@agent-os-lab/agent-game-sdk 0.1.8 → 0.1.10

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/README.md CHANGED
@@ -78,6 +78,38 @@ export function Office() {
78
78
 
79
79
  `agent-game-sdk/office` is renderer and framework neutral. `agent-game-sdk/office/react` is the React-only entrypoint.
80
80
 
81
+ ## Runtime Agent List
82
+
83
+ Use `subscribeAgentPresenceList` when an app needs the live Agent roster and status outside the 3D office view:
84
+
85
+ ```ts
86
+ import {
87
+ AgentGameRuntimeBrowserClient,
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+ formatAgentPresenceStatus,
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+ subscribeAgentPresenceList,
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+ } from "@agent-os-lab/agent-game-sdk";
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+
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+ const client = new AgentGameRuntimeBrowserClient({
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+ baseUrl: "",
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+ });
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+
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+ const subscription = await subscribeAgentPresenceList(client, {
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+ onAgentsChange: (agents) => {
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+ renderAgentList(agents.map((agent) => ({
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+ id: agent.agentId,
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+ name: agent.displayName,
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+ status: formatAgentPresenceStatus(agent.status),
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+ activity: agent.activity?.summary,
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+ })));
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+ },
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+ });
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+
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+ const currentAgents = subscription.getAgents();
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+ subscription.close();
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+ ```
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+
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+ The helper applies runtime `snapshot` messages as the full roster and `patch` messages as incremental updates, so consumers always receive a complete sorted Agent list.
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+
81
113
  The built-in 3D renderer supports semantic room configuration. If `office` is omitted, the SDK renders the default `office + auditorium + gym` layout. To choose visible rooms, pass `office.rooms` in the order you want them assembled:
82
114
 
83
115
  ```ts
package/USAGE.md CHANGED
@@ -32,6 +32,7 @@ Runtime requirements:
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  import {
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  AgentGameRuntimeBrowserClient,
34
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  AgentGameRuntimeServerClient,
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+ subscribeAgentPresenceList,
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36
  } from "@agent-os-lab/agent-game-sdk";
36
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  import { mountAgentGameOffice } from "@agent-os-lab/agent-game-sdk/office";
37
38
  import { AgentGameOfficeView } from "@agent-os-lab/agent-game-sdk/office/react";
@@ -91,7 +92,50 @@ The browser client strips caller-provided `authorization`, `x-hermes-tenant-id`,
91
92
 
92
93
  ## Runtime Subscription
93
94
 
94
- Use `subscribe` when the application wants direct access to live runtime messages instead of using the office view.
95
+ Use `subscribeAgentPresenceList` when the application wants the current Agent roster and realtime status outside the office view.
96
+
97
+ ```ts
98
+ import {
99
+ AgentGameRuntimeBrowserClient,
100
+ formatAgentPresenceStatus,
101
+ subscribeAgentPresenceList,
102
+ type AgentPresence,
103
+ } from "@agent-os-lab/agent-game-sdk";
104
+
105
+ const browserClient = new AgentGameRuntimeBrowserClient({
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+ baseUrl: "",
107
+ });
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+
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+ let agents: AgentPresence[] = [];
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+
111
+ const subscription = await subscribeAgentPresenceList(browserClient, {
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+ onAgentsChange: (nextAgents, message) => {
113
+ agents = nextAgents;
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+ console.log("agent roster updated from", message.type);
115
+ console.table(agents.map((agent) => ({
116
+ name: agent.displayName,
117
+ status: formatAgentPresenceStatus(agent.status),
118
+ activity: agent.activity?.summary ?? "",
119
+ })));
120
+ },
121
+ onError: (error) => {
122
+ console.error("runtime stream error", error);
123
+ },
124
+ });
125
+
126
+ const latestAgents = subscription.getAgents();
127
+ subscription.refresh();
128
+ subscription.close();
129
+ ```
130
+
131
+ `subscribeAgentPresenceList` handles both runtime message shapes:
132
+
133
+ - `snapshot`: replaces the current roster with the full current presence list.
134
+ - `patch`: merges changed Agent presence records into the current roster.
135
+
136
+ The `onAgentsChange` callback receives a complete display-name-sorted `AgentPresence[]` after every snapshot or patch. The returned subscription extends the normal runtime subscription with `getAgents()` for synchronous reads of the latest list.
137
+
138
+ Use `subscribe` when the application needs raw runtime messages instead of the SDK-maintained Agent list.
95
139
 
96
140
  ```ts
97
141
  const subscription = await browserClient.subscribe({
@@ -114,7 +158,7 @@ Runtime messages are either:
114
158
  - `snapshot`: full current presence list for the tenant.
115
159
  - `patch`: changed agent presence records.
116
160
 
117
- Use `mergeAgentPresence` when maintaining your own local presence array from snapshots and patches.
161
+ Use `mergeAgentPresence` only when maintaining your own custom presence reducer from snapshots and patches.
118
162
 
119
163
  ```ts
120
164
  import { mergeAgentPresence } from "@agent-os-lab/agent-game-sdk";
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@agent-os-lab/agent-game-sdk",
3
- "version": "0.1.8",
3
+ "version": "0.1.10",
4
4
  "type": "module",
5
5
  "files": [
6
6
  "src",
package/src/index.ts CHANGED
@@ -1,2 +1,4 @@
1
1
  export * from "./runtime-client";
2
+ export * from "./runtime-agent-list";
2
3
  export * from "./office";
4
+ export * from "./graph";
@@ -7,16 +7,7 @@ import type {
7
7
  AgentPresence,
8
8
  AgentPresenceStatus,
9
9
  } from "./types";
10
-
11
- const statusLabels = {
12
- working: "Working",
13
- thinking: "Thinking",
14
- meeting: "Meeting",
15
- resting: "Resting",
16
- entertaining: "Entertainment",
17
- idle: "Idle",
18
- offline: "Offline",
19
- } satisfies Record<AgentPresenceStatus, string>;
10
+ import { formatAgentPresenceStatus } from "../../runtime-agent-list";
20
11
 
21
12
  const ambientZoneIds = ["lounge", "pantry", "gym", "reading"] as const;
22
13
 
@@ -27,7 +18,7 @@ export function mapPresenceToOfficeAgents(
27
18
  id: agent.agentId,
28
19
  name: agent.displayName,
29
20
  role: agent.scene ?? null,
30
- statusLabel: statusLabels[agent.status],
21
+ statusLabel: formatAgentPresenceStatus(agent.status),
31
22
  activity: agent.activity,
32
23
  activityLabel: sanitizeActivityLabel(agent.activity, agent.status),
33
24
  sceneState: mapStatusToSceneState(agent.status),
@@ -88,9 +88,22 @@ export type AgentGameOfficeSourceInput =
88
88
  export type AgentGameOfficeRendererController = {
89
89
  update(snapshot: AgentGameOfficeSnapshot): void;
90
90
  focusAgent?(agentId: string | null): void;
91
+ focusFloor?(floorId: string | null): void;
92
+ getFocusedFloor?(): string | null;
93
+ getNavigationErrors?(): AgentNavigationError[];
91
94
  destroy(): void;
92
95
  };
93
96
 
97
+ export type AgentNavigationError = {
98
+ agentId: string;
99
+ code: "missing-zone-anchor" | "missing-route" | "stale-location-node";
100
+ message: string;
101
+ zoneId?: AgentGameOfficeZoneId;
102
+ fromNodeId?: string;
103
+ toNodeId?: string;
104
+ floorId?: string;
105
+ };
106
+
94
107
  export type AgentGameOfficeCameraState = {
95
108
  zoom: number;
96
109
  distance: number;
@@ -114,8 +127,10 @@ export type AgentGameOfficeMountOptions = {
114
127
  source: AgentGameOfficeSourceInput;
115
128
  office?: AgentGameOfficeConfig;
116
129
  focusedAgentId?: string | null;
130
+ focusedFloorId?: string | null;
117
131
  className?: string;
118
132
  onCameraChange?: (state: AgentGameOfficeCameraState) => void;
133
+ onFocusedFloorChange?: (floorId: string | null) => void;
119
134
  };
120
135
 
121
136
  export type AgentGameOfficeResolvedOptions = Omit<AgentGameOfficeMountOptions, "renderer"> & {
@@ -126,6 +141,9 @@ export type AgentGameOfficeResolvedOptions = Omit<AgentGameOfficeMountOptions, "
126
141
  export type AgentGameOfficeController = {
127
142
  updateAgents(agents: AgentPresence[]): void;
128
143
  focusAgent(agentId: string | null): void;
144
+ focusFloor(floorId: string | null): void;
145
+ getFocusedFloor(): string | null;
129
146
  refreshAgents(): void;
147
+ getNavigationErrors(): AgentNavigationError[];
130
148
  destroy(): void;
131
149
  };
@@ -1,75 +1,284 @@
1
- export type AgentGameOfficeRoomType = "office" | "auditorium" | "gym";
1
+ export type AgentGameOfficeRoomType = "office" | "auditorium" | "gym" | "dining" | "cafe" | "skyGarden";
2
2
 
3
3
  export type AgentGameOfficeRoomConfig = {
4
4
  type: AgentGameOfficeRoomType;
5
5
  capacity?: number;
6
6
  };
7
7
 
8
- export type AgentGameOfficeConfig = {
8
+ export type AgentGameOfficeConnectorType = "elevator";
9
+
10
+ export type AgentGameOfficeFloorConfig = {
11
+ id: string;
12
+ name: string;
9
13
  rooms: AgentGameOfficeRoomConfig[];
10
14
  };
11
15
 
16
+ export type AgentGameOfficeConnectorConfig = {
17
+ id: string;
18
+ type: AgentGameOfficeConnectorType;
19
+ name: string;
20
+ serves: string[];
21
+ };
22
+
23
+ export type AgentGameOfficeConfig = {
24
+ building: {
25
+ floors: AgentGameOfficeFloorConfig[];
26
+ connectors: AgentGameOfficeConnectorConfig[];
27
+ };
28
+ };
29
+
12
30
  export type NormalizedOfficeRoomConfig = {
13
31
  id: string;
14
32
  type: AgentGameOfficeRoomType;
15
33
  capacity: number;
16
34
  };
17
35
 
18
- export type NormalizedOfficeConfig = {
36
+ export type NormalizedOfficeFloorConfig = {
37
+ id: string;
38
+ name: string;
39
+ level: number;
19
40
  rooms: NormalizedOfficeRoomConfig[];
20
41
  };
21
42
 
43
+ export type NormalizedOfficeConnectorConfig = {
44
+ id: string;
45
+ type: AgentGameOfficeConnectorType;
46
+ name: string;
47
+ serves: string[];
48
+ };
49
+
50
+ export type NormalizedOfficeConfig = {
51
+ building: {
52
+ floors: NormalizedOfficeFloorConfig[];
53
+ connectors: NormalizedOfficeConnectorConfig[];
54
+ };
55
+ };
56
+
22
57
  const DEFAULT_ROOM_CAPACITY = {
23
58
  office: 12,
24
59
  auditorium: 40,
25
60
  gym: 8,
61
+ dining: 16,
62
+ cafe: 12,
63
+ skyGarden: 12,
26
64
  } satisfies Record<AgentGameOfficeRoomType, number>;
27
65
 
28
66
  const MAX_ROOM_CAPACITY = {
29
67
  office: 48,
30
68
  auditorium: 120,
31
69
  gym: 24,
70
+ dining: 48,
71
+ cafe: 32,
72
+ skyGarden: 32,
32
73
  } satisfies Record<AgentGameOfficeRoomType, number>;
33
74
 
34
75
  export const DEFAULT_OFFICE_CONFIG: AgentGameOfficeConfig = {
35
- rooms: [
36
- { type: "office" },
37
- { type: "auditorium" },
38
- { type: "gym" },
39
- ],
76
+ building: {
77
+ floors: [
78
+ {
79
+ id: "floor-1",
80
+ name: "1F",
81
+ rooms: [
82
+ { type: "office" },
83
+ { type: "auditorium" },
84
+ { type: "gym" },
85
+ ],
86
+ },
87
+ ],
88
+ connectors: [],
89
+ },
40
90
  };
41
91
 
42
92
  export function normalizeOfficeConfig(
43
93
  config: AgentGameOfficeConfig | undefined = DEFAULT_OFFICE_CONFIG,
44
94
  ): NormalizedOfficeConfig {
45
- if (!Array.isArray(config.rooms) || config.rooms.length === 0) {
46
- throw new Error("Agent game office config requires at least one room");
95
+ if (isRecord(config) && "rooms" in config) {
96
+ throw new Error("Agent game office config must use building floors instead of top-level rooms");
97
+ }
98
+ if (!config || !isRecord(config.building)) {
99
+ throw new Error("Agent game office config requires a building");
100
+ }
101
+
102
+ const floors = config.building.floors;
103
+ if (!Array.isArray(floors) || floors.length === 0) {
104
+ throw new Error("Agent game office building requires at least one floor");
105
+ }
106
+
107
+ const floorIds = new Set<string>();
108
+ const normalizedFloors = floors.map((floor, level) => {
109
+ if (!isRecord(floor)) {
110
+ throw new Error("Agent game office building floor config must be an object");
111
+ }
112
+ const floorId = assertNonEmptyId(floor.id, "floor");
113
+ assertUnique(floorId, floorIds, "floor");
114
+ if (!Array.isArray(floor.rooms) || floor.rooms.length === 0) {
115
+ throw new Error(`Agent game office floor ${floorId} requires at least one room`);
116
+ }
117
+
118
+ const counts = new Map<AgentGameOfficeRoomType, number>();
119
+ return {
120
+ id: floorId,
121
+ name: normalizeName(floor.name, "floor", floorId),
122
+ level,
123
+ rooms: floor.rooms.map((room) => {
124
+ if (!isRecord(room)) {
125
+ throw new Error(`Agent game office floor ${floorId} room config must be an object`);
126
+ }
127
+ assertRoomType(room.type);
128
+ const nextCount = (counts.get(room.type) ?? 0) + 1;
129
+ counts.set(room.type, nextCount);
130
+ return {
131
+ id: `${floorId}:${room.type}-${nextCount}`,
132
+ type: room.type,
133
+ capacity: normalizeRoomCapacity(room.type, room.capacity),
134
+ };
135
+ }),
136
+ };
137
+ });
138
+
139
+ const connectors = config.building.connectors;
140
+ if (!Array.isArray(connectors)) {
141
+ throw new Error("Agent game office building connectors must be an array");
142
+ }
143
+ if (normalizedFloors.length === 1 && connectors.length > 0) {
144
+ throw new Error("Agent game office single-floor building should not define connectors");
47
145
  }
146
+ if (normalizedFloors.length > 1 && connectors.length === 0) {
147
+ throw new Error("Agent game office building with multiple floors requires at least one connector");
148
+ }
149
+
150
+ const connectorIds = new Set<string>();
151
+ const normalizedConnectors = connectors.map((connector) => {
152
+ if (!isRecord(connector)) {
153
+ throw new Error("Agent game office building connector config must be an object");
154
+ }
155
+ const connectorId = assertNonEmptyId(connector.id, "connector");
156
+ assertUnique(connectorId, connectorIds, "connector");
157
+ assertConnectorType(connector.type);
158
+ if (!Array.isArray(connector.serves)) {
159
+ throw new Error(`Agent game office connector ${connectorId} must serve at least two floors`);
160
+ }
161
+ const servedFloorIds = new Set<string>();
162
+ const serves = connector.serves.map((floorId) => {
163
+ const normalizedFloorId = assertNonEmptyId(floorId, "connector floor");
164
+ if (!floorIds.has(normalizedFloorId)) {
165
+ throw new Error(`Agent game office connector ${connectorId} serves unknown floor: ${normalizedFloorId}`);
166
+ }
167
+ assertUnique(normalizedFloorId, servedFloorIds, "connector served floor");
168
+ return normalizedFloorId;
169
+ });
170
+ if (serves.length < 2) {
171
+ throw new Error(`Agent game office connector ${connectorId} must serve at least two floors`);
172
+ }
173
+
174
+ return {
175
+ id: connectorId,
176
+ type: connector.type,
177
+ name: normalizeName(connector.name, "connector", connectorId),
178
+ serves,
179
+ };
180
+ });
181
+ validateConnectorCoverage(normalizedFloors.map((floor) => floor.id), normalizedConnectors);
48
182
 
49
- const counts = new Map<AgentGameOfficeRoomType, number>();
50
183
  return {
51
- rooms: config.rooms.map((room) => {
52
- assertRoomType(room.type);
53
- const nextCount = (counts.get(room.type) ?? 0) + 1;
54
- counts.set(room.type, nextCount);
55
- return {
56
- id: `${room.type}-${nextCount}`,
57
- type: room.type,
58
- capacity: normalizeRoomCapacity(room.type, room.capacity),
59
- };
60
- }),
184
+ building: {
185
+ floors: normalizedFloors,
186
+ connectors: normalizedConnectors,
187
+ },
61
188
  };
62
189
  }
63
190
 
64
- function assertRoomType(value: string): asserts value is AgentGameOfficeRoomType {
65
- if (value !== "office" && value !== "auditorium" && value !== "gym") {
191
+ function validateConnectorCoverage(
192
+ floorIds: string[],
193
+ connectors: NormalizedOfficeConnectorConfig[],
194
+ ) {
195
+ if (floorIds.length <= 1) {
196
+ return;
197
+ }
198
+
199
+ const neighbors = new Map(floorIds.map((floorId) => [floorId, new Set<string>()]));
200
+ for (const connector of connectors) {
201
+ for (let leftIndex = 0; leftIndex < connector.serves.length; leftIndex += 1) {
202
+ for (let rightIndex = leftIndex + 1; rightIndex < connector.serves.length; rightIndex += 1) {
203
+ const left = connector.serves[leftIndex]!;
204
+ const right = connector.serves[rightIndex]!;
205
+ neighbors.get(left)?.add(right);
206
+ neighbors.get(right)?.add(left);
207
+ }
208
+ }
209
+ }
210
+
211
+ const visited = new Set<string>();
212
+ const queue = [floorIds[0]!];
213
+ while (queue.length > 0) {
214
+ const floorId = queue.shift()!;
215
+ if (visited.has(floorId)) {
216
+ continue;
217
+ }
218
+ visited.add(floorId);
219
+ for (const next of neighbors.get(floorId) ?? []) {
220
+ if (!visited.has(next)) {
221
+ queue.push(next);
222
+ }
223
+ }
224
+ }
225
+
226
+ if (visited.size !== floorIds.length) {
227
+ throw new Error("Agent game office building connector graph is disconnected");
228
+ }
229
+ }
230
+
231
+ function isRecord(value: unknown): value is Record<string, unknown> {
232
+ return typeof value === "object" && value !== null;
233
+ }
234
+
235
+ function assertNonEmptyId(value: unknown, label: string): string {
236
+ if (typeof value !== "string") {
237
+ throw new Error(`Agent game office ${label} id must be non-empty`);
238
+ }
239
+ const normalized = value.trim();
240
+ if (!normalized) {
241
+ throw new Error(`Agent game office ${label} id must be non-empty`);
242
+ }
243
+ return normalized;
244
+ }
245
+
246
+ function assertUnique(value: string, seen: Set<string>, label: string) {
247
+ if (seen.has(value)) {
248
+ throw new Error(`duplicate agent game office ${label} id: ${value}`);
249
+ }
250
+ seen.add(value);
251
+ }
252
+
253
+ function normalizeName(value: unknown, label: string, id: string): string {
254
+ if (typeof value !== "string" || !value.trim()) {
255
+ throw new Error(`Agent game office ${label} ${id} name must be non-empty`);
256
+ }
257
+ return value.trim();
258
+ }
259
+
260
+ function assertRoomType(value: unknown): asserts value is AgentGameOfficeRoomType {
261
+ if (
262
+ value !== "office"
263
+ && value !== "auditorium"
264
+ && value !== "gym"
265
+ && value !== "dining"
266
+ && value !== "cafe"
267
+ && value !== "skyGarden"
268
+ ) {
66
269
  throw new Error(`Unsupported agent game office room type: ${value}`);
67
270
  }
68
271
  }
69
272
 
70
- function normalizeRoomCapacity(type: AgentGameOfficeRoomType, capacity: number | undefined): number {
273
+ function assertConnectorType(value: unknown): asserts value is AgentGameOfficeConnectorType {
274
+ if (value !== "elevator") {
275
+ throw new Error(`Unsupported agent game office connector type: ${value}`);
276
+ }
277
+ }
278
+
279
+ function normalizeRoomCapacity(type: AgentGameOfficeRoomType, capacity: unknown): number {
71
280
  const value = capacity ?? DEFAULT_ROOM_CAPACITY[type];
72
- if (!Number.isInteger(value) || value <= 0) {
281
+ if (typeof value !== "number" || !Number.isInteger(value) || value <= 0) {
73
282
  throw new Error(`Agent game office room ${type} capacity must be a positive integer`);
74
283
  }
75
284
  return Math.min(value, MAX_ROOM_CAPACITY[type]);
@@ -1,2 +1,3 @@
1
1
  export * from "./config";
2
+ export * from "./navigation";
2
3
  export * from "./resolver";
@@ -0,0 +1,168 @@
1
+ export type Vector3Like = { x: number; y: number; z: number };
2
+
3
+ export type NavigationNodeKind =
4
+ | "seat"
5
+ | "zone"
6
+ | "connector-entry"
7
+ | "connector-cabin"
8
+ | "offstage";
9
+
10
+ export type NavigationNode = {
11
+ id: string;
12
+ floorId: string | null;
13
+ kind: NavigationNodeKind;
14
+ anchorId?: string;
15
+ connectorId?: string;
16
+ position: Vector3Like;
17
+ };
18
+
19
+ export type NavigationEdge =
20
+ | { kind: "walk"; from: string; to: string; floorId: string }
21
+ | {
22
+ kind: "elevator";
23
+ from: string;
24
+ to: string;
25
+ connectorId: string;
26
+ fromFloorId: string;
27
+ toFloorId: string;
28
+ };
29
+
30
+ export type ResolvedBuildingNavigationGraph = {
31
+ nodes: NavigationNode[];
32
+ edges: NavigationEdge[];
33
+ };
34
+
35
+ export type AgentRouteStep =
36
+ | {
37
+ kind: "walk";
38
+ fromNodeId: string;
39
+ toNodeId: string;
40
+ floorId: string;
41
+ from: Vector3Like;
42
+ to: Vector3Like;
43
+ }
44
+ | {
45
+ kind: "elevator";
46
+ connectorId: string;
47
+ fromFloorId: string;
48
+ toFloorId: string;
49
+ fromNodeId: string;
50
+ toNodeId: string;
51
+ from: Vector3Like;
52
+ to: Vector3Like;
53
+ };
54
+
55
+ export type AgentRoute = {
56
+ id: string;
57
+ agentId?: string;
58
+ fromNodeId: string;
59
+ toNodeId: string;
60
+ steps: AgentRouteStep[];
61
+ };
62
+
63
+ export class NoBuildingRouteError extends Error {
64
+ constructor(fromNodeId: string, toNodeId: string) {
65
+ super(`No building navigation route from ${fromNodeId} to ${toNodeId}`);
66
+ this.name = "NoBuildingRouteError";
67
+ }
68
+ }
69
+
70
+ export function planAgentRoute(
71
+ graph: ResolvedBuildingNavigationGraph,
72
+ fromNodeId: string,
73
+ toNodeId: string,
74
+ ): AgentRoute {
75
+ const nodes = new Map(graph.nodes.map((node) => [node.id, node]));
76
+ if (!nodes.has(fromNodeId) || !nodes.has(toNodeId)) {
77
+ throw new NoBuildingRouteError(fromNodeId, toNodeId);
78
+ }
79
+ if (fromNodeId === toNodeId) {
80
+ return {
81
+ id: `${fromNodeId}->${toNodeId}`,
82
+ fromNodeId,
83
+ toNodeId,
84
+ steps: [],
85
+ };
86
+ }
87
+
88
+ const edgesByFrom = new Map<string, NavigationEdge[]>();
89
+ for (const edge of graph.edges) {
90
+ const edges = edgesByFrom.get(edge.from);
91
+ if (edges) {
92
+ edges.push(edge);
93
+ } else {
94
+ edgesByFrom.set(edge.from, [edge]);
95
+ }
96
+ }
97
+
98
+ const queue = [fromNodeId];
99
+ const visited = new Set<string>([fromNodeId]);
100
+ const previous = new Map<string, NavigationEdge>();
101
+
102
+ while (queue.length > 0) {
103
+ const current = queue.shift()!;
104
+ for (const edge of edgesByFrom.get(current) ?? []) {
105
+ if (visited.has(edge.to)) {
106
+ continue;
107
+ }
108
+ visited.add(edge.to);
109
+ previous.set(edge.to, edge);
110
+ if (edge.to === toNodeId) {
111
+ queue.length = 0;
112
+ break;
113
+ }
114
+ queue.push(edge.to);
115
+ }
116
+ }
117
+
118
+ if (!previous.has(toNodeId)) {
119
+ throw new NoBuildingRouteError(fromNodeId, toNodeId);
120
+ }
121
+
122
+ const path: NavigationEdge[] = [];
123
+ let cursor = toNodeId;
124
+ while (cursor !== fromNodeId) {
125
+ const edge = previous.get(cursor);
126
+ if (!edge) {
127
+ throw new NoBuildingRouteError(fromNodeId, toNodeId);
128
+ }
129
+ path.push(edge);
130
+ cursor = edge.from;
131
+ }
132
+ path.reverse();
133
+
134
+ return {
135
+ id: `${fromNodeId}->${toNodeId}`,
136
+ fromNodeId,
137
+ toNodeId,
138
+ steps: path.map((edge) => edgeToRouteStep(edge, nodes)),
139
+ };
140
+ }
141
+
142
+ function edgeToRouteStep(edge: NavigationEdge, nodes: Map<string, NavigationNode>): AgentRouteStep {
143
+ const from = nodes.get(edge.from);
144
+ const to = nodes.get(edge.to);
145
+ if (!from || !to) {
146
+ throw new NoBuildingRouteError(edge.from, edge.to);
147
+ }
148
+ if (edge.kind === "walk") {
149
+ return {
150
+ kind: "walk",
151
+ fromNodeId: edge.from,
152
+ toNodeId: edge.to,
153
+ floorId: edge.floorId,
154
+ from: from.position,
155
+ to: to.position,
156
+ };
157
+ }
158
+ return {
159
+ kind: "elevator",
160
+ connectorId: edge.connectorId,
161
+ fromFloorId: edge.fromFloorId,
162
+ toFloorId: edge.toFloorId,
163
+ fromNodeId: edge.from,
164
+ toNodeId: edge.to,
165
+ from: from.position,
166
+ to: to.position,
167
+ };
168
+ }