@adatechnology/game-test-room 0.1.1 → 0.1.3
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 +443 -48
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +5 -5
- package/dist/index.js.map +1 -1
- package/package.json +7 -7
package/dist/index.js
CHANGED
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@@ -326,8 +326,8 @@ var en = {
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326
326
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"sc.concrete_stops_bullet.check": "9 mm into 40 cm of concrete: went through: {through}, {dents}, {holes}, {cracks}, block {hp} hp (expected: stopped, wall behind untouched)",
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327
327
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"sc.hammer_dents_drum": "Hammer dents a steel drum",
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328
328
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"sc.hammer_dents_drum.check": "Hammer on the drum: {swings} swing(s), {dents} dent(s), first {depth} mm deep, body {hp} hp (expected: dented, not broken)",
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329
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-
"sc.glass_shatters": "Glass pane shatters
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330
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"sc.glass_shatters.check": "Glass pane: broken after {shots} shot(s) into {n} shards (expected: broken, at least 4 shards)",
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329
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+
"sc.glass_shatters": "Glass pane shatters on the first 9 mm shot",
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330
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"sc.glass_shatters.check": "Glass pane: broken after {shots} shot(s) into {n} shards (expected: broken on the first shot, at least 4 shards)",
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331
331
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"sc.shotgun_splinters_crate": "Shotgun splinters a wooden crate",
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332
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"sc.shotgun_splinters_crate.check": "12 ga on the crate: {shots} shot(s), {splinters} board(s) splintered, {holes} holes (expected: at least one splintered)",
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333
333
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"sc.kick_chair_leg": "A kick takes a chair leg off",
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@@ -615,8 +615,8 @@ var ptBR = {
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615
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"sc.concrete_stops_bullet.check": "9 mm em 40 cm de concreto: atravessou: {through}, {dents}, {holes}, {cracks}, bloco com {hp} hp (esperado: parou, parede atr\xE1s intacta)",
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616
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"sc.hammer_dents_drum": "Martelo amassa um tambor de a\xE7o",
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617
617
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"sc.hammer_dents_drum.check": "Martelo no tambor: {swings} golpe(s), {dents} amassado(s), o primeiro com {depth} mm, corpo com {hp} hp (esperado: amassado, sem quebrar)",
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618
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"sc.glass_shatters": "Vidro estilha\xE7a
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619
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"sc.glass_shatters.check": "Vidro: quebrou depois de {shots} tiro(s) em {n} cacos (esperado: quebrado, pelo menos 4 cacos)",
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618
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"sc.glass_shatters": "Vidro estilha\xE7a no primeiro tiro de 9 mm",
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619
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"sc.glass_shatters.check": "Vidro: quebrou depois de {shots} tiro(s) em {n} cacos (esperado: quebrado no primeiro tiro, pelo menos 4 cacos)",
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620
620
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"sc.shotgun_splinters_crate": "Escopeta lasca um caixote de madeira",
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621
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"sc.shotgun_splinters_crate.check": "Calibre 12 no caixote: {shots} tiro(s), {splinters} t\xE1bua(s) lascada(s), {holes} furos (esperado: pelo menos uma lascada)",
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622
622
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"sc.kick_chair_leg": "Um chute solta a perna da cadeira",
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@@ -2059,7 +2059,7 @@ function makeScenarios(t, num, _locale = "en") {
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step(0.5);
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2060
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const fr = room.log.entries({ type: "fracture", objectId: id }).find((e) => e.part === "pane");
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2061
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const n = Number(fr?.data?.fragments ?? 0);
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2062
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expect(part(room, id, "pane")?.status === "broken" && n >= 4, t("sc.glass_shatters.check", { shots, n }), { shots, fragments: n });
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2062
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expect(part(room, id, "pane")?.status === "broken" && shots === 1 && n >= 4, t("sc.glass_shatters.check", { shots, n }), { shots, fragments: n });
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2063
2063
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}),
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2064
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sc("shotgun_splinters_crate", ({ room, step, expect }) => {
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2065
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const id = at(room, "wooden_crate", 0, -4);
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