@alife-sdk/ai 0.1.0

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Files changed (395) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +385 -0
  3. package/dist/animation/AnimationController.d.ts +60 -0
  4. package/dist/animation/AnimationController.d.ts.map +1 -0
  5. package/dist/animation/AnimationController.js +71 -0
  6. package/dist/animation/AnimationController.js.map +1 -0
  7. package/dist/animation/AnimationSelector.d.ts +108 -0
  8. package/dist/animation/AnimationSelector.d.ts.map +1 -0
  9. package/dist/animation/AnimationSelector.js +194 -0
  10. package/dist/animation/AnimationSelector.js.map +1 -0
  11. package/dist/animation/index.d.ts +5 -0
  12. package/dist/animation/index.d.ts.map +1 -0
  13. package/dist/animation/index.js +4 -0
  14. package/dist/animation/index.js.map +1 -0
  15. package/dist/combat/CombatTransitionChain.d.ts +95 -0
  16. package/dist/combat/CombatTransitionChain.d.ts.map +1 -0
  17. package/dist/combat/CombatTransitionChain.js +117 -0
  18. package/dist/combat/CombatTransitionChain.js.map +1 -0
  19. package/dist/combat/LoadoutBuilder.d.ts +83 -0
  20. package/dist/combat/LoadoutBuilder.d.ts.map +1 -0
  21. package/dist/combat/LoadoutBuilder.js +213 -0
  22. package/dist/combat/LoadoutBuilder.js.map +1 -0
  23. package/dist/combat/MonsterAbilityData.d.ts +97 -0
  24. package/dist/combat/MonsterAbilityData.d.ts.map +1 -0
  25. package/dist/combat/MonsterAbilityData.js +94 -0
  26. package/dist/combat/MonsterAbilityData.js.map +1 -0
  27. package/dist/combat/WeaponSelector.d.ts +47 -0
  28. package/dist/combat/WeaponSelector.d.ts.map +1 -0
  29. package/dist/combat/WeaponSelector.js +180 -0
  30. package/dist/combat/WeaponSelector.js.map +1 -0
  31. package/dist/combat/index.d.ts +9 -0
  32. package/dist/combat/index.d.ts.map +1 -0
  33. package/dist/combat/index.js +6 -0
  34. package/dist/combat/index.js.map +1 -0
  35. package/dist/conditions/ConditionBank.d.ts +179 -0
  36. package/dist/conditions/ConditionBank.d.ts.map +1 -0
  37. package/dist/conditions/ConditionBank.js +220 -0
  38. package/dist/conditions/ConditionBank.js.map +1 -0
  39. package/dist/conditions/index.d.ts +3 -0
  40. package/dist/conditions/index.d.ts.map +1 -0
  41. package/dist/conditions/index.js +3 -0
  42. package/dist/conditions/index.js.map +1 -0
  43. package/dist/config/createDefaultAIConfig.d.ts +25 -0
  44. package/dist/config/createDefaultAIConfig.d.ts.map +1 -0
  45. package/dist/config/createDefaultAIConfig.js +147 -0
  46. package/dist/config/createDefaultAIConfig.js.map +1 -0
  47. package/dist/config/index.d.ts +2 -0
  48. package/dist/config/index.d.ts.map +1 -0
  49. package/dist/config/index.js +3 -0
  50. package/dist/config/index.js.map +1 -0
  51. package/dist/cover/CoverAccessAdapter.d.ts +61 -0
  52. package/dist/cover/CoverAccessAdapter.d.ts.map +1 -0
  53. package/dist/cover/CoverAccessAdapter.js +74 -0
  54. package/dist/cover/CoverAccessAdapter.js.map +1 -0
  55. package/dist/cover/CoverEvaluators.d.ts +43 -0
  56. package/dist/cover/CoverEvaluators.d.ts.map +1 -0
  57. package/dist/cover/CoverEvaluators.js +193 -0
  58. package/dist/cover/CoverEvaluators.js.map +1 -0
  59. package/dist/cover/CoverLockRegistry.d.ts +50 -0
  60. package/dist/cover/CoverLockRegistry.d.ts.map +1 -0
  61. package/dist/cover/CoverLockRegistry.js +164 -0
  62. package/dist/cover/CoverLockRegistry.js.map +1 -0
  63. package/dist/cover/CoverRecommender.d.ts +32 -0
  64. package/dist/cover/CoverRecommender.d.ts.map +1 -0
  65. package/dist/cover/CoverRecommender.js +45 -0
  66. package/dist/cover/CoverRecommender.js.map +1 -0
  67. package/dist/cover/CoverRegistry.d.ts +97 -0
  68. package/dist/cover/CoverRegistry.d.ts.map +1 -0
  69. package/dist/cover/CoverRegistry.js +223 -0
  70. package/dist/cover/CoverRegistry.js.map +1 -0
  71. package/dist/cover/ICoverEvaluator.d.ts +15 -0
  72. package/dist/cover/ICoverEvaluator.d.ts.map +1 -0
  73. package/dist/cover/ICoverEvaluator.js +4 -0
  74. package/dist/cover/ICoverEvaluator.js.map +1 -0
  75. package/dist/cover/ICoverLockConfig.d.ts +83 -0
  76. package/dist/cover/ICoverLockConfig.d.ts.map +1 -0
  77. package/dist/cover/ICoverLockConfig.js +21 -0
  78. package/dist/cover/ICoverLockConfig.js.map +1 -0
  79. package/dist/cover/LoopholeGenerator.d.ts +44 -0
  80. package/dist/cover/LoopholeGenerator.d.ts.map +1 -0
  81. package/dist/cover/LoopholeGenerator.js +96 -0
  82. package/dist/cover/LoopholeGenerator.js.map +1 -0
  83. package/dist/cover/index.d.ts +11 -0
  84. package/dist/cover/index.d.ts.map +1 -0
  85. package/dist/cover/index.js +8 -0
  86. package/dist/cover/index.js.map +1 -0
  87. package/dist/goap/EvadeHazardAction.d.ts +34 -0
  88. package/dist/goap/EvadeHazardAction.d.ts.map +1 -0
  89. package/dist/goap/EvadeHazardAction.js +48 -0
  90. package/dist/goap/EvadeHazardAction.js.map +1 -0
  91. package/dist/goap/GOAPController.d.ts +114 -0
  92. package/dist/goap/GOAPController.d.ts.map +1 -0
  93. package/dist/goap/GOAPController.js +191 -0
  94. package/dist/goap/GOAPController.js.map +1 -0
  95. package/dist/goap/GoalSelector.d.ts +40 -0
  96. package/dist/goap/GoalSelector.d.ts.map +1 -0
  97. package/dist/goap/GoalSelector.js +115 -0
  98. package/dist/goap/GoalSelector.js.map +1 -0
  99. package/dist/goap/IHazardZoneAccess.d.ts +16 -0
  100. package/dist/goap/IHazardZoneAccess.d.ts.map +1 -0
  101. package/dist/goap/IHazardZoneAccess.js +2 -0
  102. package/dist/goap/IHazardZoneAccess.js.map +1 -0
  103. package/dist/goap/WorldStateBuilder.d.ts +27 -0
  104. package/dist/goap/WorldStateBuilder.d.ts.map +1 -0
  105. package/dist/goap/WorldStateBuilder.js +51 -0
  106. package/dist/goap/WorldStateBuilder.js.map +1 -0
  107. package/dist/goap/index.d.ts +9 -0
  108. package/dist/goap/index.d.ts.map +1 -0
  109. package/dist/goap/index.js +6 -0
  110. package/dist/goap/index.js.map +1 -0
  111. package/dist/index.d.ts +16 -0
  112. package/dist/index.d.ts.map +1 -0
  113. package/dist/index.js +18 -0
  114. package/dist/index.js.map +1 -0
  115. package/dist/navigation/PathSmoother.d.ts +29 -0
  116. package/dist/navigation/PathSmoother.d.ts.map +1 -0
  117. package/dist/navigation/PathSmoother.js +172 -0
  118. package/dist/navigation/PathSmoother.js.map +1 -0
  119. package/dist/navigation/RestrictedZoneManager.d.ts +83 -0
  120. package/dist/navigation/RestrictedZoneManager.d.ts.map +1 -0
  121. package/dist/navigation/RestrictedZoneManager.js +179 -0
  122. package/dist/navigation/RestrictedZoneManager.js.map +1 -0
  123. package/dist/navigation/SmoothPathFollower.d.ts +55 -0
  124. package/dist/navigation/SmoothPathFollower.d.ts.map +1 -0
  125. package/dist/navigation/SmoothPathFollower.js +132 -0
  126. package/dist/navigation/SmoothPathFollower.js.map +1 -0
  127. package/dist/navigation/SteeringBehaviors.d.ts +123 -0
  128. package/dist/navigation/SteeringBehaviors.d.ts.map +1 -0
  129. package/dist/navigation/SteeringBehaviors.js +211 -0
  130. package/dist/navigation/SteeringBehaviors.js.map +1 -0
  131. package/dist/navigation/index.d.ts +7 -0
  132. package/dist/navigation/index.d.ts.map +1 -0
  133. package/dist/navigation/index.js +6 -0
  134. package/dist/navigation/index.js.map +1 -0
  135. package/dist/perception/NPCSensors.d.ts +129 -0
  136. package/dist/perception/NPCSensors.d.ts.map +1 -0
  137. package/dist/perception/NPCSensors.js +147 -0
  138. package/dist/perception/NPCSensors.js.map +1 -0
  139. package/dist/perception/PerceptionQuery.d.ts +65 -0
  140. package/dist/perception/PerceptionQuery.d.ts.map +1 -0
  141. package/dist/perception/PerceptionQuery.js +199 -0
  142. package/dist/perception/PerceptionQuery.js.map +1 -0
  143. package/dist/perception/index.d.ts +4 -0
  144. package/dist/perception/index.d.ts.map +1 -0
  145. package/dist/perception/index.js +4 -0
  146. package/dist/perception/index.js.map +1 -0
  147. package/dist/plugin/AIPlugin.d.ts +71 -0
  148. package/dist/plugin/AIPlugin.d.ts.map +1 -0
  149. package/dist/plugin/AIPlugin.js +134 -0
  150. package/dist/plugin/AIPlugin.js.map +1 -0
  151. package/dist/plugin/index.d.ts +3 -0
  152. package/dist/plugin/index.d.ts.map +1 -0
  153. package/dist/plugin/index.js +3 -0
  154. package/dist/plugin/index.js.map +1 -0
  155. package/dist/ports/AIPorts.d.ts +13 -0
  156. package/dist/ports/AIPorts.d.ts.map +1 -0
  157. package/dist/ports/AIPorts.js +14 -0
  158. package/dist/ports/AIPorts.js.map +1 -0
  159. package/dist/ports/ICoverPointSource.d.ts +27 -0
  160. package/dist/ports/ICoverPointSource.d.ts.map +1 -0
  161. package/dist/ports/ICoverPointSource.js +4 -0
  162. package/dist/ports/ICoverPointSource.js.map +1 -0
  163. package/dist/ports/IPerceptionProvider.d.ts +42 -0
  164. package/dist/ports/IPerceptionProvider.d.ts.map +1 -0
  165. package/dist/ports/IPerceptionProvider.js +4 -0
  166. package/dist/ports/IPerceptionProvider.js.map +1 -0
  167. package/dist/ports/index.d.ts +4 -0
  168. package/dist/ports/index.d.ts.map +1 -0
  169. package/dist/ports/index.js +3 -0
  170. package/dist/ports/index.js.map +1 -0
  171. package/dist/sound/VocalizationTypes.d.ts +57 -0
  172. package/dist/sound/VocalizationTypes.d.ts.map +1 -0
  173. package/dist/sound/VocalizationTypes.js +87 -0
  174. package/dist/sound/VocalizationTypes.js.map +1 -0
  175. package/dist/sound/index.d.ts +3 -0
  176. package/dist/sound/index.d.ts.map +1 -0
  177. package/dist/sound/index.js +3 -0
  178. package/dist/sound/index.js.map +1 -0
  179. package/dist/squad/SquadSharedTarget.d.ts +137 -0
  180. package/dist/squad/SquadSharedTarget.d.ts.map +1 -0
  181. package/dist/squad/SquadSharedTarget.js +145 -0
  182. package/dist/squad/SquadSharedTarget.js.map +1 -0
  183. package/dist/squad/SquadTactics.d.ts +63 -0
  184. package/dist/squad/SquadTactics.d.ts.map +1 -0
  185. package/dist/squad/SquadTactics.js +76 -0
  186. package/dist/squad/SquadTactics.js.map +1 -0
  187. package/dist/squad/index.d.ts +5 -0
  188. package/dist/squad/index.d.ts.map +1 -0
  189. package/dist/squad/index.js +4 -0
  190. package/dist/squad/index.js.map +1 -0
  191. package/dist/states/INPCContext.d.ts +550 -0
  192. package/dist/states/INPCContext.d.ts.map +1 -0
  193. package/dist/states/INPCContext.js +17 -0
  194. package/dist/states/INPCContext.js.map +1 -0
  195. package/dist/states/INPCOnlineState.d.ts +202 -0
  196. package/dist/states/INPCOnlineState.d.ts.map +1 -0
  197. package/dist/states/INPCOnlineState.js +9 -0
  198. package/dist/states/INPCOnlineState.js.map +1 -0
  199. package/dist/states/IOnlineStateHandler.d.ts +58 -0
  200. package/dist/states/IOnlineStateHandler.d.ts.map +1 -0
  201. package/dist/states/IOnlineStateHandler.js +13 -0
  202. package/dist/states/IOnlineStateHandler.js.map +1 -0
  203. package/dist/states/IStateConfig.d.ts +272 -0
  204. package/dist/states/IStateConfig.d.ts.map +1 -0
  205. package/dist/states/IStateConfig.js +100 -0
  206. package/dist/states/IStateConfig.js.map +1 -0
  207. package/dist/states/IStateTransitionMap.d.ts +89 -0
  208. package/dist/states/IStateTransitionMap.d.ts.map +1 -0
  209. package/dist/states/IStateTransitionMap.js +75 -0
  210. package/dist/states/IStateTransitionMap.js.map +1 -0
  211. package/dist/states/NPCOnlineState.d.ts +19 -0
  212. package/dist/states/NPCOnlineState.d.ts.map +1 -0
  213. package/dist/states/NPCOnlineState.js +75 -0
  214. package/dist/states/NPCOnlineState.js.map +1 -0
  215. package/dist/states/NPCPerception.d.ts +108 -0
  216. package/dist/states/NPCPerception.d.ts.map +1 -0
  217. package/dist/states/NPCPerception.js +122 -0
  218. package/dist/states/NPCPerception.js.map +1 -0
  219. package/dist/states/OnlineAIDriver.d.ts +64 -0
  220. package/dist/states/OnlineAIDriver.d.ts.map +1 -0
  221. package/dist/states/OnlineAIDriver.js +171 -0
  222. package/dist/states/OnlineAIDriver.js.map +1 -0
  223. package/dist/states/OnlineStateRegistryBuilder.d.ts +115 -0
  224. package/dist/states/OnlineStateRegistryBuilder.d.ts.map +1 -0
  225. package/dist/states/OnlineStateRegistryBuilder.js +184 -0
  226. package/dist/states/OnlineStateRegistryBuilder.js.map +1 -0
  227. package/dist/states/StateHandlerMap.d.ts +52 -0
  228. package/dist/states/StateHandlerMap.d.ts.map +1 -0
  229. package/dist/states/StateHandlerMap.js +88 -0
  230. package/dist/states/StateHandlerMap.js.map +1 -0
  231. package/dist/states/eat-corpse/EatCorpseState.d.ts +32 -0
  232. package/dist/states/eat-corpse/EatCorpseState.d.ts.map +1 -0
  233. package/dist/states/eat-corpse/EatCorpseState.js +126 -0
  234. package/dist/states/eat-corpse/EatCorpseState.js.map +1 -0
  235. package/dist/states/eat-corpse/EatCorpseTransitionGuard.d.ts +34 -0
  236. package/dist/states/eat-corpse/EatCorpseTransitionGuard.d.ts.map +1 -0
  237. package/dist/states/eat-corpse/EatCorpseTransitionGuard.js +82 -0
  238. package/dist/states/eat-corpse/EatCorpseTransitionGuard.js.map +1 -0
  239. package/dist/states/eat-corpse/ICorpseSource.d.ts +87 -0
  240. package/dist/states/eat-corpse/ICorpseSource.d.ts.map +1 -0
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  242. package/dist/states/eat-corpse/ICorpseSource.js.map +1 -0
  243. package/dist/states/eat-corpse/IEatCorpseConfig.d.ts +75 -0
  244. package/dist/states/eat-corpse/IEatCorpseConfig.d.ts.map +1 -0
  245. package/dist/states/eat-corpse/IEatCorpseConfig.js +23 -0
  246. package/dist/states/eat-corpse/IEatCorpseConfig.js.map +1 -0
  247. package/dist/states/eat-corpse/IEatCorpsePhase.d.ts +23 -0
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  251. package/dist/states/eat-corpse/index.d.ts +7 -0
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  255. package/dist/states/handlers/AlertState.d.ts +18 -0
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  257. package/dist/states/handlers/AlertState.js +104 -0
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  259. package/dist/states/handlers/CampState.d.ts +18 -0
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  263. package/dist/states/handlers/ChargeState.d.ts +18 -0
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  266. package/dist/states/handlers/ChargeState.js.map +1 -0
  267. package/dist/states/handlers/CombatState.d.ts +19 -0
  268. package/dist/states/handlers/CombatState.d.ts.map +1 -0
  269. package/dist/states/handlers/CombatState.js +137 -0
  270. package/dist/states/handlers/CombatState.js.map +1 -0
  271. package/dist/states/handlers/CombatTransitionHandler.d.ts +34 -0
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  275. package/dist/states/handlers/DeadState.d.ts +16 -0
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  277. package/dist/states/handlers/DeadState.js +35 -0
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  279. package/dist/states/handlers/EvadeGrenadeState.d.ts +23 -0
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  283. package/dist/states/handlers/FleeState.d.ts +18 -0
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  291. package/dist/states/handlers/HelpWoundedState.d.ts +27 -0
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  299. package/dist/states/handlers/InvestigateState.d.ts +27 -0
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  307. package/dist/states/handlers/LeapState.d.ts +18 -0
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  311. package/dist/states/handlers/MonsterCombatController.d.ts +55 -0
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  315. package/dist/states/handlers/PatrolState.d.ts +18 -0
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  319. package/dist/states/handlers/PsiAttackState.d.ts +18 -0
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  323. package/dist/states/handlers/RetreatState.d.ts +18 -0
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  327. package/dist/states/handlers/SearchState.d.ts +18 -0
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  331. package/dist/states/handlers/SleepState.d.ts +18 -0
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  339. package/dist/states/handlers/TakeCoverState.d.ts +18 -0
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  343. package/dist/states/handlers/WoundedState.d.ts +18 -0
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  383. package/dist/types/IPerceptionTypes.d.ts +94 -0
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  395. package/package.json +123 -0
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Eight cardinal/intercardinal directions for sprite animation.
3
+ * Values are string keys used in animation name composition.
4
+ */
5
+ export declare const AnimDirection: {
6
+ readonly DOWN: "down";
7
+ readonly DOWN_LEFT: "down_left";
8
+ readonly DOWN_RIGHT: "down_right";
9
+ readonly LEFT: "left";
10
+ readonly RIGHT: "right";
11
+ readonly UP: "up";
12
+ readonly UP_LEFT: "up_left";
13
+ readonly UP_RIGHT: "up_right";
14
+ };
15
+ export type AnimDirection = (typeof AnimDirection)[keyof typeof AnimDirection];
16
+ /**
17
+ * Resolved animation key ready for sprite playback.
18
+ * Contains the full key string and optional metadata.
19
+ */
20
+ export interface IAnimKeyResult {
21
+ /** Full animation key, e.g. 'walk_rifle_down_left'. */
22
+ readonly key: string;
23
+ /** Direction component for flip/mirror logic. */
24
+ readonly direction: AnimDirection;
25
+ /** Whether the sprite should be horizontally flipped. */
26
+ readonly flipX: boolean;
27
+ }
28
+ //# sourceMappingURL=IAnimationTypes.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"IAnimationTypes.d.ts","sourceRoot":"","sources":["../../src/types/IAnimationTypes.ts"],"names":[],"mappings":"AAGA;;;GAGG;AACH,eAAO,MAAM,aAAa;;;;;;;;;CAShB,CAAC;AAEX,MAAM,MAAM,aAAa,GAAG,CAAC,OAAO,aAAa,CAAC,CAAC,MAAM,OAAO,aAAa,CAAC,CAAC;AAE/E;;;GAGG;AACH,MAAM,WAAW,cAAc;IAC7B,uDAAuD;IACvD,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,iDAAiD;IACjD,QAAQ,CAAC,SAAS,EAAE,aAAa,CAAC;IAClC,yDAAyD;IACzD,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;CACzB"}
@@ -0,0 +1,17 @@
1
+ // types/IAnimationTypes.ts
2
+ // Animation key resolution types for NPC sprite systems.
3
+ /**
4
+ * Eight cardinal/intercardinal directions for sprite animation.
5
+ * Values are string keys used in animation name composition.
6
+ */
7
+ export const AnimDirection = {
8
+ DOWN: 'down',
9
+ DOWN_LEFT: 'down_left',
10
+ DOWN_RIGHT: 'down_right',
11
+ LEFT: 'left',
12
+ RIGHT: 'right',
13
+ UP: 'up',
14
+ UP_LEFT: 'up_left',
15
+ UP_RIGHT: 'up_right',
16
+ };
17
+ //# sourceMappingURL=IAnimationTypes.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,76 @@
1
+ import type { Vec2 } from '@alife-sdk/core';
2
+ /**
3
+ * A firing position within a cover point.
4
+ *
5
+ * Loopholes represent peek offsets from the cover center where an NPC
6
+ * can expose themselves to fire while remaining partially protected.
7
+ * The firing arc defines the angular range the NPC can engage from
8
+ * this position.
9
+ */
10
+ export interface ILoophole {
11
+ /** X offset from cover center to peek position (px). */
12
+ readonly offsetX: number;
13
+ /** Y offset from cover center to peek position (px). */
14
+ readonly offsetY: number;
15
+ /** Start of the valid firing arc (radians, 0 = right, CCW positive). */
16
+ readonly angleMin: number;
17
+ /** End of the valid firing arc (radians). */
18
+ readonly angleMax: number;
19
+ }
20
+ /**
21
+ * A single cover position in world space.
22
+ *
23
+ * Cover points are registered with a {@link CoverRegistry} and queried
24
+ * during combat to find the best tactical position. Occupancy is tracked
25
+ * per point — only one NPC can shelter at each point at a time.
26
+ */
27
+ export interface ICoverPoint {
28
+ /** Unique identifier (e.g. 'cover_0042'). */
29
+ readonly id: string;
30
+ /** World X coordinate. */
31
+ readonly x: number;
32
+ /** World Y coordinate. */
33
+ readonly y: number;
34
+ /** Protection radius in pixels. */
35
+ readonly radius: number;
36
+ /** NPC ID currently sheltering here, or null if free. */
37
+ occupiedBy: string | null;
38
+ /** Auto-generated firing positions. Populated lazily. */
39
+ loopholes: readonly ILoophole[];
40
+ }
41
+ /**
42
+ * Minimal enemy position for cover evaluation.
43
+ * Avoids entity references so evaluators remain pure functions.
44
+ */
45
+ export type IEnemyPosition = Vec2;
46
+ /**
47
+ * Context passed to cover evaluators for scoring decisions.
48
+ * Aggregates all tactical data an evaluator needs.
49
+ */
50
+ export interface ICoverEvalContext {
51
+ /** Position of the NPC seeking cover. */
52
+ readonly npcPosition: Vec2;
53
+ /** Known enemy positions. */
54
+ readonly enemies: readonly IEnemyPosition[];
55
+ /** Search radius limit (squared for perf). */
56
+ readonly maxRadiusSq: number;
57
+ }
58
+ /**
59
+ * Evaluator categories — each optimizes for a different tactical priority.
60
+ */
61
+ export declare const CoverType: {
62
+ /** Nearest cover — quick retreat, prioritizes proximity. */
63
+ readonly CLOSE: "close";
64
+ /** Far cover — strategic retreat, maximizes distance from enemies. */
65
+ readonly FAR: "far";
66
+ /** Balanced scoring — distance + safety + angle (default). */
67
+ readonly BALANCED: "balanced";
68
+ /** @deprecated Use BALANCED */
69
+ readonly BEST: "balanced";
70
+ /** Flanking position — good angle on enemy, offensive. */
71
+ readonly AMBUSH: "ambush";
72
+ /** Maximum safety — minimum aggregate threat exposure. */
73
+ readonly SAFE: "safe";
74
+ };
75
+ export type CoverType = (typeof CoverType)[keyof typeof CoverType];
76
+ //# sourceMappingURL=ICoverPoint.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"ICoverPoint.d.ts","sourceRoot":"","sources":["../../src/types/ICoverPoint.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE5C;;;;;;;GAOG;AACH,MAAM,WAAW,SAAS;IACxB,wDAAwD;IACxD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,wDAAwD;IACxD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,wEAAwE;IACxE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;GAMG;AACH,MAAM,WAAW,WAAW;IAC1B,6CAA6C;IAC7C,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,0BAA0B;IAC1B,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,0BAA0B;IAC1B,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,mCAAmC;IACnC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,yDAAyD;IACzD,UAAU,EAAE,MAAM,GAAG,IAAI,CAAC;IAC1B,yDAAyD;IACzD,SAAS,EAAE,SAAS,SAAS,EAAE,CAAC;CACjC;AAED;;;GAGG;AACH,MAAM,MAAM,cAAc,GAAG,IAAI,CAAC;AAElC;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,yCAAyC;IACzC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC;IAC3B,6BAA6B;IAC7B,QAAQ,CAAC,OAAO,EAAE,SAAS,cAAc,EAAE,CAAC;IAC5C,8CAA8C;IAC9C,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED;;GAEG;AACH,eAAO,MAAM,SAAS;IACpB,4DAA4D;;IAE5D,sEAAsE;;IAEtE,8DAA8D;;IAE9D,+BAA+B;;IAE/B,0DAA0D;;IAE1D,0DAA0D;;CAElD,CAAC;AAEX,MAAM,MAAM,SAAS,GAAG,CAAC,OAAO,SAAS,CAAC,CAAC,MAAM,OAAO,SAAS,CAAC,CAAC"}
@@ -0,0 +1,21 @@
1
+ // types/ICoverPoint.ts
2
+ // Value objects for the tactical cover system.
3
+ // All types are pure data — no behavior, no framework coupling.
4
+ /**
5
+ * Evaluator categories — each optimizes for a different tactical priority.
6
+ */
7
+ export const CoverType = {
8
+ /** Nearest cover — quick retreat, prioritizes proximity. */
9
+ CLOSE: 'close',
10
+ /** Far cover — strategic retreat, maximizes distance from enemies. */
11
+ FAR: 'far',
12
+ /** Balanced scoring — distance + safety + angle (default). */
13
+ BALANCED: 'balanced',
14
+ /** @deprecated Use BALANCED */
15
+ BEST: 'balanced',
16
+ /** Flanking position — good angle on enemy, offensive. */
17
+ AMBUSH: 'ambush',
18
+ /** Maximum safety — minimum aggregate threat exposure. */
19
+ SAFE: 'safe',
20
+ };
21
+ //# sourceMappingURL=ICoverPoint.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ICoverPoint.js","sourceRoot":"","sources":["../../src/types/ICoverPoint.ts"],"names":[],"mappings":"AAAA,uBAAuB;AACvB,+CAA+C;AAC/C,gEAAgE;AAgEhE;;GAEG;AACH,MAAM,CAAC,MAAM,SAAS,GAAG;IACvB,4DAA4D;IAC5D,KAAK,EAAE,OAAO;IACd,sEAAsE;IACtE,GAAG,EAAE,KAAK;IACV,8DAA8D;IAC9D,QAAQ,EAAE,UAAU;IACpB,+BAA+B;IAC/B,IAAI,EAAE,UAAU;IAChB,0DAA0D;IAC1D,MAAM,EAAE,QAAQ;IAChB,0DAA0D;IAC1D,IAAI,EAAE,MAAM;CACJ,CAAC"}
@@ -0,0 +1,150 @@
1
+ import type { IWeaponConfig, WeaponCategory } from './IWeaponTypes';
2
+ import type { IPerceptionConfig, IGOAPConfig } from './IPerceptionTypes';
3
+ /**
4
+ * Cover system tuning constants.
5
+ */
6
+ export interface ICoverConfig {
7
+ /** Max search radius when finding cover (px). */
8
+ readonly searchRadius: number;
9
+ /** Default protection radius for cover points (px). */
10
+ readonly pointRadius: number;
11
+ /** Distance within which an NPC counts as "in cover" (px). */
12
+ readonly occupyDistance: number;
13
+ /** Minimum score threshold — points below this are rejected. */
14
+ readonly minScoreThreshold: number;
15
+ /** CLOSE evaluator: max acceptable distance (px). */
16
+ readonly closeMaxRange: number;
17
+ /** FAR evaluator: max acceptable distance (px). */
18
+ readonly farMaxRange: number;
19
+ /** AMBUSH evaluator: minimum flanking angle (radians). */
20
+ readonly ambushMinAngle: number;
21
+ /** AMBUSH evaluator: maximum flanking angle (radians). */
22
+ readonly ambushMaxAngle: number;
23
+ /** AMBUSH evaluator: minimum distance from enemy (px). */
24
+ readonly ambushMinDist: number;
25
+ /** AMBUSH evaluator: maximum distance from enemy (px). */
26
+ readonly ambushMaxDist: number;
27
+ /** HP ratio below which cover is critical (CLOSE). */
28
+ readonly recommendHpCritical: number;
29
+ /** HP ratio above which NPC can be offensive (AMBUSH). */
30
+ readonly recommendHpHealthy: number;
31
+ /** Morale below which NPC should flee (FAR/SAFE). */
32
+ readonly recommendMoraleDemoralized: number;
33
+ /** Enemy count above which SAFE is preferred. */
34
+ readonly recommendOutnumberedCount: number;
35
+ /** Total angular width of a loophole firing arc (radians). */
36
+ readonly loopholeFireArc: number;
37
+ /** Maximum loopholes per cover point. */
38
+ readonly loopholeMaxPerCover: number;
39
+ /** Distance from cover center to peek position (px). */
40
+ readonly loopholeOffsetDistance: number;
41
+ }
42
+ /**
43
+ * Navigation and pathfinding tuning constants.
44
+ */
45
+ export interface INavigationConfig {
46
+ /** CatmullRom interpolation points per path segment. */
47
+ readonly smoothPointsPerSegment: number;
48
+ /** Max random jitter offset for path smoothing (px). */
49
+ readonly smoothRandomOffset: number;
50
+ /** Distance threshold for considering a waypoint reached (px). */
51
+ readonly arrivalThreshold: number;
52
+ /** Maximum turn angle before Dubins arc insertion (radians). */
53
+ readonly dubinsMaxInstantTurn: number;
54
+ /** Turning radius for Dubins arcs (px). */
55
+ readonly dubinsTurningRadius: number;
56
+ /** Velocity multiplier for straight segments. */
57
+ readonly velocityCurveFast: number;
58
+ /** Velocity multiplier for moderate turns. */
59
+ readonly velocityCurveMedium: number;
60
+ /** Velocity multiplier for sharp turns. */
61
+ readonly velocityCurveSlow: number;
62
+ /** Interpolation rate for velocity transitions per step. */
63
+ readonly velocityTransitionRate: number;
64
+ /** Safety margin around restricted zones (px). */
65
+ readonly restrictedZoneSafeMargin: number;
66
+ }
67
+ /**
68
+ * Per-weapon-category scoring factors for multi-factor weapon selection.
69
+ * When provided in `IWeaponSelectionConfig.scoringFactors`, overrides the
70
+ * hardcoded enemy-count and HP-ratio modifiers for the given category.
71
+ */
72
+ export interface IWeaponScoringFactors {
73
+ /** Base effectiveness score (unused by default distance scoring, reserved for extensions). */
74
+ readonly baseEffectiveness: number;
75
+ /** Modifier applied when 3+ enemies are visible. */
76
+ readonly multiEnemyModifier: number;
77
+ /** Modifier applied when HP ratio < 0.3. */
78
+ readonly lowHpModifier: number;
79
+ /** Modifier applied when HP ratio > 0.7. */
80
+ readonly highHpModifier: number;
81
+ }
82
+ /**
83
+ * Weapon selection and loadout tuning constants.
84
+ */
85
+ export interface IWeaponSelectionConfig {
86
+ /** Per-weapon-category configurations. */
87
+ readonly weapons: Readonly<Record<WeaponCategory, IWeaponConfig>>;
88
+ /** Shotgun maximum effective range (px). */
89
+ readonly shotgunEffectiveMax: number;
90
+ /** Rifle minimum effective range (px). */
91
+ readonly rifleEffectiveMin: number;
92
+ /** Rifle maximum effective range (px). */
93
+ readonly rifleEffectiveMax: number;
94
+ /** Sniper minimum effective range (px). */
95
+ readonly sniperEffectiveMin: number;
96
+ /** Minimum throw distance for grenades (px). */
97
+ readonly grenadeMinDistance: number;
98
+ /** Maximum throw distance for grenades (px). */
99
+ readonly grenadeMaxDistance: number;
100
+ /** Minimum enemies to justify a grenade throw. */
101
+ readonly grenadeMinEnemies: number;
102
+ /** HP ratio threshold to consider using a medkit. */
103
+ readonly medkitHpThreshold: number;
104
+ /** HP ratio below which medkit is used even in combat. */
105
+ readonly medkitEmergencyThreshold: number;
106
+ /** Optional per-category scoring overrides for enemy-count and HP-ratio modifiers. */
107
+ readonly scoringFactors?: Readonly<Record<string, IWeaponScoringFactors>>;
108
+ }
109
+ /**
110
+ * Squad tactical evaluation tuning.
111
+ */
112
+ export interface ISquadTacticsConfig {
113
+ /** Enemy-to-ally ratio above which the squad is outnumbered. */
114
+ readonly outnumberRatio: number;
115
+ /** Morale value at which NPC is considered panicked. */
116
+ readonly moralePanickedThreshold: number;
117
+ /** Distance within which squad members are considered "nearby" (px). */
118
+ readonly nearbyRadius: number;
119
+ }
120
+ /**
121
+ * Monster ability timing constants.
122
+ */
123
+ export interface IMonsterAbilityConfig {
124
+ readonly chargeWindupMs: number;
125
+ readonly chargeDamageMult: number;
126
+ readonly chargeSpeedMult: number;
127
+ readonly stalkApproachDist: number;
128
+ readonly stalkAlphaInvisible: number;
129
+ readonly stalkUncloakDist: number;
130
+ readonly leapWindupMs: number;
131
+ readonly leapAirtimeMs: number;
132
+ readonly leapDamageMult: number;
133
+ readonly psiChannelMs: number;
134
+ readonly psiRadius: number;
135
+ readonly psiDamagePerTick: number;
136
+ }
137
+ /**
138
+ * Root configuration for all online AI subsystems.
139
+ * Passed to AIPlugin constructor; each subsystem reads its own section.
140
+ */
141
+ export interface IOnlineAIConfig {
142
+ readonly cover: ICoverConfig;
143
+ readonly navigation: INavigationConfig;
144
+ readonly weapon: IWeaponSelectionConfig;
145
+ readonly squad: ISquadTacticsConfig;
146
+ readonly monsterAbility: IMonsterAbilityConfig;
147
+ readonly perception: IPerceptionConfig;
148
+ readonly goap: IGOAPConfig;
149
+ }
150
+ //# sourceMappingURL=IOnlineAIConfig.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IOnlineAIConfig.d.ts","sourceRoot":"","sources":["../../src/types/IOnlineAIConfig.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AACpE,OAAO,KAAK,EAAE,iBAAiB,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEzE;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,iDAAiD;IACjD,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,uDAAuD;IACvD,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,8DAA8D;IAC9D,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,gEAAgE;IAChE,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IAGnC,qDAAqD;IACrD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,mDAAmD;IACnD,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,0DAA0D;IAC1D,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,0DAA0D;IAC1D,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,0DAA0D;IAC1D,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,0DAA0D;IAC1D,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAG/B,sDAAsD;IACtD,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,0DAA0D;IAC1D,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,qDAAqD;IACrD,QAAQ,CAAC,0BAA0B,EAAE,MAAM,CAAC;IAC5C,iDAAiD;IACjD,QAAQ,CAAC,yBAAyB,EAAE,MAAM,CAAC;IAG3C,8DAA8D;IAC9D,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,yCAAyC;IACzC,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,wDAAwD;IACxD,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;CACzC;AAED;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,wDAAwD;IACxD,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IACxC,wDAAwD;IACxD,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,kEAAkE;IAClE,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,gEAAgE;IAChE,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,2CAA2C;IAC3C,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,iDAAiD;IACjD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,8CAA8C;IAC9C,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,2CAA2C;IAC3C,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,4DAA4D;IAC5D,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IACxC,kDAAkD;IAClD,QAAQ,CAAC,wBAAwB,EAAE,MAAM,CAAC;CAC3C;AAED;;;;GAIG;AACH,MAAM,WAAW,qBAAqB;IACpC,8FAA8F;IAC9F,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,oDAAoD;IACpD,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,4CAA4C;IAC5C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,4CAA4C;IAC5C,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED;;GAEG;AACH,MAAM,WAAW,sBAAsB;IACrC,0CAA0C;IAC1C,QAAQ,CAAC,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,cAAc,EAAE,aAAa,CAAC,CAAC,CAAC;IAClE,4CAA4C;IAC5C,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,0CAA0C;IAC1C,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,0CAA0C;IAC1C,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,2CAA2C;IAC3C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,gDAAgD;IAChD,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,gDAAgD;IAChD,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,kDAAkD;IAClD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,qDAAqD;IACrD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,0DAA0D;IAC1D,QAAQ,CAAC,wBAAwB,EAAE,MAAM,CAAC;IAC1C,sFAAsF;IACtF,QAAQ,CAAC,cAAc,CAAC,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,qBAAqB,CAAC,CAAC,CAAC;CAC3E;AAED;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,gEAAgE;IAChE,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,wDAAwD;IACxD,QAAQ,CAAC,uBAAuB,EAAE,MAAM,CAAC;IACzC,wEAAwE;IACxE,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;CAC/B;AAED;;GAEG;AACH,MAAM,WAAW,qBAAqB;IAEpC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IAEjC,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAElC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAEhC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;CACnC;AAED;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,KAAK,EAAE,YAAY,CAAC;IAC7B,QAAQ,CAAC,UAAU,EAAE,iBAAiB,CAAC;IACvC,QAAQ,CAAC,MAAM,EAAE,sBAAsB,CAAC;IACxC,QAAQ,CAAC,KAAK,EAAE,mBAAmB,CAAC;IACpC,QAAQ,CAAC,cAAc,EAAE,qBAAqB,CAAC;IAC/C,QAAQ,CAAC,UAAU,EAAE,iBAAiB,CAAC;IACvC,QAAQ,CAAC,IAAI,EAAE,WAAW,CAAC;CAC5B"}
@@ -0,0 +1,5 @@
1
+ // types/IOnlineAIConfig.ts
2
+ // Hierarchical configuration for all online AI subsystems.
3
+ // Every numeric literal in the AI package is sourced from here.
4
+ export {};
5
+ //# sourceMappingURL=IOnlineAIConfig.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IOnlineAIConfig.js","sourceRoot":"","sources":["../../src/types/IOnlineAIConfig.ts"],"names":[],"mappings":"AAAA,2BAA2B;AAC3B,2DAA2D;AAC3D,gEAAgE"}
@@ -0,0 +1,94 @@
1
+ import type { Vec2 } from '@alife-sdk/core';
2
+ /**
3
+ * An entity as perceived by the perception system.
4
+ * Minimal data — host provides via IPerceptionProvider port.
5
+ */
6
+ export interface IPerceivedEntity {
7
+ readonly entityId: string;
8
+ readonly position: Vec2;
9
+ readonly factionId: string;
10
+ readonly isAlive: boolean;
11
+ }
12
+ /**
13
+ * Perception configuration constants.
14
+ */
15
+ export interface IPerceptionConfig {
16
+ /** Maximum vision distance (px). */
17
+ readonly visionRange: number;
18
+ /** Half-angle of the vision cone (radians). Full FOV = 2× this value. */
19
+ readonly visionHalfAngle: number;
20
+ /** Maximum hearing range (px). */
21
+ readonly hearingRange: number;
22
+ /** Gunshot sound propagation radius (px). */
23
+ readonly weaponSoundRange: number;
24
+ }
25
+ /**
26
+ * GOAP controller configuration constants.
27
+ */
28
+ export interface IGOAPConfig {
29
+ /** Time between periodic replans (ms). */
30
+ readonly replanIntervalMs: number;
31
+ /** Minimum NPC rank for GOAP eligibility. */
32
+ readonly eliteRankThreshold: number;
33
+ /** HP ratio below which the heal goal is prioritized. */
34
+ readonly healHpThreshold: number;
35
+ /** Maximum plan search depth. */
36
+ readonly maxPlanDepth: number;
37
+ /** Time after which danger memories are considered stale (ms). */
38
+ readonly dangerMemoryMaxAge: number;
39
+ }
40
+ /**
41
+ * World state property keys used by the GOAP subsystem.
42
+ * String-based for compatibility with alife-core WorldState.
43
+ */
44
+ export declare const WorldProperty: {
45
+ readonly ALIVE: "alive";
46
+ readonly ENEMY_PRESENT: "enemyPresent";
47
+ readonly SEE_ENEMY: "seeEnemy";
48
+ readonly ENEMY_SEE_ME: "enemySeeMe";
49
+ readonly HAS_WEAPON: "hasWeapon";
50
+ readonly READY_TO_KILL: "readyToKill";
51
+ readonly IN_COVER: "inCover";
52
+ readonly CRITICALLY_WOUNDED: "criticallyWounded";
53
+ readonly ENEMY_WOUNDED: "enemyWounded";
54
+ readonly DANGER: "danger";
55
+ readonly DANGER_GRENADE: "dangerGrenade";
56
+ readonly HAS_AMMO: "hasAmmo";
57
+ readonly LOOKED_OUT: "lookedOut";
58
+ readonly POSITION_HELD: "positionHeld";
59
+ readonly ENEMY_IN_RANGE: "enemyInRange";
60
+ readonly AT_TARGET: "atTarget";
61
+ readonly ANOMALY_NEAR: "anomalyNear";
62
+ };
63
+ export type WorldPropertyKey = (typeof WorldProperty)[keyof typeof WorldProperty];
64
+ /**
65
+ * Snapshot of NPC data used to build GOAP world state.
66
+ * All fields are readonly — the builder is a pure function.
67
+ */
68
+ export interface INPCWorldSnapshot {
69
+ readonly isAlive: boolean;
70
+ readonly hpRatio: number;
71
+ readonly hasWeapon: boolean;
72
+ readonly hasAmmo: boolean;
73
+ readonly inCover: boolean;
74
+ readonly seeEnemy: boolean;
75
+ readonly enemyPresent: boolean;
76
+ readonly enemyInRange: boolean;
77
+ readonly hasDanger: boolean;
78
+ readonly hasDangerGrenade: boolean;
79
+ readonly enemyWounded: boolean;
80
+ readonly nearAnomalyZone: boolean;
81
+ }
82
+ /**
83
+ * Priority band for goal selection.
84
+ * Lower band number = higher priority.
85
+ */
86
+ export declare const GoalPriority: {
87
+ readonly CRITICALLY_WOUNDED: 0;
88
+ readonly ENEMY_PRESENT: 1;
89
+ readonly DANGER: 2;
90
+ readonly ANOMALY_AVOID: 3;
91
+ readonly DEFAULT: 4;
92
+ };
93
+ export type GoalPriorityLevel = (typeof GoalPriority)[keyof typeof GoalPriority];
94
+ //# sourceMappingURL=IPerceptionTypes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IPerceptionTypes.d.ts","sourceRoot":"","sources":["../../src/types/IPerceptionTypes.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE5C;;;GAGG;AACH,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC;IACxB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;CAC3B;AAED;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,oCAAoC;IACpC,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,yEAAyE;IACzE,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,kCAAkC;IAClC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,6CAA6C;IAC7C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;CACnC;AAED;;GAEG;AACH,MAAM,WAAW,WAAW;IAC1B,0CAA0C;IAC1C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,6CAA6C;IAC7C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,yDAAyD;IACzD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,iCAAiC;IACjC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,kEAAkE;IAClE,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAED;;;GAGG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;CAkBhB,CAAC;AAEX,MAAM,MAAM,gBAAgB,GAAG,CAAC,OAAO,aAAa,CAAC,CAAC,MAAM,OAAO,aAAa,CAAC,CAAC;AAElF;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,QAAQ,CAAC,eAAe,EAAE,OAAO,CAAC;CACnC;AAED;;;GAGG;AACH,eAAO,MAAM,YAAY;;;;;;CAMf,CAAC;AAEX,MAAM,MAAM,iBAAiB,GAAG,CAAC,OAAO,YAAY,CAAC,CAAC,MAAM,OAAO,YAAY,CAAC,CAAC"}
@@ -0,0 +1,37 @@
1
+ // types/IPerceptionTypes.ts
2
+ // Value objects for the perception subsystem.
3
+ /**
4
+ * World state property keys used by the GOAP subsystem.
5
+ * String-based for compatibility with alife-core WorldState.
6
+ */
7
+ export const WorldProperty = {
8
+ ALIVE: 'alive',
9
+ ENEMY_PRESENT: 'enemyPresent',
10
+ SEE_ENEMY: 'seeEnemy',
11
+ ENEMY_SEE_ME: 'enemySeeMe',
12
+ HAS_WEAPON: 'hasWeapon',
13
+ READY_TO_KILL: 'readyToKill',
14
+ IN_COVER: 'inCover',
15
+ CRITICALLY_WOUNDED: 'criticallyWounded',
16
+ ENEMY_WOUNDED: 'enemyWounded',
17
+ DANGER: 'danger',
18
+ DANGER_GRENADE: 'dangerGrenade',
19
+ HAS_AMMO: 'hasAmmo',
20
+ LOOKED_OUT: 'lookedOut',
21
+ POSITION_HELD: 'positionHeld',
22
+ ENEMY_IN_RANGE: 'enemyInRange',
23
+ AT_TARGET: 'atTarget',
24
+ ANOMALY_NEAR: 'anomalyNear',
25
+ };
26
+ /**
27
+ * Priority band for goal selection.
28
+ * Lower band number = higher priority.
29
+ */
30
+ export const GoalPriority = {
31
+ CRITICALLY_WOUNDED: 0,
32
+ ENEMY_PRESENT: 1,
33
+ DANGER: 2,
34
+ ANOMALY_AVOID: 3,
35
+ DEFAULT: 4,
36
+ };
37
+ //# sourceMappingURL=IPerceptionTypes.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IPerceptionTypes.js","sourceRoot":"","sources":["../../src/types/IPerceptionTypes.ts"],"names":[],"mappings":"AAAA,4BAA4B;AAC5B,8CAA8C;AA6C9C;;;GAGG;AACH,MAAM,CAAC,MAAM,aAAa,GAAG;IAC3B,KAAK,EAAE,OAAO;IACd,aAAa,EAAE,cAAc;IAC7B,SAAS,EAAE,UAAU;IACrB,YAAY,EAAE,YAAY;IAC1B,UAAU,EAAE,WAAW;IACvB,aAAa,EAAE,aAAa;IAC5B,QAAQ,EAAE,SAAS;IACnB,kBAAkB,EAAE,mBAAmB;IACvC,aAAa,EAAE,cAAc;IAC7B,MAAM,EAAE,QAAQ;IAChB,cAAc,EAAE,eAAe;IAC/B,QAAQ,EAAE,SAAS;IACnB,UAAU,EAAE,WAAW;IACvB,aAAa,EAAE,cAAc;IAC7B,cAAc,EAAE,cAAc;IAC9B,SAAS,EAAE,UAAU;IACrB,YAAY,EAAE,aAAa;CACnB,CAAC;AAuBX;;;GAGG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,kBAAkB,EAAE,CAAC;IACrB,aAAa,EAAE,CAAC;IAChB,MAAM,EAAE,CAAC;IACT,aAAa,EAAE,CAAC;IAChB,OAAO,EAAE,CAAC;CACF,CAAC"}
@@ -0,0 +1,56 @@
1
+ /**
2
+ * Weapon category identifiers.
3
+ * Numeric values enable fast switch-case dispatch in scoring logic.
4
+ */
5
+ export declare const WeaponCategory: {
6
+ readonly PISTOL: 0;
7
+ readonly SHOTGUN: 1;
8
+ readonly RIFLE: 2;
9
+ readonly SNIPER: 3;
10
+ readonly GRENADE: 4;
11
+ readonly MEDKIT: 5;
12
+ };
13
+ export type WeaponCategory = (typeof WeaponCategory)[keyof typeof WeaponCategory] | (string & {});
14
+ /**
15
+ * Effective engagement range for a weapon type.
16
+ * Used by weapon selection scoring to evaluate distance suitability.
17
+ */
18
+ export interface IWeaponRange {
19
+ readonly min: number;
20
+ readonly max: number;
21
+ }
22
+ /**
23
+ * Static configuration for a weapon type.
24
+ * Defines baseline stats used for loadout creation and scoring.
25
+ */
26
+ export interface IWeaponConfig {
27
+ readonly category: WeaponCategory;
28
+ readonly range: IWeaponRange;
29
+ readonly damage: number;
30
+ /** Shots per second. */
31
+ readonly fireRate: number;
32
+ readonly defaultAmmo: number;
33
+ }
34
+ /**
35
+ * Runtime state for a single weapon carried by an NPC.
36
+ * Ammo is mutable — decremented as shots are fired.
37
+ */
38
+ export interface IWeaponSlot {
39
+ readonly category: WeaponCategory;
40
+ ammo: number;
41
+ readonly maxAmmo: number;
42
+ readonly range: IWeaponRange;
43
+ readonly damage: number;
44
+ readonly fireRate: number;
45
+ }
46
+ /**
47
+ * Full inventory snapshot for one NPC.
48
+ * Primary and secondary slots may be null if the NPC carries no such weapon.
49
+ */
50
+ export interface INPCLoadout {
51
+ primary: IWeaponSlot | null;
52
+ secondary: IWeaponSlot | null;
53
+ grenades: number;
54
+ medkits: number;
55
+ }
56
+ //# sourceMappingURL=IWeaponTypes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IWeaponTypes.d.ts","sourceRoot":"","sources":["../../src/types/IWeaponTypes.ts"],"names":[],"mappings":"AAGA;;;GAGG;AACH,eAAO,MAAM,cAAc;;;;;;;CAOjB,CAAC;AAEX,MAAM,MAAM,cAAc,GAAG,CAAC,OAAO,cAAc,CAAC,CAAC,MAAM,OAAO,cAAc,CAAC,GAAG,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC;AAElG;;;GAGG;AACH,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;CACtB;AAED;;;GAGG;AACH,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,QAAQ,EAAE,cAAc,CAAC;IAClC,QAAQ,CAAC,KAAK,EAAE,YAAY,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,wBAAwB;IACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED;;;GAGG;AACH,MAAM,WAAW,WAAW;IAC1B,QAAQ,CAAC,QAAQ,EAAE,cAAc,CAAC;IAClC,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,KAAK,EAAE,YAAY,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;GAGG;AACH,MAAM,WAAW,WAAW;IAC1B,OAAO,EAAE,WAAW,GAAG,IAAI,CAAC;IAC5B,SAAS,EAAE,WAAW,GAAG,IAAI,CAAC;IAC9B,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,MAAM,CAAC;CACjB"}
@@ -0,0 +1,15 @@
1
+ // types/IWeaponTypes.ts
2
+ // Weapon system value objects and type definitions.
3
+ /**
4
+ * Weapon category identifiers.
5
+ * Numeric values enable fast switch-case dispatch in scoring logic.
6
+ */
7
+ export const WeaponCategory = {
8
+ PISTOL: 0,
9
+ SHOTGUN: 1,
10
+ RIFLE: 2,
11
+ SNIPER: 3,
12
+ GRENADE: 4,
13
+ MEDKIT: 5,
14
+ };
15
+ //# sourceMappingURL=IWeaponTypes.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IWeaponTypes.js","sourceRoot":"","sources":["../../src/types/IWeaponTypes.ts"],"names":[],"mappings":"AAAA,wBAAwB;AACxB,oDAAoD;AAEpD;;;GAGG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG;IAC5B,MAAM,EAAE,CAAC;IACT,OAAO,EAAE,CAAC;IACV,KAAK,EAAE,CAAC;IACR,MAAM,EAAE,CAAC;IACT,OAAO,EAAE,CAAC;IACV,MAAM,EAAE,CAAC;CACD,CAAC"}
@@ -0,0 +1,10 @@
1
+ export type { ILoophole, ICoverPoint, IEnemyPosition, ICoverEvalContext, } from './ICoverPoint';
2
+ export { CoverType } from './ICoverPoint';
3
+ export type { IWeaponRange, IWeaponConfig, IWeaponSlot, INPCLoadout, } from './IWeaponTypes';
4
+ export { WeaponCategory } from './IWeaponTypes';
5
+ export type { IAnimKeyResult } from './IAnimationTypes';
6
+ export { AnimDirection as AnimDirectionType } from './IAnimationTypes';
7
+ export type { IWeaponScoringFactors, ICoverConfig, INavigationConfig, IWeaponSelectionConfig, ISquadTacticsConfig, IMonsterAbilityConfig, IOnlineAIConfig, } from './IOnlineAIConfig';
8
+ export type { IPerceivedEntity, IPerceptionConfig, IGOAPConfig, INPCWorldSnapshot, WorldPropertyKey, GoalPriorityLevel, } from './IPerceptionTypes';
9
+ export { WorldProperty, GoalPriority } from './IPerceptionTypes';
10
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/types/index.ts"],"names":[],"mappings":"AACA,YAAY,EACV,SAAS,EACT,WAAW,EACX,cAAc,EACd,iBAAiB,GAClB,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAC1C,YAAY,EACV,YAAY,EACZ,aAAa,EACb,WAAW,EACX,WAAW,GACZ,MAAM,gBAAgB,CAAC;AACxB,OAAO,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAChD,YAAY,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACxD,OAAO,EAAE,aAAa,IAAI,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AACvE,YAAY,EACV,qBAAqB,EACrB,YAAY,EACZ,iBAAiB,EACjB,sBAAsB,EACtB,mBAAmB,EACnB,qBAAqB,EACrB,eAAe,GAChB,MAAM,mBAAmB,CAAC;AAC3B,YAAY,EACV,gBAAgB,EAChB,iBAAiB,EACjB,WAAW,EACX,iBAAiB,EACjB,gBAAgB,EAChB,iBAAiB,GAClB,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,aAAa,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC"}
@@ -0,0 +1,5 @@
1
+ export { CoverType } from './ICoverPoint';
2
+ export { WeaponCategory } from './IWeaponTypes';
3
+ export { AnimDirection as AnimDirectionType } from './IAnimationTypes';
4
+ export { WorldProperty, GoalPriority } from './IPerceptionTypes';
5
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/types/index.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAO1C,OAAO,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAEhD,OAAO,EAAE,aAAa,IAAI,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAkBvE,OAAO,EAAE,aAAa,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC"}