@adatechnology/game-test-room 0.1.2 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +7 -0
- package/dist/index.global.js +575 -66
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +141 -24
- package/dist/index.js.map +1 -1
- package/package.json +7 -7
package/dist/index.d.ts
CHANGED
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@@ -179,6 +179,8 @@ interface TestRoomOptions {
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arenaSize?: number;
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/** Spawn these catalogue ids on start, in a row in front of the player. */
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initial?: string[];
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/** Open on one catalogue group (`furniture`, `structure`, `weapons`…): see `TestRoom.openArea`. */
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area?: string;
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/** Called for every destruction event (to log, play sounds, sync over LAN). Fluid events reach the log too. */
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onEvent?: (event: DestructionEvent) => void;
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onSound?: (key: string, point: Vec3, volume: number) => void;
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@@ -245,6 +247,11 @@ interface TestRoom {
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setFastForward(on: boolean): void;
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/** Equip a weapon by id, adding it to the hotbar when it is not there. Same as selecting a catalogue item with `TestRoomItem.weapon`. */
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equip(weaponId: string): void;
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/**
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* Set the room up to test one catalogue group or loaded module (by its group or id): clear it and open the catalogue on that tab. A module
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* that brings an `area` is laid out by it; any other group is laid in rows (small items in front, fixed big ones behind). Unknown: nothing.
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*/
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openArea(group: string): SpawnedObject[];
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/** The scenarios the panel offers: the built-in `SCENARIOS` in the room locale plus `TestRoomOptions.scenarios`. */
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readonly scenarios: TestRoomScenario[];
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/** The liquid renderer of `@adatechnology/game-fluids-three` (containers, streams, stains). */
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