@adatechnology/game-test-room 0.1.2 → 0.2.0

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package/dist/index.d.ts CHANGED
@@ -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;
@@ -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). */