@almadar/std 2.1.0 → 2.4.1
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/behaviors/async.d.ts +12 -7
- package/dist/behaviors/async.js +1085 -312
- package/dist/behaviors/async.js.map +1 -1
- package/dist/behaviors/data-management.d.ts +27 -13
- package/dist/behaviors/data-management.js +600 -244
- package/dist/behaviors/data-management.js.map +1 -1
- package/dist/behaviors/domain/commerce.d.ts +51 -0
- package/dist/behaviors/domain/commerce.js +1093 -0
- package/dist/behaviors/domain/commerce.js.map +1 -0
- package/dist/behaviors/domain/content.d.ts +51 -0
- package/dist/behaviors/domain/content.js +1294 -0
- package/dist/behaviors/domain/content.js.map +1 -0
- package/dist/behaviors/domain/dashboard.d.ts +45 -0
- package/dist/behaviors/domain/dashboard.js +783 -0
- package/dist/behaviors/domain/dashboard.js.map +1 -0
- package/dist/behaviors/domain/education.d.ts +41 -0
- package/dist/behaviors/domain/education.js +738 -0
- package/dist/behaviors/domain/education.js.map +1 -0
- package/dist/behaviors/domain/finance.d.ts +49 -0
- package/dist/behaviors/domain/finance.js +660 -0
- package/dist/behaviors/domain/finance.js.map +1 -0
- package/dist/behaviors/domain/game-2d-platformer.d.ts +50 -0
- package/dist/behaviors/domain/game-2d-platformer.js +810 -0
- package/dist/behaviors/domain/game-2d-platformer.js.map +1 -0
- package/dist/behaviors/domain/game-2d-puzzle.d.ts +42 -0
- package/dist/behaviors/domain/game-2d-puzzle.js +622 -0
- package/dist/behaviors/domain/game-2d-puzzle.js.map +1 -0
- package/dist/behaviors/domain/game-2d-rpg.d.ts +48 -0
- package/dist/behaviors/domain/game-2d-rpg.js +860 -0
- package/dist/behaviors/domain/game-2d-rpg.js.map +1 -0
- package/dist/behaviors/domain/game-2d-strategy.d.ts +48 -0
- package/dist/behaviors/domain/game-2d-strategy.js +692 -0
- package/dist/behaviors/domain/game-2d-strategy.js.map +1 -0
- package/dist/behaviors/domain/geospatial.d.ts +35 -0
- package/dist/behaviors/domain/geospatial.js +634 -0
- package/dist/behaviors/domain/geospatial.js.map +1 -0
- package/dist/behaviors/domain/healthcare.d.ts +36 -0
- package/dist/behaviors/domain/healthcare.js +1068 -0
- package/dist/behaviors/domain/healthcare.js.map +1 -0
- package/dist/behaviors/domain/iot.d.ts +45 -0
- package/dist/behaviors/domain/iot.js +589 -0
- package/dist/behaviors/domain/iot.js.map +1 -0
- package/dist/behaviors/domain/media.d.ts +41 -0
- package/dist/behaviors/domain/media.js +771 -0
- package/dist/behaviors/domain/media.js.map +1 -0
- package/dist/behaviors/domain/scheduling.d.ts +41 -0
- package/dist/behaviors/domain/scheduling.js +930 -0
- package/dist/behaviors/domain/scheduling.js.map +1 -0
- package/dist/behaviors/domain/simulation.d.ts +36 -0
- package/dist/behaviors/domain/simulation.js +706 -0
- package/dist/behaviors/domain/simulation.js.map +1 -0
- package/dist/behaviors/domain/social.d.ts +41 -0
- package/dist/behaviors/domain/social.js +840 -0
- package/dist/behaviors/domain/social.js.map +1 -0
- package/dist/behaviors/domain/workflow.d.ts +41 -0
- package/dist/behaviors/domain/workflow.js +879 -0
- package/dist/behaviors/domain/workflow.js.map +1 -0
- package/dist/behaviors/feedback.d.ts +10 -5
- package/dist/behaviors/feedback.js +279 -194
- package/dist/behaviors/feedback.js.map +1 -1
- package/dist/behaviors/game-core.d.ts +15 -8
- package/dist/behaviors/game-core.js +412 -80
- package/dist/behaviors/game-core.js.map +1 -1
- package/dist/behaviors/game-entity.d.ts +17 -10
- package/dist/behaviors/game-entity.js +544 -237
- package/dist/behaviors/game-entity.js.map +1 -1
- package/dist/behaviors/game-ui.d.ts +16 -8
- package/dist/behaviors/game-ui.js +451 -316
- package/dist/behaviors/game-ui.js.map +1 -1
- package/dist/behaviors/index.d.ts +18 -1
- package/dist/behaviors/index.js +18905 -2140
- package/dist/behaviors/index.js.map +1 -1
- package/dist/behaviors/infrastructure.d.ts +9 -8
- package/dist/behaviors/infrastructure.js +597 -169
- package/dist/behaviors/infrastructure.js.map +1 -1
- package/dist/behaviors/registry.d.ts +11 -11
- package/dist/behaviors/registry.js +18904 -2139
- package/dist/behaviors/registry.js.map +1 -1
- package/dist/behaviors/types.d.ts +19 -2
- package/dist/behaviors/types.js.map +1 -1
- package/dist/behaviors/ui-interaction.d.ts +20 -14
- package/dist/behaviors/ui-interaction.js +928 -518
- package/dist/behaviors/ui-interaction.js.map +1 -1
- package/dist/index.js +18906 -2141
- package/dist/index.js.map +1 -1
- package/package.json +4 -1
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* 2D Strategy Game Behaviors\n *\n * Standard behaviors for 2D strategy games: turn management, unit commands,\n * fog of war, and resource management.\n * Each behavior is a self-contained OrbitalSchema that passes orbital validate\n * with 0 errors and 0 warnings when exported as a standalone .orb file.\n *\n * UI Composition: game-first patterns (isometric-canvas, game-hud)\n * replacing stat-card dashboard layouts with proper game components.\n *\n * @packageDocumentation\n */\n\nimport type { BehaviorSchema, BehaviorEffect } from '../types.js';\n\n// ── Shared Strategy Game Theme ──────────────────────────────────────\n\nconst STRATEGY_THEME = {\n name: 'game-strategy-emerald',\n tokens: {\n colors: {\n primary: '#059669',\n 'primary-hover': '#047857',\n 'primary-foreground': '#ffffff',\n accent: '#34d399',\n 'accent-foreground': '#000000',\n success: '#22c55e',\n warning: '#f59e0b',\n error: '#ef4444',\n },\n },\n};\n\n// ── Asset constants ─────────────────────────────────────────────────\n\nconst KFLOW_ASSETS = 'https://almadar-kflow-assets.web.app/shared';\nconst GAME_MANIFEST = {\n terrain: {\n stone: '/terrain/Isometric/stoneSide_N.png',\n dirt: '/terrain/Isometric/dirt_N.png',\n bridge: '/terrain/Isometric/stoneStep_N.png',\n wall: '/terrain/Isometric/stoneWallArchway_N.png',\n },\n units: {\n guardian: '/sprite-sheets/guardian-sprite-sheet-se.png',\n breaker: '/sprite-sheets/breaker-sprite-sheet-se.png',\n archivist: '/sprite-sheets/archivist-sprite-sheet-se.png',\n },\n features: {\n gold_mine: '/world-map/gold_mine.png',\n portal: '/world-map/portal_open.png',\n treasure: '/world-map/treasure_chest_closed.png',\n battle_marker: '/world-map/battle_marker.png',\n power_node: '/world-map/power_node.png',\n },\n};\n\nconst TILES_8X6: Array<{ x: number; y: number; terrain: string }> = [];\nfor (let y = 0; y < 6; y++) {\n for (let x = 0; x < 8; x++) {\n TILES_8X6.push({ x, y, terrain: (x + y) % 3 === 0 ? 'stone' : (x + y) % 3 === 1 ? 'dirt' : 'bridge' });\n }\n}\n\n// ============================================================================\n// std-turn-system - Turn Management\n// ============================================================================\n\nconst turnCanvasView: BehaviorEffect = ['render-ui', 'main', {\n type: 'isometric-canvas',\n tiles: TILES_8X6,\n units: [\n { id: 'player1', x: 1, y: 2, unitType: 'guardian' },\n { id: 'player2', x: 5, y: 3, unitType: 'breaker' },\n ],\n scale: 0.4,\n boardWidth: 8,\n boardHeight: 6,\n enableCamera: true,\n assetBaseUrl: KFLOW_ASSETS,\n assetManifest: GAME_MANIFEST,\n}];\n\nconst turnHudOverlay: BehaviorEffect = ['render-ui', 'overlay', {\n type: 'stack', direction: 'vertical', gap: 'md', children: [\n { type: 'game-hud', position: 'top', elements: [\n { label: 'Turn', value: '@entity.turnNumber', icon: 'layers' },\n { label: 'Player', value: '@entity.currentPlayer', icon: 'users' },\n { label: 'Phase', value: '@entity.phase', icon: 'flag' },\n ] },\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Begin Turn', action: 'BEGIN_TURN', icon: 'sword', variant: 'primary' },\n { type: 'button', label: 'End Actions', action: 'END_ACTIONS', icon: 'shield', variant: 'secondary' },\n { type: 'button', label: 'Next Turn', action: 'NEXT_TURN', icon: 'castle', variant: 'secondary' },\n ] },\n ],\n}];\n\n/**\n * std-turn-system - Turn-based game cycle management.\n *\n * States: Waiting -> Acting -> Resolving\n * Tracks current player, turn number, and phase.\n */\nexport const TURN_SYSTEM_BEHAVIOR: BehaviorSchema = {\n name: 'std-turn-system',\n version: '1.0.0',\n description: 'Turn-based game cycle with phases',\n theme: STRATEGY_THEME,\n orbitals: [\n {\n name: 'TurnSystemOrbital',\n entity: {\n name: 'TurnData',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'currentPlayer', type: 'number', default: 1 },\n { name: 'turnNumber', type: 'number', default: 1 },\n { name: 'phase', type: 'string', default: 'waiting' },\n ],\n },\n traits: [\n {\n name: 'TurnSystem',\n linkedEntity: 'TurnData',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'Waiting', isInitial: true },\n { name: 'Acting' },\n { name: 'Resolving' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'BEGIN_TURN', name: 'Begin Turn' },\n { key: 'END_ACTIONS', name: 'End Actions' },\n { key: 'RESOLVE', name: 'Resolve' },\n { key: 'NEXT_TURN', name: 'Next Turn' },\n ],\n transitions: [\n {\n from: 'Waiting',\n to: 'Waiting',\n event: 'INIT',\n effects: [\n ['fetch', 'TurnData'],\n ['set', '@entity.currentPlayer', 1],\n ['set', '@entity.turnNumber', 1],\n ['set', '@entity.phase', 'waiting'],\n turnCanvasView,\n turnHudOverlay,\n ],\n },\n {\n from: 'Waiting',\n to: 'Acting',\n event: 'BEGIN_TURN',\n effects: [\n ['fetch', 'TurnData'],\n ['set', '@entity.phase', 'acting'],\n turnCanvasView,\n turnHudOverlay,\n ],\n },\n {\n from: 'Acting',\n to: 'Resolving',\n event: 'END_ACTIONS',\n effects: [\n ['fetch', 'TurnData'],\n ['set', '@entity.phase', 'resolving'],\n turnCanvasView,\n turnHudOverlay,\n ],\n },\n {\n from: 'Resolving',\n to: 'Waiting',\n event: 'RESOLVE',\n effects: [\n ['fetch', 'TurnData'],\n ['set', '@entity.phase', 'waiting'],\n turnCanvasView,\n turnHudOverlay,\n ],\n },\n {\n from: 'Resolving',\n to: 'Waiting',\n event: 'NEXT_TURN',\n effects: [\n ['fetch', 'TurnData'],\n ['set', '@entity.turnNumber', ['+', '@entity.turnNumber', 1]],\n ['set', '@entity.currentPlayer', ['if', ['=', '@entity.currentPlayer', 1], 2, 1]],\n ['set', '@entity.phase', 'waiting'],\n turnCanvasView,\n turnHudOverlay,\n ],\n },\n ],\n },\n },\n ],\n pages: [\n {\n name: 'TurnSystemPage',\n path: '/turn-system',\n isInitial: true,\n traits: [{ ref: 'TurnSystem' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// std-unit-command - Unit Orders\n// ============================================================================\n\nconst unitCommandCanvasView: BehaviorEffect = ['render-ui', 'main', {\n type: 'isometric-canvas',\n tiles: TILES_8X6,\n units: [\n { id: 'unit1', x: 2, y: 1, unitType: 'guardian' },\n { id: 'unit2', x: 4, y: 3, unitType: 'breaker' },\n { id: 'unit3', x: 6, y: 2, unitType: 'archivist' },\n ],\n scale: 0.4,\n boardWidth: 8,\n boardHeight: 6,\n enableCamera: true,\n unitClickEvent: 'SELECT_UNIT',\n tileClickEvent: 'ISSUE_COMMAND',\n assetBaseUrl: KFLOW_ASSETS,\n assetManifest: GAME_MANIFEST,\n}];\n\nconst unitCommandHudOverlay: BehaviorEffect = ['render-ui', 'overlay', {\n type: 'stack', direction: 'vertical', gap: 'md', children: [\n { type: 'game-hud', position: 'top', elements: [\n { label: 'Unit', value: '@entity.unitId', icon: 'users' },\n { label: 'Command', value: '@entity.commandType', icon: 'map' },\n { label: 'Target X', value: '@entity.targetX', icon: 'target' },\n { label: 'Target Y', value: '@entity.targetY', icon: 'target' },\n ] },\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Select Unit', action: 'SELECT_UNIT', icon: 'users', variant: 'primary' },\n { type: 'button', label: 'Issue Command', action: 'ISSUE_COMMAND', icon: 'sword', variant: 'primary' },\n { type: 'button', label: 'Execute', action: 'EXECUTE', icon: 'shield', variant: 'secondary' },\n { type: 'button', label: 'Deselect', action: 'DESELECT', icon: 'target', variant: 'secondary' },\n ] },\n ],\n}];\n\n/**\n * std-unit-command - Unit selection and command issuing.\n *\n * States: Idle -> Selected -> Commanding\n * Select a unit and issue movement/attack orders.\n */\nexport const UNIT_COMMAND_BEHAVIOR: BehaviorSchema = {\n name: 'std-unit-command',\n version: '1.0.0',\n description: 'Unit selection and command issuing for strategy games',\n theme: STRATEGY_THEME,\n orbitals: [\n {\n name: 'UnitCommandOrbital',\n entity: {\n name: 'UnitCommand',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'unitId', type: 'string', default: '' },\n { name: 'commandType', type: 'string', default: '' },\n { name: 'targetX', type: 'number', default: 0 },\n { name: 'targetY', type: 'number', default: 0 },\n ],\n },\n traits: [\n {\n name: 'UnitCommander',\n linkedEntity: 'UnitCommand',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'Idle', isInitial: true },\n { name: 'Selected' },\n { name: 'Commanding' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'SELECT_UNIT', name: 'Select Unit', payloadSchema: [\n { name: 'unitId', type: 'string', required: true },\n ] },\n { key: 'ISSUE_COMMAND', name: 'Issue Command', payloadSchema: [\n { name: 'commandType', type: 'string', required: true },\n { name: 'targetX', type: 'number', required: true },\n { name: 'targetY', type: 'number', required: true },\n ] },\n { key: 'EXECUTE', name: 'Execute Command' },\n { key: 'DESELECT', name: 'Deselect' },\n ],\n transitions: [\n {\n from: 'Idle',\n to: 'Idle',\n event: 'INIT',\n effects: [\n ['fetch', 'UnitCommand'],\n ['set', '@entity.unitId', ''],\n ['set', '@entity.commandType', ''],\n unitCommandCanvasView,\n unitCommandHudOverlay,\n ],\n },\n {\n from: 'Idle',\n to: 'Selected',\n event: 'SELECT_UNIT',\n effects: [\n ['fetch', 'UnitCommand'],\n ['set', '@entity.unitId', '@payload.unitId'],\n unitCommandCanvasView,\n unitCommandHudOverlay,\n ],\n },\n {\n from: 'Selected',\n to: 'Commanding',\n event: 'ISSUE_COMMAND',\n effects: [\n ['fetch', 'UnitCommand'],\n ['set', '@entity.commandType', '@payload.commandType'],\n ['set', '@entity.targetX', '@payload.targetX'],\n ['set', '@entity.targetY', '@payload.targetY'],\n unitCommandCanvasView,\n unitCommandHudOverlay,\n ],\n },\n {\n from: 'Commanding',\n to: 'Idle',\n event: 'EXECUTE',\n effects: [\n ['fetch', 'UnitCommand'],\n ['set', '@entity.unitId', ''],\n ['set', '@entity.commandType', ''],\n unitCommandCanvasView,\n unitCommandHudOverlay,\n ],\n },\n {\n from: 'Selected',\n to: 'Idle',\n event: 'DESELECT',\n effects: [\n ['fetch', 'UnitCommand'],\n ['set', '@entity.unitId', ''],\n unitCommandCanvasView,\n unitCommandHudOverlay,\n ],\n },\n ],\n },\n },\n ],\n pages: [\n {\n name: 'UnitCommandPage',\n path: '/unit-command',\n isInitial: true,\n traits: [{ ref: 'UnitCommander' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// std-fog-of-war - Visibility Management\n// ============================================================================\n\nconst fogCanvasView: BehaviorEffect = ['render-ui', 'main', {\n type: 'isometric-canvas',\n tiles: TILES_8X6,\n units: [{ id: 'scout', x: 3, y: 2, unitType: 'guardian' }],\n features: [\n { id: 'mine', x: 1, y: 1, featureType: 'gold_mine' },\n { id: 'node', x: 6, y: 4, featureType: 'power_node' },\n ],\n scale: 0.4,\n boardWidth: 8,\n boardHeight: 6,\n enableCamera: true,\n assetBaseUrl: KFLOW_ASSETS,\n assetManifest: GAME_MANIFEST,\n}];\n\nconst fogHudOverlay: BehaviorEffect = ['render-ui', 'overlay', {\n type: 'stack', direction: 'vertical', gap: 'md', children: [\n { type: 'game-hud', position: 'top', elements: [\n { label: 'Visible', value: '@entity.visibleTiles', icon: 'target' },\n { label: 'Explored', value: '@entity.exploredTiles', icon: 'map' },\n { label: 'Radius', value: '@entity.revealRadius', icon: 'layers' },\n ] },\n { type: 'progress-bar', value: '@entity.visibleTiles', max: '@entity.exploredTiles', label: 'Visibility Coverage' },\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Reveal Area', action: 'REVEAL', icon: 'target', variant: 'primary' },\n { type: 'button', label: 'Explore', action: 'EXPLORE', icon: 'map', variant: 'primary' },\n { type: 'button', label: 'Reveal All', action: 'REVEAL_ALL', icon: 'layers', variant: 'secondary' },\n { type: 'button', label: 'Reset Fog', action: 'RESET_FOG', icon: 'shield', variant: 'secondary' },\n ] },\n ],\n}];\n\n/**\n * std-fog-of-war - Map visibility and exploration tracking.\n *\n * States: Hidden -> Partial -> Revealed\n * Tracks visible tiles, explored tiles, and reveal radius.\n */\nexport const FOG_OF_WAR_BEHAVIOR: BehaviorSchema = {\n name: 'std-fog-of-war',\n version: '1.0.0',\n description: 'Map visibility and fog of war management',\n theme: STRATEGY_THEME,\n orbitals: [\n {\n name: 'FogOfWarOrbital',\n entity: {\n name: 'FogData',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'visibleTiles', type: 'number', default: 0 },\n { name: 'exploredTiles', type: 'number', default: 0 },\n { name: 'revealRadius', type: 'number', default: 3 },\n ],\n },\n traits: [\n {\n name: 'FogOfWar',\n linkedEntity: 'FogData',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'Hidden', isInitial: true },\n { name: 'Partial' },\n { name: 'Revealed' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'REVEAL', name: 'Reveal Area', payloadSchema: [\n { name: 'tiles', type: 'number', required: true },\n ] },\n { key: 'EXPLORE', name: 'Explore' },\n { key: 'REVEAL_ALL', name: 'Reveal All' },\n { key: 'RESET_FOG', name: 'Reset Fog' },\n ],\n transitions: [\n {\n from: 'Hidden',\n to: 'Hidden',\n event: 'INIT',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.visibleTiles', 0],\n ['set', '@entity.exploredTiles', 0],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n {\n from: 'Hidden',\n to: 'Partial',\n event: 'REVEAL',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.visibleTiles', '@payload.tiles'],\n ['set', '@entity.exploredTiles', '@payload.tiles'],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n {\n from: 'Partial',\n to: 'Partial',\n event: 'REVEAL',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.visibleTiles', '@payload.tiles'],\n ['set', '@entity.exploredTiles', ['+', '@entity.exploredTiles', '@payload.tiles']],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n {\n from: 'Partial',\n to: 'Partial',\n event: 'EXPLORE',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.exploredTiles', ['+', '@entity.exploredTiles', '@entity.revealRadius']],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n {\n from: 'Partial',\n to: 'Revealed',\n event: 'REVEAL_ALL',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.visibleTiles', '@entity.exploredTiles'],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n {\n from: 'Revealed',\n to: 'Hidden',\n event: 'RESET_FOG',\n effects: [\n ['fetch', 'FogData'],\n ['set', '@entity.visibleTiles', 0],\n ['set', '@entity.exploredTiles', 0],\n fogCanvasView,\n fogHudOverlay,\n ],\n },\n ],\n },\n },\n ],\n pages: [\n {\n name: 'FogOfWarPage',\n path: '/fog-of-war',\n isInitial: true,\n traits: [{ ref: 'FogOfWar' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// std-resource - Resource Management\n// ============================================================================\n\nconst resourceCanvasView: BehaviorEffect = ['render-ui', 'main', {\n type: 'isometric-canvas',\n tiles: TILES_8X6,\n units: [{ id: 'gatherer', x: 3, y: 2, unitType: 'guardian' }],\n features: [\n { id: 'mine', x: 1, y: 1, featureType: 'gold_mine' },\n { id: 'node', x: 6, y: 4, featureType: 'power_node' },\n { id: 'chest', x: 4, y: 0, featureType: 'treasure' },\n ],\n scale: 0.4,\n boardWidth: 8,\n boardHeight: 6,\n enableCamera: true,\n assetBaseUrl: KFLOW_ASSETS,\n assetManifest: GAME_MANIFEST,\n}];\n\nconst resourceHudOverlay: BehaviorEffect = ['render-ui', 'overlay', {\n type: 'stack', direction: 'vertical', gap: 'md', children: [\n { type: 'game-hud', position: 'top', elements: [\n { label: 'Gold', value: '@entity.gold', icon: 'coins' },\n { label: 'Wood', value: '@entity.wood', icon: 'layers' },\n { label: 'Stone', value: '@entity.stone', icon: 'castle' },\n { label: 'Food', value: '@entity.food', icon: 'shield' },\n ] },\n { type: 'progress-bar', value: '@entity.gold', max: '@entity.capacity', label: 'Gold Capacity' },\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Gather', action: 'GATHER', icon: 'coins', variant: 'primary' },\n { type: 'button', label: 'Spend', action: 'SPEND', icon: 'sword', variant: 'secondary' },\n { type: 'button', label: 'Check Status', action: 'CHECK_STATUS', icon: 'flag', variant: 'secondary' },\n ] },\n ],\n}];\n\n/**\n * std-resource - Strategy game resource tracking.\n *\n * States: Stable -> Surplus -> Deficit\n * Tracks gold, wood, stone, food, and capacity.\n */\nexport const RESOURCE_BEHAVIOR: BehaviorSchema = {\n name: 'std-resource',\n version: '1.0.0',\n description: 'Strategy game resource management',\n theme: STRATEGY_THEME,\n orbitals: [\n {\n name: 'ResourceOrbital',\n entity: {\n name: 'ResourceData',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'gold', type: 'number', default: 100 },\n { name: 'wood', type: 'number', default: 50 },\n { name: 'stone', type: 'number', default: 30 },\n { name: 'food', type: 'number', default: 80 },\n { name: 'capacity', type: 'number', default: 500 },\n ],\n },\n traits: [\n {\n name: 'ResourceManager',\n linkedEntity: 'ResourceData',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'Stable', isInitial: true },\n { name: 'Surplus' },\n { name: 'Deficit' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'GATHER', name: 'Gather Resources', payloadSchema: [\n { name: 'amount', type: 'number', required: true },\n ] },\n { key: 'SPEND', name: 'Spend Resources', payloadSchema: [\n { name: 'amount', type: 'number', required: true },\n ] },\n { key: 'CHECK_STATUS', name: 'Check Status' },\n { key: 'STABILIZE', name: 'Stabilize' },\n ],\n transitions: [\n {\n from: 'Stable',\n to: 'Stable',\n event: 'INIT',\n effects: [\n ['set', '@entity.gold', 100],\n ['set', '@entity.wood', 50],\n ['set', '@entity.stone', 30],\n ['set', '@entity.food', 80],\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Stable',\n to: 'Stable',\n event: 'GATHER',\n effects: [\n ['set', '@entity.gold', ['+', '@entity.gold', '@payload.amount']],\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Stable',\n to: 'Stable',\n event: 'SPEND',\n guard: ['>=', '@entity.gold', '@payload.amount'],\n effects: [\n ['set', '@entity.gold', ['-', '@entity.gold', '@payload.amount']],\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Stable',\n to: 'Surplus',\n event: 'CHECK_STATUS',\n guard: ['>', '@entity.gold', '@entity.capacity'],\n effects: [\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Stable',\n to: 'Deficit',\n event: 'CHECK_STATUS',\n guard: ['<', '@entity.food', 10],\n effects: [\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Surplus',\n to: 'Stable',\n event: 'STABILIZE',\n effects: [\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Deficit',\n to: 'Stable',\n event: 'STABILIZE',\n effects: [\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Surplus',\n to: 'Surplus',\n event: 'GATHER',\n effects: [\n ['set', '@entity.gold', ['+', '@entity.gold', '@payload.amount']],\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n {\n from: 'Deficit',\n to: 'Deficit',\n event: 'GATHER',\n effects: [\n ['set', '@entity.gold', ['+', '@entity.gold', '@payload.amount']],\n resourceCanvasView,\n resourceHudOverlay,\n ],\n },\n ],\n },\n },\n ],\n pages: [\n {\n name: 'ResourcePage',\n path: '/resources',\n isInitial: true,\n traits: [{ ref: 'ResourceManager' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// Export All Behaviors\n// ============================================================================\n\nexport const GAME_2D_STRATEGY_BEHAVIORS: BehaviorSchema[] = [\n TURN_SYSTEM_BEHAVIOR,\n UNIT_COMMAND_BEHAVIOR,\n FOG_OF_WAR_BEHAVIOR,\n RESOURCE_BEHAVIOR,\n];\n"]}
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import { BehaviorSchema } from '../types.js';
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import '@almadar/core/types';
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/**
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* Geospatial Domain Behaviors
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*
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* Standard behaviors for maps, location picking, and route planning.
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* Each behavior is a self-contained OrbitalSchema that passes orbital validate
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* with 0 errors and 0 warnings when exported as a standalone .orb file.
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/**
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* std-map-view - Map display with markers and creation.
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* States: browsing -> viewing -> creating
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*/
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declare const MAP_VIEW_BEHAVIOR: BehaviorSchema;
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* States: idle -> selecting -> confirmed
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declare const LOCATION_PICKER_BEHAVIOR: BehaviorSchema;
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* std-route-planner - Route creation with waypoints.
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declare const ROUTE_PLANNER_BEHAVIOR: BehaviorSchema;
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declare const GEOSPATIAL_BEHAVIORS: BehaviorSchema[];
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export { GEOSPATIAL_BEHAVIORS, LOCATION_PICKER_BEHAVIOR, MAP_VIEW_BEHAVIOR, ROUTE_PLANNER_BEHAVIOR };
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