@aura3d/scripting 1.0.6
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 +16 -0
- package/dist/AdaptiveDifficultyFixtures.d.ts +58 -0
- package/dist/AdaptiveDifficultyFixtures.d.ts.map +1 -0
- package/dist/AdaptiveDifficultyFixtures.js +228 -0
- package/dist/AdaptiveDifficultyFixtures.js.map +1 -0
- package/dist/AnalyticsPrivacyFixtures.d.ts +63 -0
- package/dist/AnalyticsPrivacyFixtures.d.ts.map +1 -0
- package/dist/AnalyticsPrivacyFixtures.js +120 -0
- package/dist/AnalyticsPrivacyFixtures.js.map +1 -0
- package/dist/Behavior.d.ts +10 -0
- package/dist/Behavior.d.ts.map +1 -0
- package/dist/Behavior.js +2 -0
- package/dist/Behavior.js.map +1 -0
- package/dist/BehaviorHost.d.ts +17 -0
- package/dist/BehaviorHost.d.ts.map +1 -0
- package/dist/BehaviorHost.js +39 -0
- package/dist/BehaviorHost.js.map +1 -0
- package/dist/BehaviorRegistry.d.ts +8 -0
- package/dist/BehaviorRegistry.d.ts.map +1 -0
- package/dist/BehaviorRegistry.js +17 -0
- package/dist/BehaviorRegistry.js.map +1 -0
- package/dist/BehaviorSystem.d.ts +26 -0
- package/dist/BehaviorSystem.d.ts.map +1 -0
- package/dist/BehaviorSystem.js +76 -0
- package/dist/BehaviorSystem.js.map +1 -0
- package/dist/BehaviorTree.d.ts +75 -0
- package/dist/BehaviorTree.d.ts.map +1 -0
- package/dist/BehaviorTree.js +204 -0
- package/dist/BehaviorTree.js.map +1 -0
- package/dist/CloudServiceFixtures.d.ts +81 -0
- package/dist/CloudServiceFixtures.d.ts.map +1 -0
- package/dist/CloudServiceFixtures.js +144 -0
- package/dist/CloudServiceFixtures.js.map +1 -0
- package/dist/CulturalBehaviorFixtures.d.ts +75 -0
- package/dist/CulturalBehaviorFixtures.d.ts.map +1 -0
- package/dist/CulturalBehaviorFixtures.js +180 -0
- package/dist/CulturalBehaviorFixtures.js.map +1 -0
- package/dist/DecisionTree.d.ts +42 -0
- package/dist/DecisionTree.d.ts.map +1 -0
- package/dist/DecisionTree.js +125 -0
- package/dist/DecisionTree.js.map +1 -0
- package/dist/GOAP.d.ts +51 -0
- package/dist/GOAP.d.ts.map +1 -0
- package/dist/GOAP.js +105 -0
- package/dist/GOAP.js.map +1 -0
- package/dist/HTN.d.ts +58 -0
- package/dist/HTN.d.ts.map +1 -0
- package/dist/HTN.js +115 -0
- package/dist/HTN.js.map +1 -0
- package/dist/LearningAgentFixtures.d.ts +60 -0
- package/dist/LearningAgentFixtures.d.ts.map +1 -0
- package/dist/LearningAgentFixtures.js +122 -0
- package/dist/LearningAgentFixtures.js.map +1 -0
- package/dist/NetworkReplicationFixtures.d.ts +82 -0
- package/dist/NetworkReplicationFixtures.d.ts.map +1 -0
- package/dist/NetworkReplicationFixtures.js +330 -0
- package/dist/NetworkReplicationFixtures.js.map +1 -0
- package/dist/Perception.d.ts +58 -0
- package/dist/Perception.d.ts.map +1 -0
- package/dist/Perception.js +111 -0
- package/dist/Perception.js.map +1 -0
- package/dist/PlayerBehaviorTelemetryFixtures.d.ts +74 -0
- package/dist/PlayerBehaviorTelemetryFixtures.d.ts.map +1 -0
- package/dist/PlayerBehaviorTelemetryFixtures.js +189 -0
- package/dist/PlayerBehaviorTelemetryFixtures.js.map +1 -0
- package/dist/ProceduralContentAdaptationFixtures.d.ts +52 -0
- package/dist/ProceduralContentAdaptationFixtures.d.ts.map +1 -0
- package/dist/ProceduralContentAdaptationFixtures.js +149 -0
- package/dist/ProceduralContentAdaptationFixtures.js.map +1 -0
- package/dist/ScriptContext.d.ts +18 -0
- package/dist/ScriptContext.d.ts.map +1 -0
- package/dist/ScriptContext.js +21 -0
- package/dist/ScriptContext.js.map +1 -0
- package/dist/StateMachine.d.ts +52 -0
- package/dist/StateMachine.d.ts.map +1 -0
- package/dist/StateMachine.js +117 -0
- package/dist/StateMachine.js.map +1 -0
- package/dist/UtilityAI.d.ts +55 -0
- package/dist/UtilityAI.d.ts.map +1 -0
- package/dist/UtilityAI.js +113 -0
- package/dist/UtilityAI.js.map +1 -0
- package/dist/VisualGraph.d.ts +20 -0
- package/dist/VisualGraph.d.ts.map +1 -0
- package/dist/VisualGraph.js +191 -0
- package/dist/VisualGraph.js.map +1 -0
- package/dist/VisualGraphContext.d.ts +123 -0
- package/dist/VisualGraphContext.d.ts.map +1 -0
- package/dist/VisualGraphContext.js +2 -0
- package/dist/VisualGraphContext.js.map +1 -0
- package/dist/VisualGraphExecutor.d.ts +16 -0
- package/dist/VisualGraphExecutor.d.ts.map +1 -0
- package/dist/VisualGraphExecutor.js +571 -0
- package/dist/VisualGraphExecutor.js.map +1 -0
- package/dist/VisualNode.d.ts +17 -0
- package/dist/VisualNode.d.ts.map +1 -0
- package/dist/VisualNode.js +24 -0
- package/dist/VisualNode.js.map +1 -0
- package/dist/VisualNodeCatalog.d.ts +14 -0
- package/dist/VisualNodeCatalog.d.ts.map +1 -0
- package/dist/VisualNodeCatalog.js +142 -0
- package/dist/VisualNodeCatalog.js.map +1 -0
- package/dist/WeaponSystem.d.ts +228 -0
- package/dist/WeaponSystem.d.ts.map +1 -0
- package/dist/WeaponSystem.js +530 -0
- package/dist/WeaponSystem.js.map +1 -0
- package/dist/index.d.ts +51 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +25 -0
- package/dist/index.js.map +1 -0
- package/package.json +13 -0
- package/src/AdaptiveDifficultyFixtures.ts +324 -0
- package/src/AnalyticsPrivacyFixtures.ts +182 -0
- package/src/Behavior.ts +11 -0
- package/src/BehaviorHost.ts +51 -0
- package/src/BehaviorRegistry.ts +22 -0
- package/src/BehaviorSystem.ts +103 -0
- package/src/BehaviorTree.ts +234 -0
- package/src/CloudServiceFixtures.ts +225 -0
- package/src/CulturalBehaviorFixtures.ts +262 -0
- package/src/DecisionTree.ts +162 -0
- package/src/GOAP.ts +150 -0
- package/src/HTN.ts +178 -0
- package/src/LearningAgentFixtures.ts +184 -0
- package/src/NetworkReplicationFixtures.ts +440 -0
- package/src/Perception.ts +163 -0
- package/src/PlayerBehaviorTelemetryFixtures.ts +257 -0
- package/src/ProceduralContentAdaptationFixtures.ts +205 -0
- package/src/ScriptContext.ts +34 -0
- package/src/StateMachine.ts +138 -0
- package/src/UtilityAI.ts +158 -0
- package/src/VisualGraph.ts +236 -0
- package/src/VisualGraphContext.ts +138 -0
- package/src/VisualGraphExecutor.ts +663 -0
- package/src/VisualNode.ts +44 -0
- package/src/VisualNodeCatalog.ts +195 -0
- package/src/WeaponSystem.ts +793 -0
- package/src/index.ts +175 -0
- package/tests/scripting.test.ts +229 -0
- package/tsconfig.json +7 -0
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export function sampleWeaponBurst(input) {
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const level = Math.max(1, Math.min(5, Math.floor(input.level ?? 1)));
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const x = finite(input.x ?? 0, "x");
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const y = finite(input.y ?? 0, "y");
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const angle = finite(input.angle ?? 0, "angle");
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const secondary = input.secondary === true;
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const ammo = input.ammo ?? Number.POSITIVE_INFINITY;
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if (ammo < 0)
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throw new RangeError("Weapon burst ammo must be non-negative.");
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const projectiles = input.kind === "laser"
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? laserBurst(x, y, angle, level, secondary)
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: input.kind === "missile"
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? missileBurst(x, y, angle, level, secondary, ammo)
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: plasmaBurst(x, y, angle, level, secondary);
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const totalDamage = projectiles.reduce((sum, projectile) => sum + projectile.damage, 0);
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return {
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kind: input.kind,
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level,
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secondary,
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projectileCount: projectiles.length,
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ammoSpent: input.kind === "missile" ? (secondary ? Math.min(5, ammo) : Math.min(1, ammo)) : 0,
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totalDamage: Number(totalDamage.toFixed(3)),
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spreadRadians: Number(spreadFor(projectiles).toFixed(5)),
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projectiles,
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source: "origin-master-space-shooter-weapons-adapted",
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claimBoundary: "Deterministic weapon burst sampling adapted from the old space-shooter weapon concepts; this is gameplay telemetry, not a full projectile-pooling or collision system claim."
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};
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}
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export function sampleFpsWeaponCycle(input) {
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const config = fpsWeaponConfig(input.weapon);
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const elapsedSeconds = Math.max(0, finite(input.elapsedSeconds ?? 0, "elapsedSeconds"));
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const currentAmmo = Math.max(0, Math.floor(input.currentAmmo ?? config.magazineSize));
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const reserveAmmo = Math.max(0, Math.floor(input.reserveAmmo ?? config.reserveAmmo));
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const fireTimer = Math.max(0, finite(input.fireTimer ?? 0, "fireTimer") - elapsedSeconds);
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const canFire = input.triggerHeld === true && input.reloadRequested !== true && fireTimer <= 0;
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const reloadRequested = input.reloadRequested === true || (currentAmmo === 0 && reserveAmmo > 0 && canFire);
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if (reloadRequested) {
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const reloadComplete = elapsedSeconds >= config.reloadTime && reserveAmmo > 0 && currentAmmo < config.magazineSize;
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const loaded = reloadComplete ? Math.min(config.magazineSize - currentAmmo, reserveAmmo) : 0;
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return {
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weapon: input.weapon,
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name: config.name,
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firingMode: config.firingMode,
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fired: false,
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emptyClick: currentAmmo === 0 && reserveAmmo === 0,
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reloading: !reloadComplete,
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reloadComplete,
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currentAmmo: currentAmmo + loaded,
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reserveAmmo: reserveAmmo - loaded,
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ammoSpent: 0,
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bulletsPerShot: 0,
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totalDamage: 0,
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range: config.range,
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spreadDegrees: config.spread,
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recoilX: 0,
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recoilY: 0,
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fireCooldown: reloadComplete ? 0 : Math.max(0, config.reloadTime - elapsedSeconds),
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muzzleFlashSeconds: 0,
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shellEjectionSeconds: 0,
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source: "origin-master-fps-weapon-adapted",
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claimBoundary: fpsWeaponClaimBoundary
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};
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}
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if (!canFire || currentAmmo <= 0) {
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return {
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weapon: input.weapon,
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name: config.name,
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firingMode: config.firingMode,
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fired: false,
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emptyClick: input.triggerHeld === true && currentAmmo <= 0,
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reloading: false,
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reloadComplete: false,
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currentAmmo,
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reserveAmmo,
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ammoSpent: 0,
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bulletsPerShot: 0,
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totalDamage: 0,
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range: config.range,
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spreadDegrees: config.spread,
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recoilX: 0,
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recoilY: 0,
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fireCooldown: fireTimer,
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muzzleFlashSeconds: 0,
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shellEjectionSeconds: 0,
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source: "origin-master-fps-weapon-adapted",
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claimBoundary: fpsWeaponClaimBoundary
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};
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}
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const seed = Math.floor(input.seed ?? currentAmmo * 31 + reserveAmmo * 17 + config.damage * 13);
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const spent = Math.min(1, currentAmmo);
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const recoil = fpsRecoil(config.recoilAmount, seed);
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return {
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weapon: input.weapon,
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name: config.name,
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firingMode: config.firingMode,
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fired: true,
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emptyClick: false,
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reloading: false,
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reloadComplete: false,
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currentAmmo: currentAmmo - spent,
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reserveAmmo,
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ammoSpent: spent,
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bulletsPerShot: config.bulletsPerShot,
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totalDamage: Number((config.damage * config.bulletsPerShot).toFixed(3)),
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range: config.range,
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spreadDegrees: config.spread,
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recoilX: recoil.x,
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recoilY: recoil.y,
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fireCooldown: Number((60 / config.fireRate).toFixed(4)),
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muzzleFlashSeconds: 0.05,
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shellEjectionSeconds: 0.2,
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source: "origin-master-fps-weapon-adapted",
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claimBoundary: fpsWeaponClaimBoundary
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};
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}
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export function sampleFpsEnemyTactics(input) {
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const currentState = input.currentState ?? "patrol";
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const playerAlive = input.playerAlive !== false;
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const distanceToPlayer = finiteNonNegative(input.distanceToPlayer, "distanceToPlayer");
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const angleToPlayerDegrees = Math.abs(finite(input.angleToPlayerDegrees ?? 0, "angleToPlayerDegrees"));
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const maxHealth = positive(input.maxHealth ?? 100, "maxHealth");
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const health = clamp(input.health ?? maxHealth, 0, maxHealth);
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const attackTimer = finite(input.attackTimer ?? 0, "attackTimer");
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const stateTimer = Math.max(0, finite(input.stateTimer ?? 0, "stateTimer"));
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const hasCover = input.hasCover === true;
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const distanceToCover = finiteNonNegative(input.distanceToCover ?? 1_000_000, "distanceToCover");
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const hasLastKnown = input.hasLastKnownPlayerPosition === true;
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const distanceToLastKnown = finiteNonNegative(input.distanceToLastKnownPlayerPosition ?? 1_000_000, "distanceToLastKnownPlayerPosition");
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const canSeePlayer = playerAlive && distanceToPlayer <= 20 && angleToPlayerDegrees <= 60;
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const canHearPlayer = playerAlive && distanceToPlayer <= 15;
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const targetAcquired = canSeePlayer || (currentState !== "patrol" && currentState !== "idle" && currentState !== "investigate" && playerAlive);
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const lowHealth = health < maxHealth * 0.3;
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let state;
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let nextAction;
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if (health <= 0 || currentState === "dead") {
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state = "dead";
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nextAction = "die";
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}
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else if (!playerAlive) {
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state = "patrol";
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nextAction = "patrol";
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}
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else if (canSeePlayer && lowHealth && hasCover) {
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state = "take_cover";
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nextAction = distanceToCover > 2 ? "move_to_cover" : "wait";
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}
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else if (canSeePlayer && lowHealth) {
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state = "flee";
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nextAction = "flee";
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}
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else if (canSeePlayer && distanceToPlayer <= 2) {
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state = "attack";
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nextAction = attackTimer <= 0 ? "attack" : "wait";
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}
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else if (canSeePlayer || targetAcquired) {
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state = "chase";
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nextAction = "chase";
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}
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else if (canHearPlayer || hasLastKnown) {
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state = "investigate";
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nextAction = distanceToLastKnown <= 2 && stateTimer > 3 ? "patrol" : "investigate";
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}
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else {
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state = stateTimer > 2 || currentState === "patrol" ? "patrol" : "idle";
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nextAction = state === "patrol" ? "patrol" : "wait";
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}
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const movementSpeed = state === "chase" || state === "flee" || state === "take_cover"
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? 5
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: state === "patrol" || state === "investigate"
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? 2.5
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: 0;
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return {
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state,
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canSeePlayer,
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canHearPlayer,
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targetAcquired,
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movementSpeed,
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attackReady: state === "attack" && attackTimer <= 0,
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pathRefreshRequested: state === "chase" && targetAcquired,
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coverRequested: state === "take_cover",
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inCover: state === "take_cover" && distanceToCover <= 2,
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nextAction,
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source: "origin-master-fps-enemy-ai-adapted",
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claimBoundary: "Deterministic patrol/chase/attack/flee/cover/investigate state sampling adapted from the old FPS enemy example; this is tactical runtime telemetry, not a full navmesh, ragdoll, audio, or networked FPS AI claim."
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};
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}
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export function sampleFpsLevelLayout(input = {}) {
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const roomCount = Math.max(3, Math.min(12, Math.floor(input.roomCount ?? 8)));
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const gridSize = positive(input.gridSize ?? 25, "gridSize");
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const seed = Math.floor(input.seed ?? 0x1e7e1);
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const rooms = Array.from({ length: roomCount }, (_, index) => {
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const angle = (index / roomCount) * Math.PI * 2 + seeded01(seed + index * 13) * 0.34;
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const radius = gridSize * (0.24 + seeded01(seed + index * 19) * 0.5);
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const width = 6 + Math.floor(seeded01(seed + index * 29) * 7);
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const depth = 6 + Math.floor(seeded01(seed + index * 31) * 7);
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196
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+
return {
|
|
197
|
+
id: `room-${index}`,
|
|
198
|
+
x: Number((Math.cos(angle) * radius).toFixed(3)),
|
|
199
|
+
z: Number((Math.sin(angle) * radius).toFixed(3)),
|
|
200
|
+
width,
|
|
201
|
+
depth
|
|
202
|
+
};
|
|
203
|
+
});
|
|
204
|
+
const corridors = rooms.slice(1).map((room, index) => {
|
|
205
|
+
const previous = rooms[index] ?? rooms[0];
|
|
206
|
+
return {
|
|
207
|
+
from: previous.id,
|
|
208
|
+
to: room.id,
|
|
209
|
+
length: Number(Math.hypot(room.x - previous.x, room.z - previous.z).toFixed(3)),
|
|
210
|
+
width: 3
|
|
211
|
+
};
|
|
212
|
+
});
|
|
213
|
+
const coverPoints = rooms.flatMap((room, roomIndex) => [0, 1].map((slot) => ({
|
|
214
|
+
id: `cover-${roomIndex}-${slot}`,
|
|
215
|
+
x: Number((room.x + (slot === 0 ? -0.28 : 0.28) * room.width).toFixed(3)),
|
|
216
|
+
z: Number((room.z + (slot === 0 ? 0.2 : -0.22) * room.depth).toFixed(3))
|
|
217
|
+
})));
|
|
218
|
+
const patrolPoints = rooms.map((room, index) => ({
|
|
219
|
+
id: `patrol-${index}`,
|
|
220
|
+
x: Number(room.x.toFixed(3)),
|
|
221
|
+
z: Number(room.z.toFixed(3))
|
|
222
|
+
}));
|
|
223
|
+
const enemySpawnPoints = rooms.slice(1, Math.min(rooms.length, 6)).map((room, index) => ({
|
|
224
|
+
id: `enemy-spawn-${index}`,
|
|
225
|
+
x: Number((room.x + room.width * 0.18).toFixed(3)),
|
|
226
|
+
z: Number((room.z - room.depth * 0.18).toFixed(3))
|
|
227
|
+
}));
|
|
228
|
+
const pickupSpawnPoints = rooms.slice(0, Math.min(rooms.length, 6)).map((room, index) => ({
|
|
229
|
+
id: `pickup-${index}`,
|
|
230
|
+
type: index % 2 === 0 ? "health" : "ammo",
|
|
231
|
+
x: Number((room.x - room.width * 0.18).toFixed(3)),
|
|
232
|
+
z: Number((room.z + room.depth * 0.18).toFixed(3))
|
|
233
|
+
}));
|
|
234
|
+
const totalRoomArea = rooms.reduce((sum, room) => sum + room.width * room.depth, 0);
|
|
235
|
+
const totalCorridorLength = corridors.reduce((sum, corridor) => sum + corridor.length, 0);
|
|
236
|
+
return {
|
|
237
|
+
rooms,
|
|
238
|
+
corridors,
|
|
239
|
+
coverPoints,
|
|
240
|
+
patrolPoints,
|
|
241
|
+
enemySpawnPoints,
|
|
242
|
+
pickupSpawnPoints,
|
|
243
|
+
playerSpawnPoint: { id: "player-spawn", x: rooms[0].x, z: rooms[0].z },
|
|
244
|
+
navMeshPointCount: rooms.length + coverPoints.length + patrolPoints.length + enemySpawnPoints.length + pickupSpawnPoints.length,
|
|
245
|
+
averageRoomArea: Number((totalRoomArea / rooms.length).toFixed(3)),
|
|
246
|
+
totalCorridorLength: Number(totalCorridorLength.toFixed(3)),
|
|
247
|
+
source: "origin-master-fps-level-adapted",
|
|
248
|
+
claimBoundary: "Deterministic room, corridor, spawn, pickup, patrol, cover, and nav-point telemetry adapted from the old FPS level example; this is layout/runtime evidence, not a full procedural level renderer, collision mesh, or navmesh bake claim."
|
|
249
|
+
};
|
|
250
|
+
}
|
|
251
|
+
export function sampleFpsHudOverlay(input) {
|
|
252
|
+
const maxHealth = positive(input.maxHealth ?? 100, "maxHealth");
|
|
253
|
+
const health = clamp(input.health, 0, maxHealth);
|
|
254
|
+
const ammo = Math.max(0, Math.floor(finite(input.ammo, "ammo")));
|
|
255
|
+
const reserveAmmo = Math.max(0, Math.floor(finite(input.reserveAmmo, "reserveAmmo")));
|
|
256
|
+
const healthPercent = health / maxHealth;
|
|
257
|
+
const recentDamage = Math.max(0, finite(input.recentDamage ?? 0, "recentDamage"));
|
|
258
|
+
const enemiesRemaining = Math.max(0, Math.floor(input.enemiesRemaining ?? 0));
|
|
259
|
+
const minimapBlips = Math.max(0, Math.floor(input.minimapFriendlyCount ?? 1)) + Math.max(0, Math.floor(input.minimapEnemyCount ?? enemiesRemaining));
|
|
260
|
+
return {
|
|
261
|
+
healthPercent: Number(healthPercent.toFixed(4)),
|
|
262
|
+
healthBarPixels: Math.round(200 * healthPercent),
|
|
263
|
+
lowHealth: healthPercent <= 0.3,
|
|
264
|
+
damageFlashAlpha: Number(Math.min(0.55, recentDamage / maxHealth).toFixed(4)),
|
|
265
|
+
ammoText: `${ammo} / ${reserveAmmo}`,
|
|
266
|
+
ammoWarning: ammo <= 5,
|
|
267
|
+
crosshairSpreadPixels: Number((10 + (input.hitMarker === true ? 2 : 0) + (ammo <= 5 ? 3 : 0)).toFixed(3)),
|
|
268
|
+
hitMarkerVisible: input.hitMarker === true,
|
|
269
|
+
damageIndicatorAngleDegrees: Number(finite(input.damageAngleDegrees ?? 0, "damageAngleDegrees").toFixed(3)),
|
|
270
|
+
minimapBlips,
|
|
271
|
+
killFeedVisible: Math.max(0, Math.floor(input.killFeedCount ?? 0)) > 0,
|
|
272
|
+
waveText: `WAVE: ${Math.max(1, Math.floor(input.wave ?? 1))} | ENEMIES: ${enemiesRemaining}`,
|
|
273
|
+
source: "origin-master-fps-hud-adapted",
|
|
274
|
+
claimBoundary: "Deterministic health, ammo, crosshair, damage, kill-feed, wave, and minimap HUD telemetry adapted from the old FPS HUD example; this is runtime UI evidence, not a complete first-person UI framework claim."
|
|
275
|
+
};
|
|
276
|
+
}
|
|
277
|
+
export function sampleSpaceShooterWave(input) {
|
|
278
|
+
const wave = Math.max(1, Math.floor(positive(input.wave, "wave")));
|
|
279
|
+
const width = positive(input.width ?? 1280, "width");
|
|
280
|
+
const height = positive(input.height ?? 720, "height");
|
|
281
|
+
const seed = Math.floor(input.seed ?? 0x5150 + wave * 97);
|
|
282
|
+
const base = wave % 10 === 0 ? { enemyType: "boss", count: 1, formation: "random", delay: 0 } : waveDefinition(wave);
|
|
283
|
+
const difficultyScale = 1 + Math.floor((wave - 1) / 10) * 0.5;
|
|
284
|
+
const count = base.enemyType === "boss" ? 1 : Math.max(1, Math.floor(base.count * difficultyScale));
|
|
285
|
+
const spawns = Array.from({ length: count }, (_, index) => {
|
|
286
|
+
const position = formationPosition(base.formation, index, count, width, height, seed);
|
|
287
|
+
const stats = enemyStats(base.enemyType);
|
|
288
|
+
return {
|
|
289
|
+
enemyType: base.enemyType,
|
|
290
|
+
x: Number(position.x.toFixed(3)),
|
|
291
|
+
y: Number(position.y.toFixed(3)),
|
|
292
|
+
...stats
|
|
293
|
+
};
|
|
294
|
+
});
|
|
295
|
+
const powerUp = weightedPowerUp(seed ^ wave);
|
|
296
|
+
return {
|
|
297
|
+
wave,
|
|
298
|
+
enemyType: base.enemyType,
|
|
299
|
+
formation: base.formation,
|
|
300
|
+
count,
|
|
301
|
+
delay: base.delay,
|
|
302
|
+
bossWave: base.enemyType === "boss",
|
|
303
|
+
difficultyScale,
|
|
304
|
+
totalScoreValue: spawns.reduce((sum, spawn) => sum + spawn.scoreValue, 0),
|
|
305
|
+
spawns,
|
|
306
|
+
powerUpType: powerUp.type,
|
|
307
|
+
powerUpWeight: powerUp.weight,
|
|
308
|
+
source: "origin-master-space-shooter-wave-powerup-adapted",
|
|
309
|
+
claimBoundary: "Deterministic wave, formation, enemy-stat, and weighted power-up sampling adapted from the old space-shooter systems; this is runtime evidence, not a full shooter game loop claim."
|
|
310
|
+
};
|
|
311
|
+
}
|
|
312
|
+
export function samplePowerUpEffect(input) {
|
|
313
|
+
const maxHealth = positive(input.maxHealth ?? 100, "maxHealth");
|
|
314
|
+
const maxShield = positive(input.maxShield ?? 100, "maxShield");
|
|
315
|
+
const before = {
|
|
316
|
+
health: clamp(input.health ?? 50, 0, maxHealth),
|
|
317
|
+
shield: clamp(input.shield ?? 40, 0, maxShield),
|
|
318
|
+
weaponLevel: Math.max(1, Math.min(5, Math.floor(input.weaponLevel ?? 1))),
|
|
319
|
+
speed: positive(input.speed ?? 320, "speed"),
|
|
320
|
+
lives: Math.max(0, Math.floor(input.lives ?? 3)),
|
|
321
|
+
multiplier: Math.max(1, input.multiplier ?? 1)
|
|
322
|
+
};
|
|
323
|
+
const after = { ...before };
|
|
324
|
+
switch (input.type) {
|
|
325
|
+
case "health":
|
|
326
|
+
after.health = Math.min(maxHealth, after.health + 50);
|
|
327
|
+
break;
|
|
328
|
+
case "shield":
|
|
329
|
+
after.shield = Math.min(maxShield, after.shield + 50);
|
|
330
|
+
break;
|
|
331
|
+
case "weapon":
|
|
332
|
+
after.weaponLevel = Math.min(5, after.weaponLevel + 1);
|
|
333
|
+
break;
|
|
334
|
+
case "speed":
|
|
335
|
+
after.speed += 100;
|
|
336
|
+
break;
|
|
337
|
+
case "life":
|
|
338
|
+
after.lives += 1;
|
|
339
|
+
break;
|
|
340
|
+
case "multiplier":
|
|
341
|
+
after.multiplier *= 2;
|
|
342
|
+
break;
|
|
343
|
+
}
|
|
344
|
+
const changedFields = Object.keys(after).filter((key) => after[key] !== before[key]);
|
|
345
|
+
return {
|
|
346
|
+
type: input.type,
|
|
347
|
+
...after,
|
|
348
|
+
changedFields,
|
|
349
|
+
source: "origin-master-space-shooter-powerup-effects-adapted"
|
|
350
|
+
};
|
|
351
|
+
}
|
|
352
|
+
function laserBurst(x, y, angle, level, secondary) {
|
|
353
|
+
if (secondary) {
|
|
354
|
+
return radialBurst(x, y, 8, 1000, 7.5, 0.5);
|
|
355
|
+
}
|
|
356
|
+
const spread = Math.min(level - 1, 2);
|
|
357
|
+
const projectiles = [];
|
|
358
|
+
for (let index = -spread; index <= spread; index += 1) {
|
|
359
|
+
projectiles.push(projectile(x, y, angle + index * 0.1, 800, 15 * Math.pow(1.2, level - 1), 2));
|
|
360
|
+
}
|
|
361
|
+
return projectiles;
|
|
362
|
+
}
|
|
363
|
+
const fpsWeaponClaimBoundary = "Deterministic magazine, reload, recoil, spread, muzzle-flash, and shell-ejection sampling adapted from the old FPS weapon example; this is runtime telemetry, not a full hitscan, projectile-pooling, audio, or networked FPS weapon claim.";
|
|
364
|
+
function fpsWeaponConfig(weapon) {
|
|
365
|
+
switch (weapon) {
|
|
366
|
+
case "pistol":
|
|
367
|
+
return { name: "M1911 Pistol", damage: 25, fireRate: 300, magazineSize: 12, reserveAmmo: 60, reloadTime: 1.5, range: 50, spread: 2, recoilAmount: 0.3, firingMode: "single", bulletsPerShot: 1 };
|
|
368
|
+
case "rifle":
|
|
369
|
+
return { name: "M4A1 Rifle", damage: 30, fireRate: 700, magazineSize: 30, reserveAmmo: 120, reloadTime: 2, range: 100, spread: 1, recoilAmount: 0.2, firingMode: "auto", bulletsPerShot: 1 };
|
|
370
|
+
case "shotgun":
|
|
371
|
+
return { name: "Pump Shotgun", damage: 15, fireRate: 80, magazineSize: 8, reserveAmmo: 32, reloadTime: 3, range: 30, spread: 10, recoilAmount: 1, firingMode: "single", bulletsPerShot: 8 };
|
|
372
|
+
}
|
|
373
|
+
}
|
|
374
|
+
function fpsRecoil(amount, seed) {
|
|
375
|
+
const horizontal = seededUnit(seed) * 2 - 1;
|
|
376
|
+
const vertical = 0.72 + seededUnit(seed ^ 0x9e3779b9) * 0.28;
|
|
377
|
+
return {
|
|
378
|
+
x: Number((horizontal * amount * 0.35).toFixed(4)),
|
|
379
|
+
y: Number((vertical * amount).toFixed(4))
|
|
380
|
+
};
|
|
381
|
+
}
|
|
382
|
+
function seededUnit(seed) {
|
|
383
|
+
let value = seed >>> 0;
|
|
384
|
+
value ^= value << 13;
|
|
385
|
+
value ^= value >>> 17;
|
|
386
|
+
value ^= value << 5;
|
|
387
|
+
return ((value >>> 0) % 10_000) / 10_000;
|
|
388
|
+
}
|
|
389
|
+
function missileBurst(x, y, angle, level, secondary, ammo) {
|
|
390
|
+
if (ammo < (secondary ? 5 : 1))
|
|
391
|
+
return [];
|
|
392
|
+
const projectiles = [];
|
|
393
|
+
if (secondary) {
|
|
394
|
+
for (let index = 0; index < 12; index += 1) {
|
|
395
|
+
projectiles.push(projectile(x, y, angle + (index - 6) * 0.15, 500, 75 * Math.pow(1.2, level - 1), 4));
|
|
396
|
+
}
|
|
397
|
+
return projectiles;
|
|
398
|
+
}
|
|
399
|
+
const count = Math.min(Math.floor(level / 2) + 1, 3);
|
|
400
|
+
for (let index = 0; index < count; index += 1) {
|
|
401
|
+
const offset = index - (count - 1) / 2;
|
|
402
|
+
const px = x - Math.sin(angle) * offset * 20;
|
|
403
|
+
const py = y + Math.cos(angle) * offset * 20;
|
|
404
|
+
projectiles.push(projectile(px, py, angle, 400, 50 * Math.pow(1.2, level - 1), 3));
|
|
405
|
+
}
|
|
406
|
+
return projectiles;
|
|
407
|
+
}
|
|
408
|
+
function plasmaBurst(x, y, angle, level, secondary) {
|
|
409
|
+
if (secondary) {
|
|
410
|
+
return [0, 1, 2].flatMap((wave) => radialBurst(x, y, 16, 700 + wave * 100, 20 * Math.pow(1.2, level - 1), 1));
|
|
411
|
+
}
|
|
412
|
+
const shots = 3 + level;
|
|
413
|
+
const spreadAngle = 0.3 + level * 0.1;
|
|
414
|
+
const projectiles = [];
|
|
415
|
+
for (let index = 0; index < shots; index += 1) {
|
|
416
|
+
projectiles.push(projectile(x, y, angle + (index - (shots - 1) / 2) * (spreadAngle / shots), 600, 25 * Math.pow(1.2, level - 1), 1.5));
|
|
417
|
+
}
|
|
418
|
+
return projectiles;
|
|
419
|
+
}
|
|
420
|
+
function radialBurst(x, y, count, speed, damage, lifetime) {
|
|
421
|
+
return Array.from({ length: count }, (_, index) => projectile(x, y, (index / count) * Math.PI * 2, speed, damage, lifetime));
|
|
422
|
+
}
|
|
423
|
+
function projectile(x, y, angle, speed, damage, lifetime) {
|
|
424
|
+
return {
|
|
425
|
+
x: Number(x.toFixed(3)),
|
|
426
|
+
y: Number(y.toFixed(3)),
|
|
427
|
+
vx: Number((Math.cos(angle) * speed).toFixed(3)),
|
|
428
|
+
vy: Number((Math.sin(angle) * speed).toFixed(3)),
|
|
429
|
+
damage: Number(damage.toFixed(3)),
|
|
430
|
+
lifetime
|
|
431
|
+
};
|
|
432
|
+
}
|
|
433
|
+
function waveDefinition(wave) {
|
|
434
|
+
const waves = [
|
|
435
|
+
{ enemyType: "fighter", count: 5, formation: "line", delay: 0.5 },
|
|
436
|
+
{ enemyType: "fighter", count: 8, formation: "v-formation", delay: 0.4 },
|
|
437
|
+
{ enemyType: "bomber", count: 4, formation: "line", delay: 0.8 },
|
|
438
|
+
{ enemyType: "fighter", count: 10, formation: "surround", delay: 0.3 },
|
|
439
|
+
{ enemyType: "turret", count: 6, formation: "random", delay: 0.6 },
|
|
440
|
+
{ enemyType: "bomber", count: 6, formation: "sides", delay: 0.5 },
|
|
441
|
+
{ enemyType: "fighter", count: 12, formation: "v-formation", delay: 0.3 },
|
|
442
|
+
{ enemyType: "carrier", count: 2, formation: "line", delay: 2 },
|
|
443
|
+
{ enemyType: "turret", count: 8, formation: "surround", delay: 0.5 }
|
|
444
|
+
];
|
|
445
|
+
return waves[(wave - 1) % waves.length] ?? waves[0];
|
|
446
|
+
}
|
|
447
|
+
function formationPosition(formation, index, total, width, height, seed) {
|
|
448
|
+
const padding = 100;
|
|
449
|
+
const usableWidth = Math.max(1, width - padding * 2);
|
|
450
|
+
switch (formation) {
|
|
451
|
+
case "line":
|
|
452
|
+
return { x: padding + (index / Math.max(1, total - 1)) * usableWidth, y: -50 };
|
|
453
|
+
case "v-formation": {
|
|
454
|
+
const centerIndex = (total - 1) / 2;
|
|
455
|
+
return { x: padding + (index / Math.max(1, total - 1)) * usableWidth, y: -50 - Math.abs(index - centerIndex) * 40 };
|
|
456
|
+
}
|
|
457
|
+
case "surround": {
|
|
458
|
+
const angle = (index / total) * Math.PI;
|
|
459
|
+
return { x: width / 2 + Math.cos(angle - Math.PI / 2) * 300, y: -100 + Math.sin(angle - Math.PI / 2) * 300 };
|
|
460
|
+
}
|
|
461
|
+
case "sides": {
|
|
462
|
+
const side = index % 2;
|
|
463
|
+
const groupIndex = Math.floor(index / 2);
|
|
464
|
+
return { x: side === 0 ? padding : width - padding, y: -50 - groupIndex * 80 };
|
|
465
|
+
}
|
|
466
|
+
case "random":
|
|
467
|
+
return { x: padding + seeded01(seed + index * 17) * usableWidth, y: -50 - seeded01(seed + index * 31) * Math.max(80, height * 0.28) };
|
|
468
|
+
}
|
|
469
|
+
}
|
|
470
|
+
function enemyStats(enemyType) {
|
|
471
|
+
switch (enemyType) {
|
|
472
|
+
case "fighter":
|
|
473
|
+
return { health: 30, radius: 15, scoreValue: 100 };
|
|
474
|
+
case "bomber":
|
|
475
|
+
return { health: 80, radius: 25, scoreValue: 250 };
|
|
476
|
+
case "turret":
|
|
477
|
+
return { health: 100, radius: 20, scoreValue: 300 };
|
|
478
|
+
case "carrier":
|
|
479
|
+
return { health: 200, radius: 35, scoreValue: 600 };
|
|
480
|
+
case "boss":
|
|
481
|
+
return { health: 1000, radius: 80, scoreValue: 5000 };
|
|
482
|
+
}
|
|
483
|
+
}
|
|
484
|
+
function weightedPowerUp(seed) {
|
|
485
|
+
const entries = [
|
|
486
|
+
["health", 30],
|
|
487
|
+
["shield", 30],
|
|
488
|
+
["weapon", 25],
|
|
489
|
+
["speed", 10],
|
|
490
|
+
["life", 3],
|
|
491
|
+
["multiplier", 2]
|
|
492
|
+
];
|
|
493
|
+
const total = entries.reduce((sum, [, weight]) => sum + weight, 0);
|
|
494
|
+
let cursor = seeded01(seed) * total;
|
|
495
|
+
for (const [type, weight] of entries) {
|
|
496
|
+
cursor -= weight;
|
|
497
|
+
if (cursor <= 0)
|
|
498
|
+
return { type, weight };
|
|
499
|
+
}
|
|
500
|
+
return { type: "health", weight: 30 };
|
|
501
|
+
}
|
|
502
|
+
function seeded01(seed) {
|
|
503
|
+
const value = Math.sin(seed * 12.9898 + 78.233) * 43758.5453;
|
|
504
|
+
return value - Math.floor(value);
|
|
505
|
+
}
|
|
506
|
+
function spreadFor(projectiles) {
|
|
507
|
+
if (projectiles.length <= 1)
|
|
508
|
+
return 0;
|
|
509
|
+
const angles = projectiles.map((entry) => Math.atan2(entry.vy, entry.vx)).sort((left, right) => left - right);
|
|
510
|
+
return (angles[angles.length - 1] ?? 0) - (angles[0] ?? 0);
|
|
511
|
+
}
|
|
512
|
+
function finite(value, label) {
|
|
513
|
+
if (!Number.isFinite(value))
|
|
514
|
+
throw new RangeError(`Weapon burst ${label} must be finite.`);
|
|
515
|
+
return value;
|
|
516
|
+
}
|
|
517
|
+
function positive(value, label) {
|
|
518
|
+
if (!Number.isFinite(value) || value <= 0)
|
|
519
|
+
throw new RangeError(`Weapon burst ${label} must be finite and positive.`);
|
|
520
|
+
return value;
|
|
521
|
+
}
|
|
522
|
+
function finiteNonNegative(value, label) {
|
|
523
|
+
if (!Number.isFinite(value) || value < 0)
|
|
524
|
+
throw new RangeError(`Weapon burst ${label} must be finite and non-negative.`);
|
|
525
|
+
return value;
|
|
526
|
+
}
|
|
527
|
+
function clamp(value, min, max) {
|
|
528
|
+
return Math.max(min, Math.min(max, value));
|
|
529
|
+
}
|
|
530
|
+
//# sourceMappingURL=WeaponSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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package/dist/index.d.ts
ADDED
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@@ -0,0 +1,51 @@
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|
|
1
|
+
export type { Behavior, BehaviorPhase } from "./Behavior";
|
|
2
|
+
export { BehaviorAction, BehaviorCondition, BehaviorSelector, BehaviorSequence, BehaviorTree, BehaviorTreeNode, Blackboard } from "./BehaviorTree";
|
|
3
|
+
export type { BehaviorTreeContext, BehaviorTreeStatus, BehaviorTreeTickResult, BlackboardChange, BlackboardValue } from "./BehaviorTree";
|
|
4
|
+
export { PerceptionSensor } from "./Perception";
|
|
5
|
+
export type { PerceptionHit, PerceptionMemory, PerceptionPoint, PerceptionSensorOptions, PerceptionSnapshot, PerceptionTarget } from "./Perception";
|
|
6
|
+
export { UtilityAI, UtilityAction, UtilityConsideration } from "./UtilityAI";
|
|
7
|
+
export type { UtilityActionOptions, UtilityActionScore, UtilityConsiderationOptions, UtilityContext, UtilityCurve, UtilityScoring } from "./UtilityAI";
|
|
8
|
+
export { State, StateMachine } from "./StateMachine";
|
|
9
|
+
export type { StateMachineSnapshot, StateTransition, StateTransitionCondition } from "./StateMachine";
|
|
10
|
+
export { GOAPAction, GOAPPlanner, WorldState } from "./GOAP";
|
|
11
|
+
export type { GOAPActionOptions, GOAPPlan, GOAPPlannerOptions, GOAPStateShape, GOAPValue } from "./GOAP";
|
|
12
|
+
export { HTNPlanner, HTNTask } from "./HTN";
|
|
13
|
+
export type { HTNCompoundTaskOptions, HTNPlan, HTNPlannerOptions, HTNPrimitiveTaskOptions, HTNTaskMethod, HTNTaskResult, HTNTaskType } from "./HTN";
|
|
14
|
+
export { DecisionTree } from "./DecisionTree";
|
|
15
|
+
export type { DecisionAction, DecisionCondition, DecisionTreeContext, DecisionTreeDecision, DecisionTreeNode, DecisionTreeNodeType, DecisionTreeStats } from "./DecisionTree";
|
|
16
|
+
export { sampleAdaptiveDifficultyFixture } from "./AdaptiveDifficultyFixtures";
|
|
17
|
+
export type { AdaptiveDifficultyAdjustment, AdaptiveDifficultyChangeType, AdaptiveDifficultyFixture, AdaptiveDifficultyFixtureOptions, AdaptiveDifficultyMetricSummary, AdaptiveDifficultyMetricType, AdaptiveDifficultyStrategy, AdaptiveDifficultyTriggeredRule } from "./AdaptiveDifficultyFixtures";
|
|
18
|
+
export { sampleAnalyticsPrivacyFixture } from "./AnalyticsPrivacyFixtures";
|
|
19
|
+
export type { AnalyticsConsentCategory, AnalyticsPrivacyFixture, AnalyticsPrivacyFixtureOptions, AnalyticsProviderMode } from "./AnalyticsPrivacyFixtures";
|
|
20
|
+
export { sampleCulturalBehaviorFixture } from "./CulturalBehaviorFixtures";
|
|
21
|
+
export type { CulturalBehaviorFixture, CulturalBehaviorFixtureOptions, CulturalCommunicationStyle, CulturalEntityFixture, CulturalPersonalSpace, CulturalRelationship, CultureDescriptor, ProxemicZone } from "./CulturalBehaviorFixtures";
|
|
22
|
+
export { sampleCloudServiceFixture } from "./CloudServiceFixtures";
|
|
23
|
+
export type { CloudFixtureServiceStatus, CloudServiceFixture, CloudServiceFixtureOptions } from "./CloudServiceFixtures";
|
|
24
|
+
export { sampleLearningAgentFixture } from "./LearningAgentFixtures";
|
|
25
|
+
export type { LearningAgentFixture, LearningAgentFixtureOptions } from "./LearningAgentFixtures";
|
|
26
|
+
export { sampleNetworkReplicationFixture } from "./NetworkReplicationFixtures";
|
|
27
|
+
export type { NetworkDeltaSummary, NetworkEntityState, NetworkInputFrame, NetworkInterestSummary, NetworkInterpolationSummary, NetworkPredictionSummary, NetworkReplicationFixture, NetworkReplicationFixtureOptions, NetworkReplicationMode } from "./NetworkReplicationFixtures";
|
|
28
|
+
export { samplePlayerBehaviorTelemetryFixture } from "./PlayerBehaviorTelemetryFixtures";
|
|
29
|
+
export type { PlayerBehaviorPatternTelemetry, PlayerBehaviorTelemetryFixture, PlayerBehaviorTelemetryOptions, PlayerEngagementLevel, PlayerEventCategory, PlayerEventSeverity, PlayerPlaystyle, PlayerSkillAssessmentTelemetry, PlayerSkillLevel } from "./PlayerBehaviorTelemetryFixtures";
|
|
30
|
+
export { sampleProceduralContentAdaptationFixture } from "./ProceduralContentAdaptationFixtures";
|
|
31
|
+
export type { AdaptiveAiStrategy, GeneratedContentDifficulty, GeneratedContentTelemetry, GeneratedContentType, ProceduralContentAdaptationFixture, ProceduralContentAdaptationOptions } from "./ProceduralContentAdaptationFixtures";
|
|
32
|
+
export { sampleFpsEnemyTactics, sampleFpsHudOverlay, sampleFpsLevelLayout, sampleFpsWeaponCycle, samplePowerUpEffect, sampleSpaceShooterWave, sampleWeaponBurst } from "./WeaponSystem";
|
|
33
|
+
export type { FpsEnemyTacticalState, FpsEnemyTacticsInput, FpsEnemyTacticsSample, FpsFiringMode, FpsHudOverlayInput, FpsHudOverlaySample, FpsLevelCorridor, FpsLevelLayoutInput, FpsLevelLayoutSample, FpsLevelPickup, FpsLevelPoint, FpsLevelRoom, FpsPickupType, FpsWeaponCycleInput, FpsWeaponCycleSample, FpsWeaponType, PowerUpEffectInput, PowerUpEffectSample, SpaceShooterEnemyType, SpaceShooterFormation, SpaceShooterPowerUpType, SpaceShooterSpawn, SpaceShooterWaveInput, SpaceShooterWaveSample, WeaponBurst, WeaponBurstInput, WeaponKind, WeaponProjectile } from "./WeaponSystem";
|
|
34
|
+
export { BehaviorHost } from "./BehaviorHost";
|
|
35
|
+
export type { BehaviorHostOptions } from "./BehaviorHost";
|
|
36
|
+
export { BehaviorRegistry } from "./BehaviorRegistry";
|
|
37
|
+
export type { BehaviorFactory } from "./BehaviorRegistry";
|
|
38
|
+
export { BehaviorSystem } from "./BehaviorSystem";
|
|
39
|
+
export type { BehaviorError, BehaviorSystemUpdateOptions } from "./BehaviorSystem";
|
|
40
|
+
export { ScriptContext } from "./ScriptContext";
|
|
41
|
+
export type { ScriptContextOptions } from "./ScriptContext";
|
|
42
|
+
export { deserializeGraph, serializeGraph, validateGraph } from "./VisualGraph";
|
|
43
|
+
export type { SerializedVisualGraph, VisualEdge, VisualGraph } from "./VisualGraph";
|
|
44
|
+
export { VisualGraphExecutor } from "./VisualGraphExecutor";
|
|
45
|
+
export type { VisualExecutionResult } from "./VisualGraphExecutor";
|
|
46
|
+
export type { VisualAnimationControllerState, VisualAnimationEvent, VisualCameraState, VisualCollisionEvent, VisualCombatEvent, VisualGraphDiagnostic, VisualGraphExecutionContext, VisualGraphSideEffect, VisualGraphValidationOptions, VisualInputSet, VisualInputSnapshot, VisualOverlapResult, VisualPhysicsBodyState, VisualRaycastHit, VisualRuntimeNodeState, VisualStateCollection, VisualVector3 } from "./VisualGraphContext";
|
|
47
|
+
export { createVisualNode, getVisualNodeDefinition, listVisualNodeDefinitions } from "./VisualNodeCatalog";
|
|
48
|
+
export type { VisualNodeCategory, VisualNodeDefinition } from "./VisualNodeCatalog";
|
|
49
|
+
export { validateNode } from "./VisualNode";
|
|
50
|
+
export type { VisualNode, VisualPort, VisualPortDirection, VisualPortType } from "./VisualNode";
|
|
51
|
+
//# sourceMappingURL=index.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
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