n bestD = dd\n }\n }\n if (best) {\n used.add(best.id)\n plugs.set(gid(o, d.spec.id), best.id)\n }\n }\n }\n\n function breaker(circuit: string): boolean {\n return breakers.get(circuit) ?? true\n }\n\n function devicePowered(o: ObjState, d: DeviceState): boolean {\n if (d.spec.electric === false) return true\n if (!grid) return false\n if (d.spec.circuit) return breaker(d.spec.circuit)\n if (d.spec.socket === undefined) return false\n const sid = plugs.get(gid(o, d.spec.id))\n if (!sid) return false\n const found = findGlobal(sid, (oo, local) => oo.spec.sockets?.find((s) => s.id === local))\n if (!found) return false\n return found.value.circuit ? breaker(found.value.circuit) : true\n }\n\n function getDevice(objectId: string, deviceId: string): { o: ObjState; d: DeviceState } | null {\n const o = objs.get(objectId)\n const d = o?.devices.get(deviceId)\n return o && d ? { o, d } : null\n }\n\n function powerSnapshot(): Map<string, boolean> {\n const m = new Map<string, boolean>()\n for (const o of objs.values()) for (const d of o.devices.values()) m.set(gid(o, d.spec.id), d.on && devicePowered(o, d))\n return m\n }\n\n function emitPowerChanges(before: Map<string, boolean>): void {\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const key = gid(o, d.spec.id)\n const now = d.on && devicePowered(o, d)\n if (before.get(key) !== now && d.on) emit({ type: 'device', object: o.id, device: d.spec.id, on: d.on, powered: devicePowered(o, d), channel: d.spec.kind === 'screen' ? d.channel : undefined })\n }\n }\n }\n\n function setDeviceOn(o: ObjState, d: DeviceState, on: boolean): void {\n d.on = on\n if (d.spec.part) setPartTarget(o, d.spec.part, on ? 1 : 0)\n const powered = devicePowered(o, d)\n emit({ type: 'device', object: o.id, device: d.spec.id, on, powered, channel: d.spec.kind === 'screen' ? d.channel : undefined })\n if (on && !powered) message('no_power')\n }\n\n function setDevice(objectId: string, deviceId: string, on: boolean): boolean {\n const f = getDevice(objectId, deviceId)\n if (!f) return false\n if (f.d.on !== on) setDeviceOn(f.o, f.d, on)\n return true\n }\n\n function setFixture(objectId: string, fixtureId: string, on: boolean): boolean {\n const fx = objs.get(objectId)?.fixtures.get(fixtureId)\n if (!fx) return false\n if (fx.on !== on) toggleFixture(objs.get(objectId) as ObjState, fixtureId)\n return fx.on === on\n }\n\n function setBurner(objectId: string, burnerId: string, on: boolean): boolean {\n const o = objs.get(objectId)\n const b = o?.burners.get(burnerId)\n if (!o || !b) return false\n const isOn = b.on || b.lit\n if (on === isOn) return true\n if (!on) return toggleBurner(o, burnerId)\n return b.spec.needsIgnition ? ignite(o, burnerId) : toggleBurner(o, burnerId)\n }\n\n function resolveDevice(o: ObjState, id: string): { o: ObjState; d: DeviceState } | null {\n if (id.includes(':')) {\n const f = findGlobal(id, (oo, local) => oo.devices.get(local))\n return f ? { o: f.o, d: f.value } : null\n }\n const local = o.devices.get(id)\n if (local) return { o, d: local }\n for (const oo of objs.values()) {\n const d = oo.devices.get(id)\n if (d) return { o: oo, d }\n }\n return null\n }\n\n function switchIsOn(o: ObjState, spec: { part?: string; controls: string[] }): boolean {\n if (spec.part && o.parts.has(spec.part)) return targetIsOpen(o.parts.get(spec.part) as PartState)\n return spec.controls.some((id) => resolveDevice(o, id)?.d.on)\n }\n\n function toggleSwitch(o: ObjState, id: string): boolean {\n const sw = o.spec.switches?.find((s) => s.id === id)\n if (!sw) return false\n const on = !switchIsOn(o, sw)\n if (sw.part) setPartTarget(o, sw.part, on ? 1 : 0)\n let unpowered = false\n for (const ref of sw.controls) {\n const r = resolveDevice(o, ref)\n if (!r) continue\n r.d.on = on\n if (r.d.spec.part) setPartTarget(r.o, r.d.spec.part, on ? 1 : 0)\n const powered = devicePowered(r.o, r.d)\n if (on && !powered) unpowered = true\n emit({ type: 'device', object: r.o.id, device: r.d.spec.id, on, powered })\n }\n emit({ type: 'switch', object: o.id, switch: sw.id, on })\n if (unpowered) message('no_power')\n return true\n }\n\n // ------------------------------------------------------------------ fuel\n function resolveFuel(o: ObjState, b: BurnerState): { o: ObjState; f: FuelState } | null {\n const want = b.spec.fuel\n if (want === 'auto') {\n const from = toWorld(o, b.spec.pos)\n let best: { o: ObjState; f: FuelState } | null = null\n let bestD = AUTO_RANGE\n for (const oo of objs.values()) {\n for (const f of oo.fuels.values()) {\n if (f.spec.kind !== 'gas') continue\n const d = dist3(from, originOf(oo))\n if (d <= bestD) {\n best = { o: oo, f }\n bestD = d\n }\n }\n }\n return best\n }\n if (want.includes(':')) {\n const f = findGlobal(want, (oo, local) => oo.fuels.get(local))\n return f ? { o: f.o, f: f.value } : null\n }\n const local = o.fuels.get(want)\n return local ? { o, f: local } : null\n }\n\n function valveOpen(o: ObjState, f: FuelState): boolean {\n const v = f.spec.valve\n if (!v || !o.parts.has(v)) return true\n return targetIsOpen(o.parts.get(v) as PartState)\n }\n\n function canBurn(b: BurnerState, ref: { o: ObjState; f: FuelState } | null): boolean {\n return !!ref && ref.f.level > 0 && valveOpen(ref.o, ref.f)\n }\n\n function isSolid(ref: { f: FuelState } | null): boolean {\n return !!ref && ref.f.spec.kind !== 'gas'\n }\n\n function emitBurner(o: ObjState, b: BurnerState): void {\n emit({ type: 'burner', object: o.id, burner: b.spec.id, on: b.on, lit: b.lit })\n }\n\n function extinguish(o: ObjState, b: BurnerState, turnOff: boolean): void {\n const ref = resolveFuel(o, b)\n const wasLit = b.lit\n b.lit = false\n if (turnOff) b.on = false\n if (b.spec.part) setPartTarget(o, b.spec.part, b.on ? 1 : 0)\n if (wasLit && isSolid(ref)) b.smoke = SMOKE_TAIL\n emitBurner(o, b)\n }\n\n function toggleBurner(o: ObjState, id: string): boolean {\n const b = o.burners.get(id)\n if (!b) return false\n if (b.on || b.lit) {\n extinguish(o, b, true)\n return true\n }\n if (b.spec.needsIgnition) return false\n const ref = resolveFuel(o, b)\n b.on = true\n b.lit = canBurn(b, ref)\n if (b.lit) b.smoke = 0\n if (b.spec.part) setPartTarget(o, b.spec.part, 1)\n emitBurner(o, b)\n if (!b.lit) message(ref && ref.f.level <= 0 ? 'empty' : 'no_gas')\n return true\n }\n\n function ignite(o: ObjState, id: string): boolean {\n const b = o.burners.get(id)\n if (!b || b.lit) return false\n const ref = resolveFuel(o, b)\n if (!canBurn(b, ref)) {\n message(ref && ref.f.level <= 0 ? 'empty' : 'no_gas')\n return false\n }\n b.on = true\n b.lit = true\n b.smoke = 0\n if (b.spec.part) setPartTarget(o, b.spec.part, 1)\n emitBurner(o, b)\n return true\n }\n\n function toggleFuel(o: ObjState, id: string): boolean {\n const f = o.fuels.get(id)\n if (!f || !f.spec.valve || !o.parts.has(f.spec.valve)) return false\n const p = o.parts.get(f.spec.valve) as PartState\n setPartTarget(o, f.spec.valve, targetIsOpen(p) ? 0 : 1)\n return true\n }\n\n // ------------------------------------------------------------------ water\n function resolveTank(o: ObjState, id: string | undefined): { o: ObjState; t: TankState } | null {\n const want = id === undefined || id === 'auto' ? defaultTank : id\n if (!want) return null\n const f = findGlobal(want, (oo, local) => oo.tanks.get(local))\n if (f) return { o: f.o, t: f.value }\n const local = o.tanks.get(want)\n return local ? { o, t: local } : null\n }\n\n function drawWater(o: ObjState, fx: FixtureState, liters: number): number {\n if (liters <= 0) return 0\n if (options.waterSupply) return Math.max(0, Math.min(liters, options.waterSupply.draw(gid(o, fx.spec.id), liters)))\n const tank = resolveTank(o, fx.spec.tank)\n if (!tank) return 0\n const got = Math.min(liters, tank.t.level)\n tank.t.level -= got\n return got\n }\n\n function emitFixture(o: ObjState, fx: FixtureState): void {\n emit({ type: 'fixture', object: o.id, fixture: fx.spec.id, on: fx.on, flowing: fx.flowing })\n }\n\n function flowOf(fx: FixtureState): number {\n return fx.spec.flow ?? FLOW_DEFAULTS[fx.spec.kind] ?? 6\n }\n\n function stepFixture(o: ObjState, fx: FixtureState, dt: number): void {\n if (!fx.on) return\n if (fx.spec.kind === 'flush') {\n fx.timer -= dt\n if (fx.timer <= 0) {\n fx.on = false\n fx.flowing = false\n fx.frac = 0\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n emitFixture(o, fx)\n }\n return\n }\n if (dt <= 0) return\n const wanted = (flowOf(fx) / 60) * dt\n const got = drawWater(o, fx, wanted)\n const flowing = got > 1e-9\n fx.frac = wanted > 0 ? Math.min(1, got / wanted) : 0\n if (flowing !== fx.flowing) {\n fx.flowing = flowing\n emitFixture(o, fx)\n }\n }\n\n function toggleFixture(o: ObjState, id: string): boolean {\n const fx = o.fixtures.get(id)\n if (!fx) return false\n if (fx.on) {\n fx.on = false\n fx.flowing = false\n fx.frac = 0\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n emitFixture(o, fx)\n return true\n }\n fx.on = true\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 1)\n if (fx.spec.kind === 'flush') {\n const volume = fx.spec.volume ?? 6\n const got = drawWater(o, fx, volume)\n fx.flowing = got > 1e-9\n fx.frac = fx.flowing ? 1 : 0\n fx.timer = FLUSH_SECONDS\n if (!fx.flowing) {\n fx.on = false\n if (fx.spec.part) setPartTarget(o, fx.spec.part, 0)\n }\n } else {\n fx.flowing = false\n fx.frac = 0\n stepFixture(o, fx, 1 / 60)\n }\n emitFixture(o, fx)\n if (!fx.flowing) message('no_water')\n return true\n }\n\n // ------------------------------------------------------------------ seats\n function seatTaken(objectId: string, seatId: string): string | null {\n for (const [actor, s] of seats) if (s.object === objectId && s.seat === seatId) return actor\n return null\n }\n\n function stand(actor: string = DEFAULT_ACTOR): Vec3 | null {\n const s = seats.get(actor)\n if (!s) return null\n seats.delete(actor)\n const o = objs.get(s.object)\n const spec = o?.spec.seats?.find((x) => x.id === s.seat)\n emit({ type: 'seat', object: s.object, seat: s.seat, actor, seated: false })\n if (!o || !spec) return null\n return toWorld(o, spec.exit)\n }\n\n function sit(objectId: string, seatId: string, actor: string = DEFAULT_ACTOR): SeatResult | null {\n const o = objs.get(objectId)\n const seat = o?.spec.seats?.find((s) => s.id === seatId)\n if (!o || !seat) return null\n const holder = seatTaken(objectId, seatId)\n if (holder && holder !== actor) return null\n if (seats.has(actor) && !holder) stand(actor)\n seats.set(actor, { object: objectId, seat: seatId })\n const eye = seat.eye ?? (seat.pose === 'lie' ? 0.18 : 0.62)\n emit({ type: 'seat', object: objectId, seat: seatId, actor, seated: true })\n return { eye: toWorld(o, [seat.pos[0], seat.pos[1] + eye, seat.pos[2]]), yaw: o.public.transform.ry + seat.ry + Math.PI, pose: seat.pose }\n }\n\n // ------------------------------------------------------------------ soft volumes\n function push(pos: Vec3, radius: number, vel: Vec3): void {\n for (const o of objs.values()) {\n if (!o.soft.size) continue\n const tr = o.public.transform\n const lp = worldToLocal(tr, pos)\n const lv = rotY(vel, -tr.ry)\n for (const s of o.soft.values()) {\n const [w, h, d] = s.spec.size\n const hx = w / 2\n const hz = Math.max(d, 0.1) / 2\n const dx = Math.max(Math.abs(lp[0] - s.spec.anchor[0]) - hx, 0)\n const dz = Math.max(Math.abs(lp[2] - s.spec.anchor[2]) - hz, 0)\n if (Math.hypot(dx, dz) > radius) continue\n const top = tr.y + s.spec.anchor[1]\n if (pos[1] + ACTOR_HEIGHT < top - h || pos[1] > top) continue\n const cap = 8\n s.vax = clamp(s.vax - lv[2] * PUSH_GAIN, -cap, cap)\n s.vaz = clamp(s.vaz + lv[0] * PUSH_GAIN, -cap, cap)\n if (s.spec.kind === 'panel' && s.spec.part && lv[2] < -0.05 && lp[2] > s.spec.anchor[2]) setPartTarget(o, s.spec.part, 1)\n }\n }\n }\n\n function stepSoft(dt: number): void {\n const sub = Math.max(1, Math.ceil(dt / (1 / 120)))\n const h = dt / sub\n for (const o of objs.values()) {\n if (!o.soft.size) continue\n const wl = rotY([wind[0], 0, wind[1]], -o.public.transform.ry)\n for (const s of o.soft.values()) {\n const k = s.spec.stiffness ?? 30\n const c = s.spec.damping ?? 4\n const max = s.spec.maxAngle ?? 0.7\n const gain = s.spec.wind ?? (s.spec.kind === 'panel' ? 0 : 1)\n const gust = gain * (0.6 + 0.4 * Math.sin(time * 1.7 + s.phase)) * 0.1\n const fx = -wl[2] * gust\n const fz = wl[0] * gust\n for (let i = 0; i < sub; i++) {\n s.vax += (-k * s.ax - c * s.vax + fx) * h\n s.vaz += (-k * s.az - c * s.vaz + fz) * h\n s.ax += s.vax * h\n s.az += s.vaz * h\n }\n if (Math.abs(s.ax) > max) {\n s.ax = Math.sign(s.ax) * max\n s.vax = 0\n }\n if (Math.abs(s.az) > max) {\n s.az = Math.sign(s.az) * max\n s.vaz = 0\n }\n }\n }\n }\n\n // ------------------------------------------------------------------ damage\n function damage(objectId: string, target: string, amount: number, _kind?: string): { hp: number; destroyed: boolean } | null {\n const o = objs.get(objectId)\n if (o && options.destruction) {\n const pos = toWorld(o, [0, 0.5, 0])\n const type = _kind === 'gas' ? 'explosive' : _kind === 'fabric' ? 'slash' : 'blunt'\n const result = options.destruction.hitPart(objectId, target, { type, point: pos, energy: Math.max(0, amount), source: 'interactables' }) as { events?: Array<{ type?: string; part?: string }> } | null | undefined\n const destroyed = !!result?.events?.some((e) => e.type === 'fracture' && e.part === target)\n emit({ type: 'damage', object: objectId, target, hp: -1, destroyed })\n return { hp: -1, destroyed }\n }\n const st = o?.hp.get(target)\n if (!o || !st) return null\n if (st.hp <= 0) return { hp: 0, destroyed: true }\n const before = st.hp\n st.hp = Math.max(0, st.hp - Math.max(0, amount))\n const destroyed = st.hp <= 0\n emit({ type: 'damage', object: objectId, target, hp: st.hp, destroyed })\n const pos = toWorld(o, [0, 0.5, 0])\n const fuel = o.fuels.get(target)\n if (fuel && destroyed && fuel.spec.kind === 'gas' && fuel.level > 0) {\n emit({ type: 'explosion', object: objectId, pos, radius: 2 + fuel.level / 5 })\n fuel.level = 0\n }\n const tank = o.tanks.get(target)\n if (tank && before === st.max && st.hp < before) emit({ type: 'leak', object: objectId, target, pos })\n return { hp: st.hp, destroyed }\n }\n\n // ------------------------------------------------------------------ interactions\n function deriveInteractions(spec: ObjectSpec): InteractionSpec[] {\n const out: InteractionSpec[] = []\n const used = new Set<string>()\n const partPos = (id: string | undefined, fallback: Vec3): Vec3 => spec.parts?.find((p) => p.id === id)?.pivot ?? fallback\n const partLabel = (id: string | undefined): string => spec.parts?.find((p) => p.id === id)?.label ?? ''\n const claim = (id: string | undefined) => {\n if (id) used.add(id)\n }\n for (const d of spec.devices ?? []) {\n claim(d.part)\n const pos = d.part ? partPos(d.part, [0, 1, 0]) : (d.plug ?? [0, 1, 0])\n // a hard-wired lamp (circuit, no plug, no part to press) is driven by switches and `setDevice`: it never steals the interact key\n if (d.kind === 'lamp' && !d.part && !d.plug && d.electric !== false) continue\n out.push({ id: `device.${d.id}`, pos, action: { do: 'toggle_device', device: d.id }, label: partLabel(d.part) })\n if (d.kind === 'screen' && (d.channels ?? 1) > 1) out.push({ id: `channel.${d.id}`, pos, action: { do: 'cycle_device', device: d.id }, label: '' })\n }\n for (const s of spec.switches ?? []) {\n claim(s.part)\n out.push({ id: `switch.${s.id}`, pos: partPos(s.part, [0, 1.2, 0]), action: { do: 'toggle_switch', switch: s.id }, label: partLabel(s.part) })\n }\n const driven = new Set((spec.devices ?? []).map((d) => d.fixture))\n for (const f of spec.fixtures ?? []) {\n claim(f.part)\n if (driven.has(f.id)) continue\n out.push({ id: `fixture.${f.id}`, pos: f.part ? partPos(f.part, f.outlet) : f.outlet, action: { do: 'toggle_fixture', fixture: f.id }, label: partLabel(f.part) })\n }\n for (const b of spec.burners ?? []) {\n claim(b.part)\n const pos = b.part ? partPos(b.part, b.pos) : b.pos\n if (b.needsIgnition) out.push({ id: `ignite.${b.id}`, pos, action: { do: 'ignite', burner: b.id }, label: '' })\n out.push({ id: `burner.${b.id}`, pos, action: { do: 'toggle_burner', burner: b.id }, label: partLabel(b.part) })\n }\n for (const f of spec.fuels ?? []) {\n if (!f.valve) continue\n claim(f.valve)\n out.push({ id: `fuel.${f.id}`, pos: partPos(f.valve, [0, 0.5, 0]), action: { do: 'toggle_fuel', fuel: f.id }, label: partLabel(f.valve) })\n }\n for (const c of spec.containers ?? []) {\n if (!c.access) out.push({ id: `open.${c.id}`, pos: c.volume.center, action: { do: 'open_container', container: c.id }, label: '' })\n }\n for (const p of spec.parts ?? []) {\n if (used.has(p.id)) continue\n if (p.label) out.push({ id: `part.${p.id}`, pos: p.pivot, action: { do: 'toggle_part', part: p.id }, label: p.label })\n }\n for (const c of spec.containers ?? []) {\n if (c.access && !spec.parts?.find((p) => p.id === c.access)?.label) {\n out.push({ id: `open.${c.id}`, pos: partPos(c.access, c.volume.center), action: { do: 'open_container', container: c.id }, label: '' })\n }\n }\n for (const s of spec.seats ?? []) out.push({ id: `seat.${s.id}`, pos: s.pos, action: { do: 'sit', seat: s.id }, label: '' })\n return out\n }\n\n function typeName(o: ObjState): string {\n return table[`type.${o.spec.type}`] ?? humanize(o.spec.type)\n }\n\n function promptOf(o: ObjState, i: InteractionSpec): { label: string; verb: string; object: string } {\n const a = i.action\n let state: string | null = null\n let def = ''\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n const open = !!p && targetIsOpen(p)\n state = open ? 'open' : 'closed'\n def = open ? 'prompt.close' : 'prompt.open'\n break\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n const p = c?.access ? o.parts.get(c.access) : undefined\n const open = p ? targetIsOpen(p) : false\n state = p ? (open ? 'open' : 'closed') : null\n def = open ? 'prompt.close' : 'prompt.open'\n break\n }\n case 'toggle_device': {\n const on = !!o.devices.get(a.device)?.on\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_switch': {\n const sw = o.spec.switches?.find((s) => s.id === a.switch)\n const on = !!sw && switchIsOn(o, sw)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_breaker': {\n const on = breaker(a.circuit)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.breaker_off' : 'prompt.breaker_on'\n break\n }\n case 'toggle_fixture': {\n const on = !!o.fixtures.get(a.fixture)?.on\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_burner': {\n const b = o.burners.get(a.burner)\n const on = !!b && (b.on || b.lit)\n state = on ? 'on' : 'off'\n def = on ? 'prompt.turn_off' : 'prompt.turn_on'\n break\n }\n case 'toggle_fuel': {\n const f = o.fuels.get(a.fuel)\n const open = !!f && valveOpen(o, f)\n state = open ? 'open' : 'closed'\n def = open ? 'prompt.close_valve' : 'prompt.open_valve'\n break\n }\n case 'take':\n def = 'prompt.take'\n break\n case 'read':\n def = 'prompt.read'\n break\n case 'ignite':\n def = 'prompt.light'\n break\n case 'cycle_device':\n def = 'prompt.change_channel'\n break\n case 'sit': {\n const seat = o.spec.seats?.find((s) => s.id === a.seat)\n const mine = seats.get(DEFAULT_ACTOR)\n def = mine && mine.object === o.id && mine.seat === a.seat ? 'prompt.get_up' : seat?.pose === 'lie' ? 'prompt.lie_down' : 'prompt.sit'\n break\n }\n }\n let key = def\n if (i.label) {\n if (state && table[`${i.label}.${state}`] !== undefined) key = `${i.label}.${state}`\n else if (table[i.label] !== undefined) key = i.label\n }\n const vars = { name: typeName(o), circuit: a.do === 'toggle_breaker' ? (a.name ?? a.circuit) : '' }\n const label = t(key, vars)\n // structured prompt: explicit `<key>.verb` / `<key>.object` entries win; otherwise the first word is the verb and the rest the object\n let verb: string\n let object: string\n if (table[`${key}.verb`] !== undefined) {\n verb = t(`${key}.verb`, vars)\n object = table[`${key}.object`] ? t(`${key}.object`, vars) : vars.name\n } else {\n const sp = label.indexOf(' ')\n verb = sp < 0 ? label : label.slice(0, sp)\n object = sp < 0 ? vars.name : label.slice(sp + 1)\n }\n return { label, verb, object }\n }\n\n /** Locale key of the reason an interaction cannot be used right now, or null when it can. */\n function unavailableReason(o: ObjState, i: InteractionSpec): string | null {\n const a = i.action\n if (!requirementMet(i)) return 'requires_open'\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n return p && gated(o, p) ? 'requires_open' : null\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n const p = c?.access ? o.parts.get(c.access) : undefined\n return p && gated(o, p) ? 'requires_open' : null\n }\n case 'toggle_breaker': {\n const rocker = a.part ? o.parts.get(a.part) : undefined\n return rocker && gated(o, rocker) ? 'requires_open' : null\n }\n case 'take':\n case 'read':\n return accessible(o.id, a.container) ? null : 'requires_open'\n case 'ignite':\n return o.burners.get(a.burner)?.lit ? 'already_lit' : null\n case 'toggle_burner': {\n const b = o.burners.get(a.burner)\n return !b?.spec.needsIgnition || b.lit ? null : 'needs_ignition'\n }\n case 'cycle_device': {\n const d = o.devices.get(a.device)\n if (!d || !d.on) return 'turn_on_first'\n return devicePowered(o, d) ? null : 'no_power'\n }\n default:\n return null\n }\n }\n\n function requirementMet(i: InteractionSpec): boolean {\n if (!i.requires) return true\n const p = objs.get(i.requires.object)?.parts.get(i.requires.part)\n return !!p && targetIsOpen(p)\n }\n\n function interactablesOf(o: ObjState): Array<{ item: Interactable; spec: InteractionSpec; o: ObjState }> {\n return o.interactions.map((i) => {\n const id = gid(o, i.id)\n const p = promptOf(o, i)\n const item: Interactable = {\n id,\n object: o.id,\n kind: i.action.do,\n pos: toWorld(o, i.pos),\n radius: i.radius ?? DEFAULT_RADIUS,\n label: p.label,\n verb: p.verb,\n noun: p.object,\n available: true,\n act: (actor) => act(id, actor),\n }\n const reason = unavailableReason(o, i) ?? (options.canInteract?.(item, DEFAULT_ACTOR) === false ? 'locked' : null)\n if (reason) {\n item.available = false\n item.reason = reason\n }\n return { item, spec: i, o }\n })\n }\n\n function interactables(): Interactable[] {\n const out: Interactable[] = []\n for (const o of objs.values()) for (const e of interactablesOf(o)) out.push(e.item)\n return out\n }\n\n function target(eye: { x: number; y: number; z: number; yaw: number; pitch: number }, opts: TargetOptions = {}): Interactable | null {\n const reach = opts.reach ?? 1.8\n const cone = opts.cone ?? 0.45\n const dir: Vec3 = [-Math.sin(eye.yaw) * Math.cos(eye.pitch), Math.sin(eye.pitch), -Math.cos(eye.yaw) * Math.cos(eye.pitch)]\n let best: Interactable | null = null\n let bestScore = Infinity\n for (const o of objs.values()) {\n for (const e of interactablesOf(o)) {\n if (!e.item.available && !opts.includeUnavailable) continue\n if (opts.kinds && !opts.kinds.includes(e.item.kind)) continue\n if (opts.filter && !opts.filter(e.item)) continue\n const v: Vec3 = [e.item.pos[0] - eye.x, e.item.pos[1] - eye.y, e.item.pos[2] - eye.z]\n const d = Math.hypot(v[0], v[1], v[2])\n if (d > reach) continue\n const cos = d < 1e-6 ? 1 : clamp((v[0] * dir[0] + v[1] * dir[1] + v[2] * dir[2]) / d, -1, 1)\n const angle = Math.acos(cos)\n if (angle > cone) continue\n const score = (angle / cone) * 0.6 + (d / reach) * 0.4\n if (score < bestScore) {\n bestScore = score\n best = e.item\n }\n }\n }\n return best\n }\n\n function act(interactableId: string, actor: string = DEFAULT_ACTOR): boolean {\n let found: { item: Interactable; spec: InteractionSpec; o: ObjState } | null = null\n for (const o of objs.values()) {\n if (!interactableId.startsWith(o.id + ':')) continue\n const local = interactableId.slice(o.id.length + 1)\n if (!o.interactions.some((i) => i.id === local)) continue\n found = interactablesOf(o).find((e) => e.spec.id === local) ?? null\n if (found) break\n }\n if (!found) return false\n if (!requirementMet(found.spec)) return false\n if (options.canInteract?.(found.item, actor) === false) return false\n return execute(found.o, found.spec.action, actor)\n }\n\n function execute(o: ObjState, a: InteractionSpec['action'], actor: string): boolean {\n switch (a.do) {\n case 'toggle_part': {\n const p = o.parts.get(a.part)\n if (!p || gated(o, p)) return false\n setPartTarget(o, a.part, targetIsOpen(p) ? 0 : 1)\n return true\n }\n case 'open_container': {\n const c = containerOf(o, a.container)\n if (!c) return false\n if (c.access) return execute(o, { do: 'toggle_part', part: c.access }, actor)\n emit({ type: 'container', object: o.id, container: c.id, open: true })\n return true\n }\n case 'take': {\n if (!accessible(o.id, a.container)) return false\n const list = o.contents.get(a.container)\n if (!list) return false\n const slot = a.slot ?? list.findIndex((s) => s !== null)\n if (slot < 0 || !list[slot]) {\n message('empty')\n return false\n }\n return take(o.id, a.container, slot, actor) !== null\n }\n case 'read': {\n if (!accessible(o.id, a.container)) return false\n const stack = o.contents.get(a.container)?.[a.slot]\n if (!stack) {\n message('empty')\n return false\n }\n const key = typeof stack.data?.text === 'string' ? stack.data.text : null\n if (!key) return false\n message(key)\n return true\n }\n case 'toggle_device': {\n const d = o.devices.get(a.device)\n if (!d) return false\n setDeviceOn(o, d, !d.on)\n return true\n }\n case 'cycle_device': {\n const d = o.devices.get(a.device)\n if (!d || !d.on) return false\n if (!devicePowered(o, d)) {\n message('no_power')\n return false\n }\n d.channel = (d.channel + 1) % Math.max(1, d.spec.channels ?? 1)\n emit({ type: 'device', object: o.id, device: d.spec.id, on: true, powered: true, channel: d.channel })\n return true\n }\n case 'toggle_switch':\n return toggleSwitch(o, a.switch)\n case 'toggle_breaker': {\n const rocker = a.part ? o.parts.get(a.part) : undefined\n if (rocker && gated(o, rocker)) return false\n const on = !breaker(a.circuit)\n if (a.part) setPartTarget(o, a.part, on ? 1 : 0)\n world.power.setBreaker(a.circuit, on)\n return true\n }\n case 'toggle_fixture':\n return toggleFixture(o, a.fixture)\n case 'toggle_burner':\n return toggleBurner(o, a.burner)\n case 'ignite':\n return ignite(o, a.burner)\n case 'toggle_fuel':\n return toggleFuel(o, a.fuel)\n case 'sit': {\n const mine = seats.get(actor)\n if (mine && mine.object === o.id && mine.seat === a.seat) {\n stand(actor)\n return true\n }\n return sit(o.id, a.seat, actor) !== null\n }\n }\n }\n\n // ------------------------------------------------------------------ emitters, mirrors, colliders\n function emitters(): ActiveEmitter[] {\n const out: ActiveEmitter[] = []\n for (const o of objs.values()) {\n for (const e of o.spec.emitters ?? []) {\n let intensity = 0\n const b = o.burners.get(e.source)\n const fx = o.fixtures.get(e.source)\n const dev = o.devices.get(e.source)\n const fuel = o.fuels.get(e.source)\n if (b) {\n const ref = resolveFuel(o, b)\n const frac = ref ? clamp(ref.f.level / ref.f.spec.capacity, 0, 1) : 0\n if (b.lit) intensity = 0.35 + 0.65 * frac\n else if (e.kind === 'smoke' && b.smoke > 0) intensity = 0.6 * (b.smoke / SMOKE_TAIL)\n } else if (fx) {\n if (fx.on && fx.flowing) intensity = fx.frac\n } else if (dev) {\n if (dev.on && devicePowered(o, dev)) intensity = 1\n } else if (fuel) {\n const lit = [...o.burners.values()].some((bb) => bb.lit && resolveFuel(o, bb)?.f === fuel)\n if (lit) intensity = 0.35 + 0.65 * clamp(fuel.level / fuel.spec.capacity, 0, 1)\n }\n if (intensity <= 0) continue\n const dir = rotY(e.dir ?? [0, 1, 0], o.public.transform.ry)\n out.push({ id: gid(o, e.id), object: o.id, kind: e.kind, pos: toWorld(o, e.pos), dir, size: e.size ?? 0.3, ...(e.reach !== undefined ? { reach: e.reach } : {}), intensity: clamp(intensity, 0, 1) })\n }\n }\n return out\n }\n\n function mirrors(eye: Vec3, maxDistance = 10, count = 4) {\n const out: Array<{ id: string; center: Vec3; normal: Vec3; w: number; h: number; distance: number }> = []\n for (const o of objs.values()) {\n for (const m of o.spec.mirrors ?? []) {\n const center = toWorld(o, applyPart(o, m.part, m.center))\n const f = partFrame(o, m.part)\n const ln = f && f.angle !== 0 ? rotateAxis(m.normal, f.axis, f.angle) : m.normal\n const normal = rotY(ln, o.public.transform.ry)\n const len = Math.hypot(normal[0], normal[1], normal[2]) || 1\n const n: Vec3 = [normal[0] / len, normal[1] / len, normal[2] / len]\n const to: Vec3 = [eye[0] - center[0], eye[1] - center[1], eye[2] - center[2]]\n if (n[0] * to[0] + n[1] * to[1] + n[2] * to[2] <= 0) continue\n const distance = Math.hypot(to[0], to[1], to[2])\n if (distance > maxDistance) continue\n out.push({ id: gid(o, m.id), center, normal: n, w: m.w, h: m.h, distance })\n }\n }\n return out.sort((a, b) => a.distance - b.distance).slice(0, count)\n }\n\n function colliders(opts: ColliderOptions = {}): WorldCollider[] {\n const out: WorldCollider[] = []\n const fixed: WorldCollider[] = []\n for (const o of objs.values()) {\n const tr = o.public.transform\n for (const c of o.spec.colliders ?? []) {\n if (c.part && c.offWhenOpen && (o.parts.get(c.part)?.t ?? 0) > 0.5) continue\n let extra = 0\n if (c.part) {\n const f = partFrame(o, c.part)\n if (f && f.angle !== 0 && Math.abs(f.axis[1]) >= 0.5) extra = f.angle * Math.sign(f.axis[1])\n }\n const center = toWorld(o, applyPart(o, c.part, c.center))\n ;(c.part ? out : fixed).push({\n id: gid(o, c.id),\n object: o.id,\n cx: center[0],\n cz: center[2],\n hw: c.half[0],\n hd: c.half[2],\n ry: tr.ry + (c.ry ?? 0) + extra,\n y0: center[1] - c.half[1],\n y1: center[1] + c.half[1],\n })\n }\n }\n if (opts.merge) return [...mergeColliders(fixed, { gap: opts.gap, slack: opts.slack }), ...out]\n return [...fixed, ...out]\n }\n\n // ------------------------------------------------------------------ update\n function update(dt: number): void {\n if (!(dt > 0)) return\n time += dt\n for (const o of objs.values()) {\n for (const p of o.parts.values()) {\n if (p.t === p.target) continue\n if (gated(o, p) && p.target > p.t) continue // a gated part may still close\n const step = (p.spec.motion.speed ?? 2.5) * dt\n const next = p.t < p.target ? Math.min(p.target, p.t + step) : Math.max(p.target, p.t - step)\n writeT(o, p, next)\n if (next === p.target) emit({ type: 'part', object: o.id, part: p.spec.id, t: next, target: p.target })\n }\n }\n stepSoft(dt)\n for (const o of objs.values()) {\n for (const b of o.burners.values()) {\n if (b.lit) {\n const ref = resolveFuel(o, b)\n if (!ref || !valveOpen(ref.o, ref.f)) {\n extinguish(o, b, !!b.spec.needsIgnition)\n } else {\n ref.f.level = Math.max(0, ref.f.level - b.spec.rate * dt)\n if (ref.f.level <= 0) extinguish(o, b, !!b.spec.needsIgnition)\n }\n } else if (b.on && !b.spec.needsIgnition && canBurn(b, resolveFuel(o, b))) {\n // a gas knob left open without gas lights as soon as the bottle valve opens\n b.lit = true\n b.smoke = 0\n emitBurner(o, b)\n } else if (b.smoke > 0) {\n b.smoke = Math.max(0, b.smoke - dt)\n }\n }\n if (rain > 0) {\n for (const tk of o.tanks.values()) {\n if (tk.spec.rainArea) tk.level = Math.min(tk.spec.capacity, tk.level + ((rain * tk.spec.rainArea) / 3600) * dt)\n }\n }\n for (const tk of o.tanks.values()) {\n const st = o.hp.get(tk.spec.id)\n if (st && st.hp < st.max && tk.level > 0) {\n const rate = 0.5 + 2.5 * (1 - st.hp / st.max)\n tk.level = Math.max(0, tk.level - rate * dt)\n }\n }\n }\n for (const o of objs.values()) {\n for (const d of o.devices.values()) {\n const fx = d.spec.fixture ? o.fixtures.get(d.spec.fixture) : undefined\n if (!fx) continue\n const run = d.on && devicePowered(o, d)\n if (fx.on === run) continue\n fx.on = run\n if (!run) {\n fx.flowing = false\n fx.frac = 0\n emitFixture(o, fx)\n }\n }\n for (const fx of o.fixtures.values()) stepFixture(o, fx, dt)\n }\n }\n\n // ------------------------------------------------------------------ add / remove\n function add(id: string, spec: ObjectSpec, transform: Transform): WorldObject {\n if (objs.has(id)) throw new Error(`Object \"${id}\" already exists`)\n const pub: WorldObject = { id, spec, transform: { ...transform }, parts: {} }\n const o: ObjState = {\n id,\n public: pub,\n spec,\n parts: new Map(),\n contents: new Map(),\n devices: new Map(),\n fuels: new Map(),\n burners: new Map(),\n tanks: new Map(),\n fixtures: new Map(),\n soft: new Map(),\n hp: new Map(),\n interactions: spec.interactions ?? deriveInteractions(spec),\n }\n for (const p of spec.parts ?? []) {\n const t0 = clamp(p.t0 ?? 0, 0, 1)\n o.parts.set(p.id, { spec: p, t: t0, target: t0, maxT: 1 })\n pub.parts[p.id] = t0\n }\n for (const c of spec.containers ?? []) {\n let list: Array<ItemStack | null>\n if (c.contents) list = c.slots.map((_, i) => cloneStack(c.contents?.[i] ?? null))\n else if (c.loot) list = generateLoot(options.loot, c.loot, c.slots, `${seed}|${id}|${c.id}`, options.items)\n else list = c.slots.map(() => null)\n o.contents.set(c.id, list)\n }\n for (const d of spec.devices ?? []) {\n o.devices.set(d.id, { spec: d, on: !!d.on, channel: 0 })\n if (d.on && d.part) {\n const p = o.parts.get(d.part)\n if (p) {\n p.target = p.maxT\n writeT(o, p, p.maxT)\n }\n }\n }\n for (const f of spec.fuels ?? []) o.fuels.set(f.id, { spec: f, level: clamp(f.level ?? f.capacity, 0, f.capacity) })\n for (const b of spec.burners ?? []) o.burners.set(b.id, { spec: b, on: false, lit: false, smoke: 0 })\n for (const tk of spec.tanks ?? []) o.tanks.set(tk.id, { spec: tk, level: clamp(tk.level ?? tk.capacity, 0, tk.capacity) })\n for (const f of spec.fixtures ?? []) o.fixtures.set(f.id, { spec: f, on: false, flowing: false, frac: 0, timer: 0 })\n let n = 0\n for (const s of spec.soft ?? []) {\n o.soft.set(s.id, { spec: s, ax: 0, az: 0, vax: 0, vaz: 0, phase: (n++ * 2.399963) % (Math.PI * 2) })\n }\n for (const d of spec.damage ?? []) o.hp.set(d.target, { max: d.hp, hp: d.hp })\n objs.set(id, o)\n if (!defaultTankExplicit && defaultTank === null && o.tanks.size) defaultTank = gid(o, [...o.tanks.keys()][0])\n rebuildPlugs()\n return pub\n }\n\n function remove(id: string): void {\n const o = objs.get(id)\n if (!o) return\n for (const [actor, s] of [...seats]) if (s.object === id) seats.delete(actor)\n objs.delete(id)\n if (defaultTank && defaultTank.startsWith(id + ':')) defaultTank = null\n rebuildPlugs()\n }\n\n // ------------------------------------------------------------------ save / load\n function serialize(): WorldState {\n const objects: WorldState['objects'] = {}\n for (const o of objs.values()) {\n objects[o.id] = {\n parts: Object.fromEntries([...o.parts].map(([k, p]) => [k, p.t])),\n contents: Object.fromEntries([...o.contents].map(([k, v]) => [k, v.map(cloneStack)])),\n devices: Object.fromEntries([...o.devices].map(([k, d]) => [k, { on: d.on, channel: d.channel }])),\n fuels: Object.fromEntries([...o.fuels].map(([k, f]) => [k, { level: f.level, open: valveOpen(o, f) }])),\n burners: Object.fromEntries([...o.burners].map(([k, b]) => [k, { on: b.on, lit: b.lit }])),\n tanks: Object.fromEntries([...o.tanks].map(([k, tk]) => [k, tk.level])),\n fixtures: Object.fromEntries([...o.fixtures].map(([k, f]) => [k, f.on])),\n hp: Object.fromEntries([...o.hp].map(([k, h]) => [k, h.hp])),\n }\n }\n return {\n version: 1,\n objects,\n grid,\n breakers: Object.fromEntries(breakers),\n seats: Object.fromEntries([...seats].map(([a, s]) => [a, { object: s.object, seat: s.seat }])),\n defaultTank,\n }\n }\n\n function load(state: WorldState): void {\n for (const [id, st] of Object.entries(state.objects)) {\n const o = objs.get(id)\n if (!o) continue\n for (const [k, v] of Object.entries(st.parts)) {\n const p = o.parts.get(k)\n if (p) {\n // keep the limit found by fitSweep: a loaded save must not let a door open through a wall again\n p.target = clamp(v, 0, p.maxT)\n writeT(o, p, p.target)\n }\n }\n for (const [k, v] of Object.entries(st.contents)) {\n const c = containerOf(o, k)\n if (c) o.contents.set(k, c.slots.map((_, i) => cloneStack(v[i] ?? null)))\n }\n for (const [k, v] of Object.entries(st.devices)) {\n const d = o.devices.get(k)\n if (d) {\n d.on = v.on\n d.channel = v.channel\n }\n }\n for (const [k, v] of Object.entries(st.fuels)) {\n const f = o.fuels.get(k)\n if (f) f.level = v.level\n }\n for (const [k, v] of Object.entries(st.burners)) {\n const b = o.burners.get(k)\n if (b) {\n b.on = v.on\n b.lit = v.lit\n b.smoke = 0\n }\n }\n for (const [k, v] of Object.entries(st.tanks)) {\n const tk = o.tanks.get(k)\n if (tk) tk.level = v\n }\n for (const [k, v] of Object.entries(st.fixtures)) {\n const f = o.fixtures.get(k)\n if (f) {\n f.on = v\n f.flowing = false\n f.frac = 0\n f.timer = v && f.spec.kind === 'flush' ? FLUSH_SECONDS : 0\n }\n }\n for (const [k, v] of Object.entries(st.hp)) {\n const h = o.hp.get(k)\n if (h) h.hp = v\n }\n }\n grid = state.grid\n breakers.clear()\n for (const [k, v] of Object.entries(state.breakers)) breakers.set(k, v)\n seats.clear()\n for (const [a, s] of Object.entries(state.seats)) if (objs.has(s.object)) seats.set(a, { object: s.object, seat: s.seat })\n defaultTank = state.defaultTank\n defaultTankExplicit = true\n }\n\n // ------------------------------------------------------------------ public surface\n const world: World = {\n add,\n remove,\n get: (id) => objs.get(id)?.public,\n objects: () => [...objs.values()].map((o) => o.public),\n update,\n interactables,\n target,\n act,\n partT: (objectId, partId) => objs.get(objectId)?.parts.get(partId)?.t ?? 0,\n setDevice,\n setFixture,\n setBurner,\n setPart: (objectId, partId, targetT, instant) => {\n const o = objs.get(objectId)\n if (o) setPartTarget(o, partId, targetT, instant)\n },\n fitSweep,\n contents,\n accessible,\n take,\n put,\n slotPosition,\n power: {\n get grid() {\n return grid\n },\n set grid(on: boolean) {\n world.power.setGrid(on)\n },\n setGrid(on) {\n if (on === grid) return\n const before = powerSnapshot()\n grid = on\n emit({ type: 'power', grid })\n emitPowerChanges(before)\n },\n setBreaker(circuit, on) {\n if (breaker(circuit) === on) {\n breakers.set(circuit, on)\n return\n }\n const before = powerSnapshot()\n breakers.set(circuit, on)\n emitPowerChanges(before)\n },\n breaker,\n isPowered: (objectId, deviceId) => {\n const r = getDevice(objectId, deviceId)\n return r ? devicePowered(r.o, r.d) : false\n },\n isOn: (objectId, deviceId) => getDevice(objectId, deviceId)?.d.on ?? false,\n pluggedInto: (objectId, deviceId) => plugs.get(`${objectId}:${deviceId}`) ?? null,\n channel: (objectId, deviceId) => getDevice(objectId, deviceId)?.d.channel ?? 0,\n },\n fuelLevel: (objectId, fuelId) => objs.get(objectId)?.fuels.get(fuelId)?.level ?? 0,\n isLit: (objectId, burnerId) => objs.get(objectId)?.burners.get(burnerId)?.lit ?? false,\n water: {\n setDefaultTank(tankId) {\n defaultTank = tankId\n defaultTankExplicit = true\n },\n level(tankId) {\n return findGlobal(tankId, (oo, local) => oo.tanks.get(local))?.value.level ?? 0\n },\n refill(tankId, liters) {\n const f = findGlobal(tankId, (oo, local) => oo.tanks.get(local))\n if (!f) return 0\n const added = Math.max(0, Math.min(liters, f.value.spec.capacity - f.value.level))\n f.value.level += added\n return added\n },\n setRain(mm) {\n rain = Math.max(0, mm)\n },\n isFlowing: (objectId, fixtureId) => {\n const fx = objs.get(objectId)?.fixtures.get(fixtureId)\n return !!fx && fx.on && fx.flowing\n },\n },\n sit,\n stand,\n seatOf: (actor = DEFAULT_ACTOR) => {\n const s = seats.get(actor)\n return s ? { object: s.object, seat: s.seat } : null\n },\n push,\n sway: (objectId, softId) => {\n const s = objs.get(objectId)?.soft.get(softId)\n return s ? { ax: s.ax, az: s.az } : { ax: 0, az: 0 }\n },\n setWind: (x, z) => {\n wind = [x, z]\n },\n emitters,\n mirrors,\n colliders,\n damage,\n hp: (objectId, target) => (options.destruction ? null : (objs.get(objectId)?.hp.get(target)?.hp ?? null)),\n t,\n setLocale: (l) => {\n locale = l\n table = resolveStrings(locale, options.strings)\n },\n serialize,\n load,\n }\n return world\n}\n","import { fitsSize } from '@adatechnology/game-interactables'\nimport type { ItemStack, SlotSpec } from '@adatechnology/game-interactables'\n\nimport type { ItemsCatalog } from '../catalog-types'\n\nimport type { FindStack } from './types'\n\nexport interface PlacedFinds {\n /** One entry per slot, in the order of `slots`; null is empty. */\n contents: Array<ItemStack | null>\n /** Stacks that fit no free slot. */\n leftover: FindStack[]\n}\n\n/**\n * Puts the stacks in the slots of a container: each in the first free slot its item fits (`fitsSize`, width and depth may swap), a stack larger than the\n * item's `stack` splits over several slots. Pure and in order, so the same finds always land in the same slots. The result is the floorplan's `contents`.\n */\nexport const placeFinds = (stacks: readonly FindStack[], slots: readonly SlotSpec[], catalog: ItemsCatalog): PlacedFinds => {\n const contents: Array<ItemStack | null> = slots.map(() => null)\n const leftover: FindStack[] = []\n for (const stack of stacks) {\n const item = catalog.get(stack.itemId)\n const stackMax = item.stack ?? 1\n let remaining = stack.count\n while (remaining > 0) {\n const index = slots.findIndex((slot, position) => contents[position] === null && fitsSize(item.size, slot.max))\n if (index < 0) break\n const qty = Math.min(remaining, stackMax)\n contents[index] = { type: item.id, qty, ...(stack.data ? { data: { ...stack.data } } : {}) }\n remaining -= qty\n }\n if (remaining > 0) leftover.push({ ...stack, count: remaining })\n }\n return { contents, leftover }\n}\n","import type { LootTable, LootTables } from '@adatechnology/game-interactables'\n\nimport type { ItemsCatalog } from '../catalog-types'\nimport type { ContainerDef } from '../types'\n\nimport { depletionFactor } from './depletion'\nimport { rarityWeight, rollableItems } from './rarity-pool'\n\nexport interface LootTablesQuery {\n place: string\n /** Outbreak days; 0 is the normal world. */\n day?: number\n region?: string\n}\n\nconst weightsOf = (container: ContainerDef, place: string): Readonly<Record<string, number>> | undefined => container.categories ?? container.categoriesByPlace?.[place] ?? container.categoriesByPlace?.['*']\n\nconst tableFor = (catalog: ItemsCatalog, container: ContainerDef, query: LootTablesQuery): LootTable | undefined => {\n const weights = weightsOf(container, query.place)\n if (!weights) return undefined\n const entries = Object.entries(weights).flatMap(([category, categoryWeight]) => {\n const pool = rollableItems(catalog, category, query.place)\n const total = pool.reduce((sum, item) => sum + rarityWeight(catalog, item), 0)\n return total > 0 ? pool.map((item) => ({ type: item.id, weight: (categoryWeight * rarityWeight(catalog, item)) / total })) : []\n })\n const [low, high] = container.count ?? [0, 0]\n const region = query.region === undefined ? 1 : (catalog.rules.finds.regionMultiplier[query.region] ?? 1)\n const expected = ((low + high) / 2) * depletionFactor(query.place, query.day ?? 0, catalog.rules) * region\n return entries.length > 0 && high > 0 ? { fill: Math.min(1, expected / high), entries } : undefined\n}\n\n/**\n * The finds as the loot tables of `game-interactables`, for worlds that have no floorplan: one table per container of the place, named by the container id.\n * A table has one entry per rollable item, weighted by the container's category weight and the rarity (60/28/9/2.5). A slot is filled with probability\n * `fill` = expected count / most stacks, taking the container to have as many slots as its largest count; the day and the region scale the expected count.\n */\nexport const toLootTables = (catalog: ItemsCatalog, query: LootTablesQuery): LootTables => {\n const tables: LootTables = {}\n for (const container of catalog.containers.values()) {\n if (container.places && container.places.length > 0 && !container.places.includes(query.place)) continue\n const table = tableFor(catalog, container, query)\n if (table) tables[container.id] = table\n }\n return tables\n}\n","import type { CategoryDef, ItemDef, ItemPack, Rarity } from './types'\n\n/** The part of a weapon definition the bridge reads; `WeaponDef` of `@adatechnology/game-weapons` fits it without importing the package. */\nexport interface ArsenalWeaponLike {\n readonly id: string\n readonly mass: number\n readonly action: { readonly kind: string; readonly explosive?: string }\n readonly dimensions?: { readonly length: number }\n}\n\n/** The part of a calibre definition the bridge reads; `CaliberDef` fits it. */\nexport interface ArsenalCaliberLike {\n readonly id: string\n readonly bulletGrams: number\n readonly pellets?: number\n readonly caseType?: string\n readonly cartridge?: { readonly caseDiameter: number; readonly overallLength: number }\n}\n\n/** The part of an `Arsenal` the bridge reads. */\nexport interface ArsenalLike {\n readonly weapons: ReadonlyMap<string, ArsenalWeaponLike>\n readonly calibers: ReadonlyMap<string, ArsenalCaliberLike>\n}\n\n/** What the team's game says of a box or an arsenal item (`ammo-boxes.json`, from its `EXTRA` table); it wins over the estimates below. */\nexport interface ArsenalItemRecord {\n /** Id of the item; without it the bridge uses `ammo_<caliber>`, `firearm_<weapon>` or `throwable_<weapon>`. */\n id?: string\n kind: 'ammo_box' | 'firearm' | 'throwable'\n /** Calibre id of a box. */\n caliber?: string\n /** Weapon id of a firearm or throwable; for a throwable also the explosive it uses. */\n weapon?: string\n rounds?: number\n weight: number\n rarity: Rarity\n}\n\nexport interface ArsenalItemsOptions {\n records?: readonly ArsenalItemRecord[]\n}\n\nexport const ARSENAL_CATEGORIES: readonly CategoryDef[] = [\n { id: 'ammo', name: 'Ammo' },\n { id: 'firearms', name: 'Firearms' },\n { id: 'throwables', name: 'Throwables' },\n]\n\nconst MM = 0.001\nconst BOX_TARE_KG = 0.03\nconst BOX_WALL = 6 * MM\nconst ROUNDS_BY_CASE: Readonly<Record<string, number>> = { tiny: 50, pistol: 50, rifle: 20, shell: 25, big: 10 }\nconst DEFAULT_ROUNDS = 12\nconst CARTRIDGE_MASS_FACTOR = 2.3\nconst SHELL_MASS_FACTOR = 1.5\nconst BOX_DENSITY_KG_PER_M3 = 600\nconst THROWABLE_DENSITY_KG_PER_M3 = 1500\n\nconst cubeSide = (mass: number, density: number): number => Math.cbrt(mass / density)\n\n/** Estimates (REF) for a calibre the game has no box for: rounds by case type, mass of the rounds plus a tare, a box that packs them in a near-square tray. */\nconst estimateBox = (caliber: ArsenalCaliberLike): { rounds: number; weight: number; size: [number, number, number] } => {\n const rounds = ROUNDS_BY_CASE[caliber.caseType ?? ''] ?? DEFAULT_ROUNDS\n const factor = caliber.caseType === 'shell' ? SHELL_MASS_FACTOR : CARTRIDGE_MASS_FACTOR\n const weight = Number((rounds * caliber.bulletGrams * (caliber.pellets ?? 1) * factor * 0.001 + BOX_TARE_KG).toFixed(3))\n return { rounds, weight, size: boxSize(caliber, rounds, weight) }\n}\n\nconst boxSize = (caliber: ArsenalCaliberLike, rounds: number, weight: number): [number, number, number] => {\n if (!caliber.cartridge) {\n const side = cubeSide(weight, BOX_DENSITY_KG_PER_M3)\n return [side, side, side]\n }\n const rows = Math.ceil(Math.sqrt(rounds))\n const columns = Math.ceil(rounds / rows)\n const { caseDiameter, overallLength } = caliber.cartridge\n return [rows * caseDiameter * MM + BOX_WALL, overallLength * MM + BOX_WALL, columns * caseDiameter * MM + BOX_WALL]\n}\n\nconst ammoItem = (caliber: ArsenalCaliberLike, record: ArsenalItemRecord | undefined): ItemDef => {\n const estimate = estimateBox(caliber)\n const weight = record?.weight ?? estimate.weight\n return {\n id: record?.id ?? `ammo_${caliber.id}`,\n category: 'ammo',\n size: record?.weight === undefined ? estimate.size : boxSize(caliber, record.rounds ?? estimate.rounds, weight),\n weight,\n stack: 4,\n shape: 'box',\n rarity: record?.rarity ?? 'uncommon',\n }\n}\n\n/** A firearm's size from its length: height and thickness grow with it (a pistol 0.2 m is 0.10 x 0.03, a rifle 1 m is 0.20 x 0.05). Without a length, one from the mass. */\nconst firearmSize = (weapon: ArsenalWeaponLike): [number, number, number] => {\n const length = weapon.dimensions?.length ?? 0.15 + 0.2 * weapon.mass\n return [length, 0.08 + 0.12 * length, 0.02 + 0.03 * length]\n}\n\nconst weaponItem = (weapon: ArsenalWeaponLike, record: ArsenalItemRecord | undefined): ItemDef => {\n const isFirearm = weapon.action.kind === 'firearm'\n const side = cubeSide(weapon.mass, THROWABLE_DENSITY_KG_PER_M3)\n return {\n id: record?.id ?? `${isFirearm ? 'firearm' : 'throwable'}_${weapon.id}`,\n category: isFirearm ? 'firearms' : 'throwables',\n size: isFirearm ? firearmSize(weapon) : [side, side, side],\n weight: record?.weight ?? weapon.mass,\n stack: 1,\n shape: isFirearm ? 'long_tool' : 'jar',\n rarity: record?.rarity ?? 'unique',\n weapon: weapon.id,\n }\n}\n\nconst recordFor = (records: readonly ArsenalItemRecord[], match: (record: ArsenalItemRecord) => boolean): ArsenalItemRecord | undefined => records.find(match)\n\n/**\n * The arsenal as items, so a bag can carry it: a box `ammo_<caliber>` for every calibre, `firearm_<id>` for every firearm and `throwable_<id>` for every\n * throwable, with the mass and the real dimensions of the `WeaponDef` (`mass`, `dimensions.length`). A record from the team's game (`records`) gives the rounds\n * per box, the weight and the rarity of what it listed (9x19: 20 rounds, 0.24 kg); the rest are estimated from the calibre (REF): rounds by case type,\n * weight from the bullet. Returns a pack (with the `ammo`, `firearms` and `throwables` categories) for `createItems({ packs })`.\n */\nexport const itemsFromArsenal = (arsenal: ArsenalLike, options: ArsenalItemsOptions = {}): ItemPack => {\n const records = options.records ?? []\n const items: ItemDef[] = []\n for (const caliber of arsenal.calibers.values()) items.push(ammoItem(caliber, recordFor(records, (record) => record.kind === 'ammo_box' && record.caliber === caliber.id)))\n for (const weapon of arsenal.weapons.values()) {\n const kind = weapon.action.kind\n if (kind !== 'firearm' && kind !== 'throwable') continue\n items.push(weaponItem(weapon, recordFor(records, (record) => record.kind === kind && (record.weapon === weapon.id || record.weapon === weapon.action.explosive))))\n }\n return { id: 'arsenal', items, categories: ARSENAL_CATEGORIES 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