@aura3d/scripting 1.5.2 → 2.0.1

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Files changed (58) hide show
  1. package/README.md +5 -0
  2. package/dist/AnimationVisualNodes.d.ts +1 -1
  3. package/dist/Behavior.d.ts +1 -1
  4. package/dist/BehaviorHost.d.ts +1 -1
  5. package/dist/BehaviorRegistry.d.ts +1 -1
  6. package/dist/BehaviorSystem.d.ts +2 -2
  7. package/dist/HTN.d.ts +1 -1
  8. package/dist/ScriptContext.d.ts +1 -1
  9. package/dist/StateMachine.d.ts +1 -1
  10. package/dist/UtilityAI.d.ts +1 -1
  11. package/dist/VisualGraph.d.ts +2 -2
  12. package/dist/VisualGraphExecutor.d.ts +2 -2
  13. package/dist/VisualNodeCatalog.d.ts +1 -1
  14. package/dist/index.d.ts +37 -53
  15. package/dist/index.d.ts.map +1 -1
  16. package/dist/index.js +0 -8
  17. package/dist/index.js.map +1 -1
  18. package/package.json +1 -1
  19. package/dist/AdaptiveDifficultyFixtures.d.ts +0 -58
  20. package/dist/AdaptiveDifficultyFixtures.d.ts.map +0 -1
  21. package/dist/AdaptiveDifficultyFixtures.js +0 -228
  22. package/dist/AdaptiveDifficultyFixtures.js.map +0 -1
  23. package/dist/AnalyticsPrivacyFixtures.d.ts +0 -63
  24. package/dist/AnalyticsPrivacyFixtures.d.ts.map +0 -1
  25. package/dist/AnalyticsPrivacyFixtures.js +0 -120
  26. package/dist/AnalyticsPrivacyFixtures.js.map +0 -1
  27. package/dist/CartoonNodeCategories.d.ts +0 -3
  28. package/dist/CartoonNodeCategories.d.ts.map +0 -1
  29. package/dist/CartoonNodeCategories.js +0 -9
  30. package/dist/CartoonNodeCategories.js.map +0 -1
  31. package/dist/CartoonVisualNodes.d.ts +0 -3
  32. package/dist/CartoonVisualNodes.d.ts.map +0 -1
  33. package/dist/CartoonVisualNodes.js +0 -41
  34. package/dist/CartoonVisualNodes.js.map +0 -1
  35. package/dist/CloudServiceFixtures.d.ts +0 -81
  36. package/dist/CloudServiceFixtures.d.ts.map +0 -1
  37. package/dist/CloudServiceFixtures.js +0 -144
  38. package/dist/CloudServiceFixtures.js.map +0 -1
  39. package/dist/CulturalBehaviorFixtures.d.ts +0 -75
  40. package/dist/CulturalBehaviorFixtures.d.ts.map +0 -1
  41. package/dist/CulturalBehaviorFixtures.js +0 -180
  42. package/dist/CulturalBehaviorFixtures.js.map +0 -1
  43. package/dist/LearningAgentFixtures.d.ts +0 -60
  44. package/dist/LearningAgentFixtures.d.ts.map +0 -1
  45. package/dist/LearningAgentFixtures.js +0 -122
  46. package/dist/LearningAgentFixtures.js.map +0 -1
  47. package/dist/NetworkReplicationFixtures.d.ts +0 -82
  48. package/dist/NetworkReplicationFixtures.d.ts.map +0 -1
  49. package/dist/NetworkReplicationFixtures.js +0 -330
  50. package/dist/NetworkReplicationFixtures.js.map +0 -1
  51. package/dist/PlayerBehaviorTelemetryFixtures.d.ts +0 -74
  52. package/dist/PlayerBehaviorTelemetryFixtures.d.ts.map +0 -1
  53. package/dist/PlayerBehaviorTelemetryFixtures.js +0 -189
  54. package/dist/PlayerBehaviorTelemetryFixtures.js.map +0 -1
  55. package/dist/ProceduralContentAdaptationFixtures.d.ts +0 -52
  56. package/dist/ProceduralContentAdaptationFixtures.d.ts.map +0 -1
  57. package/dist/ProceduralContentAdaptationFixtures.js +0 -149
  58. package/dist/ProceduralContentAdaptationFixtures.js.map +0 -1
package/README.md CHANGED
@@ -1,5 +1,10 @@
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  # @aura3d/scripting
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+ > Optional compatibility/authoring package. It is not part of the recommended
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+ > renderer, product, or arcade entry and is not a rendering capability claim.
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+ > Prefer this direct package over the legacy `@aura3d/engine/scripting`
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+ > subpath, which is scheduled for removal in 2.0.
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+
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  `@aura3d/scripting` owns behavior attachment, behavior runtime phases, script context data, behavior registries, visual graph validation, graph serialization, and deterministic visual graph execution.
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  ## Public API
@@ -1,3 +1,3 @@
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- import type { VisualNodeDefinition } from "./VisualNodeCatalog";
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+ import type { VisualNodeDefinition } from "./VisualNodeCatalog.js";
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  export declare const animationVisualNodeDefinitions: readonly VisualNodeDefinition[];
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  //# sourceMappingURL=AnimationVisualNodes.d.ts.map
@@ -1,4 +1,4 @@
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- import type { ScriptContext } from "./ScriptContext";
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+ import type { ScriptContext } from "./ScriptContext.js";
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  export interface Behavior {
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  enabled?: boolean;
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  onStart?(context: ScriptContext): void | Promise<void>;
@@ -1,4 +1,4 @@
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- import type { Behavior } from "./Behavior";
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+ import type { Behavior } from "./Behavior.js";
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  export interface BehaviorHostOptions {
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  readonly target?: unknown;
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  }
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- import type { Behavior } from "./Behavior";
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+ import type { Behavior } from "./Behavior.js";
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  export type BehaviorFactory<T extends Behavior = Behavior> = () => T;
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  export declare class BehaviorRegistry {
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  private readonly factories;
@@ -1,5 +1,5 @@
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- import type { Behavior, BehaviorPhase } from "./Behavior";
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- import type { BehaviorHost } from "./BehaviorHost";
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+ import type { Behavior, BehaviorPhase } from "./Behavior.js";
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+ import type { BehaviorHost } from "./BehaviorHost.js";
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  export interface BehaviorError {
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  readonly phase: BehaviorPhase;
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  readonly behavior: Behavior;
package/dist/HTN.d.ts CHANGED
@@ -1,4 +1,4 @@
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- import { WorldState, type GOAPStateShape } from "./GOAP";
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+ import { WorldState, type GOAPStateShape } from "./GOAP.js";
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  export type HTNTaskResult = "success" | "running" | "failure";
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  export type HTNTaskType = "primitive" | "compound";
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  export interface HTNTaskMethod {
@@ -1,4 +1,4 @@
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- import type { BehaviorPhase } from "./Behavior";
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+ import type { BehaviorPhase } from "./Behavior.js";
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  export interface ScriptContextOptions {
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  readonly phase: BehaviorPhase;
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  readonly deltaSeconds?: number;
@@ -1,4 +1,4 @@
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- import { Blackboard, type BlackboardValue } from "./BehaviorTree";
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+ import { Blackboard, type BlackboardValue } from "./BehaviorTree.js";
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  export type StateTransitionCondition = (blackboard: Blackboard) => boolean;
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  export interface StateTransition {
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  readonly targetState: string;
@@ -1,4 +1,4 @@
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- import type { Blackboard } from "./BehaviorTree";
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+ import type { Blackboard } from "./BehaviorTree.js";
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  export type UtilityCurve = "linear" | "inverse" | "quadratic" | "cubic" | "boolean" | "logistic";
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  export type UtilityScoring = "multiply" | "average" | "min" | "max" | "sum";
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  export interface UtilityContext {
@@ -1,5 +1,5 @@
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- import { type VisualNode } from "./VisualNode";
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- import { type VisualGraphValidationOptions } from "./VisualGraphContext";
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+ import { type VisualNode } from "./VisualNode.js";
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+ import { type VisualGraphValidationOptions } from "./VisualGraphContext.js";
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  export interface VisualEdge {
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  readonly fromNode: string;
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  readonly fromPort: string;
@@ -1,5 +1,5 @@
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- import { type VisualGraph } from "./VisualGraph";
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- import { type VisualGraphDiagnostic, type VisualGraphExecutionContext, type VisualGraphSideEffect } from "./VisualGraphContext";
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+ import { type VisualGraph } from "./VisualGraph.js";
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+ import { type VisualGraphDiagnostic, type VisualGraphExecutionContext, type VisualGraphSideEffect } from "./VisualGraphContext.js";
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  export interface VisualExecutionResult {
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  readonly values: ReadonlyMap<string, unknown>;
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  readonly executionOrder: readonly string[];
@@ -1,4 +1,4 @@
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- import { type VisualNode, type VisualPort } from "./VisualNode";
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+ import { type VisualNode, type VisualPort } from "./VisualNode.js";
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  export type VisualNodeCategory = "value" | "math" | "logic" | "flow" | "debug" | "runtime" | "input" | "animation" | "physics" | "combat" | "scene" | "dialogue" | "audio" | "timing" | "publishing" | "camera" | "evidence";
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  export interface VisualNodeDefinition {
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  readonly kind: string;
package/dist/index.d.ts CHANGED
@@ -1,54 +1,38 @@
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- export type { Behavior, BehaviorPhase } from "./Behavior";
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- export { BehaviorAction, BehaviorCondition, BehaviorSelector, BehaviorSequence, BehaviorTree, BehaviorTreeNode, Blackboard } from "./BehaviorTree";
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- export type { BehaviorTreeContext, BehaviorTreeStatus, BehaviorTreeTickResult, BlackboardChange, BlackboardValue } from "./BehaviorTree";
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- export { PerceptionSensor } from "./Perception";
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- export type { PerceptionHit, PerceptionMemory, PerceptionPoint, PerceptionSensorOptions, PerceptionSnapshot, PerceptionTarget } from "./Perception";
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- export { UtilityAI, UtilityAction, UtilityConsideration } from "./UtilityAI";
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- export type { UtilityActionOptions, UtilityActionScore, UtilityConsiderationOptions, UtilityContext, UtilityCurve, UtilityScoring } from "./UtilityAI";
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- export { State, StateMachine } from "./StateMachine";
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- export type { StateMachineSnapshot, StateTransition, StateTransitionCondition } from "./StateMachine";
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- export { GOAPAction, GOAPPlanner, WorldState } from "./GOAP";
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- export type { GOAPActionOptions, GOAPPlan, GOAPPlannerOptions, GOAPStateShape, GOAPValue } from "./GOAP";
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- export { HTNPlanner, HTNTask } from "./HTN";
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- export type { HTNCompoundTaskOptions, HTNPlan, HTNPlannerOptions, HTNPrimitiveTaskOptions, HTNTaskMethod, HTNTaskResult, HTNTaskType } from "./HTN";
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- export { DecisionTree } from "./DecisionTree";
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- export type { DecisionAction, DecisionCondition, DecisionTreeContext, DecisionTreeDecision, DecisionTreeNode, DecisionTreeNodeType, DecisionTreeStats } from "./DecisionTree";
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- export { sampleAdaptiveDifficultyFixture } from "./AdaptiveDifficultyFixtures";
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- export type { AdaptiveDifficultyAdjustment, AdaptiveDifficultyChangeType, AdaptiveDifficultyFixture, AdaptiveDifficultyFixtureOptions, AdaptiveDifficultyMetricSummary, AdaptiveDifficultyMetricType, AdaptiveDifficultyStrategy, AdaptiveDifficultyTriggeredRule } from "./AdaptiveDifficultyFixtures";
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- export { sampleAnalyticsPrivacyFixture } from "./AnalyticsPrivacyFixtures";
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- export type { AnalyticsConsentCategory, AnalyticsPrivacyFixture, AnalyticsPrivacyFixtureOptions, AnalyticsProviderMode } from "./AnalyticsPrivacyFixtures";
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- export { sampleCulturalBehaviorFixture } from "./CulturalBehaviorFixtures";
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- export type { CulturalBehaviorFixture, CulturalBehaviorFixtureOptions, CulturalCommunicationStyle, CulturalEntityFixture, CulturalPersonalSpace, CulturalRelationship, CultureDescriptor, ProxemicZone } from "./CulturalBehaviorFixtures";
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- export { sampleCloudServiceFixture } from "./CloudServiceFixtures";
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- export type { CloudFixtureServiceStatus, CloudServiceFixture, CloudServiceFixtureOptions } from "./CloudServiceFixtures";
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- export { sampleLearningAgentFixture } from "./LearningAgentFixtures";
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- export type { LearningAgentFixture, LearningAgentFixtureOptions } from "./LearningAgentFixtures";
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- export { sampleNetworkReplicationFixture } from "./NetworkReplicationFixtures";
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- export type { NetworkDeltaSummary, NetworkEntityState, NetworkInputFrame, NetworkInterestSummary, NetworkInterpolationSummary, NetworkPredictionSummary, NetworkReplicationFixture, NetworkReplicationFixtureOptions, NetworkReplicationMode } from "./NetworkReplicationFixtures";
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- export { samplePlayerBehaviorTelemetryFixture } from "./PlayerBehaviorTelemetryFixtures";
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- export type { PlayerBehaviorPatternTelemetry, PlayerBehaviorTelemetryFixture, PlayerBehaviorTelemetryOptions, PlayerEngagementLevel, PlayerEventCategory, PlayerEventSeverity, PlayerPlaystyle, PlayerSkillAssessmentTelemetry, PlayerSkillLevel } from "./PlayerBehaviorTelemetryFixtures";
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- export { sampleProceduralContentAdaptationFixture } from "./ProceduralContentAdaptationFixtures";
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- export type { AdaptiveAiStrategy, GeneratedContentDifficulty, GeneratedContentTelemetry, GeneratedContentType, ProceduralContentAdaptationFixture, ProceduralContentAdaptationOptions } from "./ProceduralContentAdaptationFixtures";
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- export { sampleFpsEnemyTactics, sampleFpsHudOverlay, sampleFpsLevelLayout, sampleFpsWeaponCycle, samplePowerUpEffect, sampleSpaceShooterWave, sampleWeaponBurst } from "./WeaponSystem";
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- 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";
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- export { BehaviorHost } from "./BehaviorHost";
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- export type { BehaviorHostOptions } from "./BehaviorHost";
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- export { BehaviorRegistry } from "./BehaviorRegistry";
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- export type { BehaviorFactory } from "./BehaviorRegistry";
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- export { BehaviorSystem } from "./BehaviorSystem";
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- export type { BehaviorError, BehaviorSystemUpdateOptions } from "./BehaviorSystem";
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- export { ScriptContext } from "./ScriptContext";
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- export type { ScriptContextOptions } from "./ScriptContext";
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- export { deserializeGraph, serializeGraph, validateGraph } from "./VisualGraph";
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- export type { SerializedVisualGraph, VisualEdge, VisualGraph } from "./VisualGraph";
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- export { VisualGraphExecutor } from "./VisualGraphExecutor";
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- export type { VisualExecutionResult } from "./VisualGraphExecutor";
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- export type { VisualAnimationControllerState, VisualAnimationEvent, VisualCameraState, VisualCollisionEvent, VisualCombatEvent, VisualGraphDiagnostic, VisualGraphExecutionContext, VisualGraphSideEffect, VisualGraphValidationOptions, VisualInputSet, VisualInputSnapshot, VisualOverlapResult, VisualPhysicsBodyState, VisualRaycastHit, VisualRuntimeNodeState, VisualStateCollection, VisualVector3 } from "./VisualGraphContext";
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- export { createVisualNode, getVisualNodeDefinition, listVisualNodeDefinitions } from "./VisualNodeCatalog";
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- export type { VisualNodeCategory, VisualNodeDefinition } from "./VisualNodeCatalog";
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- export { animationNodeCategories } from "./AnimationNodeCategories";
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- export type { AnimationNodeCategory } from "./AnimationNodeCategories";
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- export { animationVisualNodeDefinitions } from "./AnimationVisualNodes";
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- export { validateNode } from "./VisualNode";
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- export type { VisualNode, VisualPort, VisualPortDirection, VisualPortType } from "./VisualNode";
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+ export type { Behavior, BehaviorPhase } from "./Behavior.js";
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+ export { BehaviorAction, BehaviorCondition, BehaviorSelector, BehaviorSequence, BehaviorTree, BehaviorTreeNode, Blackboard } from "./BehaviorTree.js";
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+ export type { BehaviorTreeContext, BehaviorTreeStatus, BehaviorTreeTickResult, BlackboardChange, BlackboardValue } from "./BehaviorTree.js";
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+ export { PerceptionSensor } from "./Perception.js";
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+ export type { PerceptionHit, PerceptionMemory, PerceptionPoint, PerceptionSensorOptions, PerceptionSnapshot, PerceptionTarget } from "./Perception.js";
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+ export { UtilityAI, UtilityAction, UtilityConsideration } from "./UtilityAI.js";
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+ export type { UtilityActionOptions, UtilityActionScore, UtilityConsiderationOptions, UtilityContext, UtilityCurve, UtilityScoring } from "./UtilityAI.js";
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+ export { State, StateMachine } from "./StateMachine.js";
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+ export type { StateMachineSnapshot, StateTransition, StateTransitionCondition } from "./StateMachine.js";
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+ export { GOAPAction, GOAPPlanner, WorldState } from "./GOAP.js";
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+ export type { GOAPActionOptions, GOAPPlan, GOAPPlannerOptions, GOAPStateShape, GOAPValue } from "./GOAP.js";
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+ export { HTNPlanner, HTNTask } from "./HTN.js";
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+ export type { HTNCompoundTaskOptions, HTNPlan, HTNPlannerOptions, HTNPrimitiveTaskOptions, HTNTaskMethod, HTNTaskResult, HTNTaskType } from "./HTN.js";
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+ export { DecisionTree } from "./DecisionTree.js";
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+ export type { DecisionAction, DecisionCondition, DecisionTreeContext, DecisionTreeDecision, DecisionTreeNode, DecisionTreeNodeType, DecisionTreeStats } from "./DecisionTree.js";
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+ export { sampleFpsEnemyTactics, sampleFpsHudOverlay, sampleFpsLevelLayout, sampleFpsWeaponCycle, samplePowerUpEffect, sampleSpaceShooterWave, sampleWeaponBurst } from "./WeaponSystem.js";
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+ 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.js";
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+ export { BehaviorHost } from "./BehaviorHost.js";
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+ export type { BehaviorHostOptions } from "./BehaviorHost.js";
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+ export { BehaviorRegistry } from "./BehaviorRegistry.js";
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+ export type { BehaviorFactory } from "./BehaviorRegistry.js";
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+ export { BehaviorSystem } from "./BehaviorSystem.js";
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+ export type { BehaviorError, BehaviorSystemUpdateOptions } from "./BehaviorSystem.js";
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+ export { ScriptContext } from "./ScriptContext.js";
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+ export type { ScriptContextOptions } from "./ScriptContext.js";
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+ export { deserializeGraph, serializeGraph, validateGraph } from "./VisualGraph.js";
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+ export type { SerializedVisualGraph, VisualEdge, VisualGraph } from "./VisualGraph.js";
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+ export { VisualGraphExecutor } from "./VisualGraphExecutor.js";
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+ export type { VisualExecutionResult } from "./VisualGraphExecutor.js";
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+ export type { VisualAnimationControllerState, VisualAnimationEvent, VisualCameraState, VisualCollisionEvent, VisualCombatEvent, VisualGraphDiagnostic, VisualGraphExecutionContext, VisualGraphSideEffect, VisualGraphValidationOptions, VisualInputSet, VisualInputSnapshot, VisualOverlapResult, VisualPhysicsBodyState, VisualRaycastHit, VisualRuntimeNodeState, VisualStateCollection, VisualVector3 } from "./VisualGraphContext.js";
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+ export { createVisualNode, getVisualNodeDefinition, listVisualNodeDefinitions } from "./VisualNodeCatalog.js";
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+ export type { VisualNodeCategory, VisualNodeDefinition } from "./VisualNodeCatalog.js";
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+ export { animationNodeCategories } from "./AnimationNodeCategories.js";
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+ export type { AnimationNodeCategory } from "./AnimationNodeCategories.js";
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+ export { animationVisualNodeDefinitions } from "./AnimationVisualNodes.js";
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+ export { validateNode } from "./VisualNode.js";
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+ export type { VisualNode, VisualPort, VisualPortDirection, VisualPortType } from "./VisualNode.js";
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
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package/dist/index.js CHANGED
@@ -5,14 +5,6 @@ export { State, StateMachine } from "./StateMachine.js";
5
5
  export { GOAPAction, GOAPPlanner, WorldState } from "./GOAP.js";
6
6
  export { HTNPlanner, HTNTask } from "./HTN.js";
7
7
  export { DecisionTree } from "./DecisionTree.js";
8
- export { sampleAdaptiveDifficultyFixture } from "./AdaptiveDifficultyFixtures.js";
9
- export { sampleAnalyticsPrivacyFixture } from "./AnalyticsPrivacyFixtures.js";
10
- export { sampleCulturalBehaviorFixture } from "./CulturalBehaviorFixtures.js";
11
- export { sampleCloudServiceFixture } from "./CloudServiceFixtures.js";
12
- export { sampleLearningAgentFixture } from "./LearningAgentFixtures.js";
13
- export { sampleNetworkReplicationFixture } from "./NetworkReplicationFixtures.js";
14
- export { samplePlayerBehaviorTelemetryFixture } from "./PlayerBehaviorTelemetryFixtures.js";
15
- export { sampleProceduralContentAdaptationFixture } from "./ProceduralContentAdaptationFixtures.js";
16
8
  export { sampleFpsEnemyTactics, sampleFpsHudOverlay, sampleFpsLevelLayout, sampleFpsWeaponCycle, samplePowerUpEffect, sampleSpaceShooterWave, sampleWeaponBurst } from "./WeaponSystem.js";
17
9
  export { BehaviorHost } from "./BehaviorHost.js";
18
10
  export { BehaviorRegistry } from "./BehaviorRegistry.js";
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../packages/scripting/src/index.ts"],"names":[],"mappings":"AACA,OAAO,EACL,cAAc,EACd,iBAAiB,EACjB,gBAAgB,EAChB,gBAAgB,EAChB,YAAY,EACZ,gBAAgB,EAChB,UAAU,EACX,MAAM,gBAAgB,CAAC;AAQxB,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAShD,OAAO,EAAE,SAAS,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,aAAa,CAAC;AAS7E,OAAO,EAAE,KAAK,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAErD,OAAO,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,QAAQ,CAAC;AAE7D,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,OAAO,EAAE,qBAAqB,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AA+BxL,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAEhF,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAqB5D,OAAO,EAAE,gBAAgB,EAAE,uBAAuB,EAAE,yBAAyB,EAAE,MAAM,qBAAqB,CAAC;AAE3G,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAEpE,OAAO,EAAE,8BAA8B,EAAE,MAAM,wBAAwB,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aura3d/scripting",
3
- "version": "1.5.2",
3
+ "version": "2.0.1",
4
4
  "type": "module",
5
5
  "exports": {
6
6
  ".": {
@@ -1,58 +0,0 @@
1
- export type AdaptiveDifficultyMetricType = "win-rate" | "death-rate" | "completion-time" | "damage-taken" | "damage-dealt" | "accuracy" | "resource-efficiency" | "progression-rate" | "retry-count";
2
- export type AdaptiveDifficultyStrategy = "gradual" | "immediate" | "predictive" | "manual";
3
- export type AdaptiveDifficultyChangeType = "enemy-health" | "enemy-damage" | "enemy-count" | "resource-drop-rate" | "experience-multiplier" | "timer-multiplier" | "checkpoint-frequency";
4
- export interface AdaptiveDifficultyFixtureOptions {
5
- readonly strategy?: AdaptiveDifficultyStrategy;
6
- readonly recentDeaths?: number;
7
- readonly completionTimeSeconds?: number;
8
- readonly accuracy?: number;
9
- readonly resourceEfficiency?: number;
10
- readonly progressionRate?: number;
11
- readonly playerSkill?: number;
12
- readonly seed?: number;
13
- }
14
- export interface AdaptiveDifficultyMetricSummary {
15
- readonly type: AdaptiveDifficultyMetricType;
16
- readonly count: number;
17
- readonly mean: number;
18
- readonly median: number;
19
- readonly standardDeviation: number;
20
- readonly min: number;
21
- readonly max: number;
22
- readonly recentTrend: "improving" | "stable" | "declining";
23
- }
24
- export interface AdaptiveDifficultyTriggeredRule {
25
- readonly id: string;
26
- readonly metric: AdaptiveDifficultyMetricType;
27
- readonly strategy: AdaptiveDifficultyStrategy;
28
- readonly changeType: AdaptiveDifficultyChangeType;
29
- readonly target: number;
30
- readonly threshold: number;
31
- readonly rawMultiplier: number;
32
- readonly appliedMultiplier: number;
33
- readonly cooldownSeconds: number;
34
- readonly reason: string;
35
- }
36
- export interface AdaptiveDifficultyAdjustment {
37
- readonly enemyHealth: number;
38
- readonly enemyDamage: number;
39
- readonly enemyCount: number;
40
- readonly resourceDropRate: number;
41
- readonly experienceMultiplier: number;
42
- readonly timerMultiplier: number;
43
- readonly checkpointMultiplier: number;
44
- }
45
- export interface AdaptiveDifficultyFixture {
46
- readonly id: "external-parity-old-branch-adaptive-difficulty-fixture";
47
- readonly source: "origin-master-ai-balancing-smart-difficulty-adapted";
48
- readonly strategy: AdaptiveDifficultyStrategy;
49
- readonly metrics: readonly AdaptiveDifficultyMetricSummary[];
50
- readonly triggeredRules: readonly AdaptiveDifficultyTriggeredRule[];
51
- readonly adjustment: AdaptiveDifficultyAdjustment;
52
- readonly appliedChangeCount: number;
53
- readonly blockedClaims: readonly string[];
54
- readonly hash: string;
55
- readonly claimBoundary: string;
56
- }
57
- export declare function sampleAdaptiveDifficultyFixture(options?: AdaptiveDifficultyFixtureOptions): AdaptiveDifficultyFixture;
58
- //# sourceMappingURL=AdaptiveDifficultyFixtures.d.ts.map
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@@ -1,228 +0,0 @@
1
- const rules = [
2
- {
3
- id: "death-rate-relief",
4
- metric: "death-rate",
5
- changeType: "enemy-damage",
6
- direction: "above",
7
- threshold: 0.34,
8
- multiplier: 0.82,
9
- target: 0.18,
10
- reason: "Recent deaths exceed the bounded comfort threshold, so incoming damage is softened."
11
- },
12
- {
13
- id: "slow-completion-timer",
14
- metric: "completion-time",
15
- changeType: "timer-multiplier",
16
- direction: "above",
17
- threshold: 92,
18
- multiplier: 1.18,
19
- target: 72,
20
- reason: "Completion time is above target, so objective timers are relaxed."
21
- },
22
- {
23
- id: "low-accuracy-resource-support",
24
- metric: "accuracy",
25
- changeType: "resource-drop-rate",
26
- direction: "below",
27
- threshold: 0.46,
28
- multiplier: 1.22,
29
- target: 0.58,
30
- reason: "Accuracy is below target, so health/ammo resource availability is raised."
31
- },
32
- {
33
- id: "high-skill-enemy-presence",
34
- metric: "win-rate",
35
- changeType: "enemy-count",
36
- direction: "above",
37
- threshold: 0.72,
38
- multiplier: 1.1,
39
- target: 0.58,
40
- reason: "Win rate is above target, so bounded encounter density can increase."
41
- },
42
- {
43
- id: "resource-efficiency-reward",
44
- metric: "resource-efficiency",
45
- changeType: "experience-multiplier",
46
- direction: "above",
47
- threshold: 0.68,
48
- multiplier: 1.08,
49
- target: 0.56,
50
- reason: "Resource efficiency is above target, so reward pacing is slightly increased."
51
- },
52
- {
53
- id: "retry-checkpoint-support",
54
- metric: "retry-count",
55
- changeType: "checkpoint-frequency",
56
- direction: "above",
57
- threshold: 2.4,
58
- multiplier: 1.2,
59
- target: 1.4,
60
- reason: "Retry count is high, so checkpoint spacing is tightened."
61
- }
62
- ];
63
- export function sampleAdaptiveDifficultyFixture(options = {}) {
64
- const strategy = options.strategy ?? "gradual";
65
- const seed = integer(options.seed ?? 0x3d2025, "seed");
66
- const playerSkill = clamp01(finite(options.playerSkill ?? 0.42, "playerSkill"));
67
- const recentDeaths = clamp(finite(options.recentDeaths ?? 3, "recentDeaths"), 0, 12);
68
- const completionTimeSeconds = clamp(finite(options.completionTimeSeconds ?? 108, "completionTimeSeconds"), 15, 420);
69
- const accuracy = clamp01(finite(options.accuracy ?? 0.41, "accuracy"));
70
- const resourceEfficiency = clamp01(finite(options.resourceEfficiency ?? 0.74, "resourceEfficiency"));
71
- const progressionRate = clamp01(finite(options.progressionRate ?? 0.52, "progressionRate"));
72
- const metricSamples = {
73
- "win-rate": sampleSeries(0.34 + playerSkill * 0.44, 0.06, seed, 0),
74
- "death-rate": sampleSeries(recentDeaths / 8, 0.09, seed, 11),
75
- "completion-time": sampleSeries(completionTimeSeconds, 8.5, seed, 23),
76
- "damage-taken": sampleSeries(0.56 + recentDeaths * 0.045, 0.08, seed, 37),
77
- "damage-dealt": sampleSeries(0.42 + accuracy * 0.45, 0.06, seed, 41),
78
- accuracy: sampleSeries(accuracy, 0.045, seed, 53),
79
- "resource-efficiency": sampleSeries(resourceEfficiency, 0.05, seed, 61),
80
- "progression-rate": sampleSeries(progressionRate, 0.07, seed, 71),
81
- "retry-count": sampleSeries(recentDeaths * 0.75, 0.28, seed, 83)
82
- };
83
- const metrics = Object.keys(metricSamples).map((type) => summarizeMetric(type, metricSamples[type]));
84
- const byType = new Map(metrics.map((metric) => [metric.type, metric]));
85
- const triggeredRules = rules
86
- .filter((rule) => ruleTriggered(byType.get(rule.metric), rule))
87
- .map((rule, index) => triggeredRule(rule, strategy, index));
88
- const adjustment = applyRules(triggeredRules);
89
- return {
90
- id: "external-parity-old-branch-adaptive-difficulty-fixture",
91
- source: "origin-master-ai-balancing-smart-difficulty-adapted",
92
- strategy,
93
- metrics,
94
- triggeredRules,
95
- adjustment,
96
- appliedChangeCount: triggeredRules.length,
97
- blockedClaims: [
98
- "production dynamic difficulty adjustment service",
99
- "machine-learning or reinforcement-learning personalization",
100
- "player-profile telemetry backend",
101
- "live economy balancing",
102
- "Unity/Unreal AI middleware parity"
103
- ],
104
- hash: stableHash([
105
- strategy,
106
- ...metrics.map((metric) => `${metric.type}:${metric.mean}:${metric.recentTrend}`),
107
- ...triggeredRules.map((rule) => `${rule.id}:${rule.appliedMultiplier}`),
108
- Object.values(adjustment).join(":")
109
- ].join("|")),
110
- claimBoundary: "Deterministic adaptive-difficulty metric/rule telemetry adapted from old balancing and smart difficulty concepts; this is bounded runtime evidence, not production DDA, ML personalization, telemetry backend, live economy balancing, or Unity/Unreal AI middleware parity."
111
- };
112
- }
113
- function summarizeMetric(type, values) {
114
- const sorted = [...values].sort((left, right) => left - right);
115
- const mean = values.reduce((sum, value) => sum + value, 0) / values.length;
116
- const variance = values.reduce((sum, value) => sum + (value - mean) ** 2, 0) / values.length;
117
- const firstHalf = values.slice(0, Math.max(1, Math.floor(values.length / 2)));
118
- const secondHalf = values.slice(Math.floor(values.length / 2));
119
- const firstMean = firstHalf.reduce((sum, value) => sum + value, 0) / firstHalf.length;
120
- const secondMean = secondHalf.reduce((sum, value) => sum + value, 0) / secondHalf.length;
121
- const trendDelta = secondMean - firstMean;
122
- return {
123
- type,
124
- count: values.length,
125
- mean: round(mean),
126
- median: round(sorted[Math.floor(sorted.length / 2)] ?? mean),
127
- standardDeviation: round(Math.sqrt(variance)),
128
- min: round(sorted[0] ?? mean),
129
- max: round(sorted[sorted.length - 1] ?? mean),
130
- recentTrend: Math.abs(trendDelta) < 0.025 ? "stable" : isLowerBetter(type) ? trendDelta < 0 ? "improving" : "declining" : trendDelta > 0 ? "improving" : "declining"
131
- };
132
- }
133
- function triggeredRule(rule, strategy, index) {
134
- const smoothing = strategy === "immediate" ? 1 : strategy === "predictive" ? 0.72 : strategy === "manual" ? 0 : 0.55;
135
- const appliedMultiplier = strategy === "manual" ? 1 : 1 + (rule.multiplier - 1) * smoothing;
136
- return {
137
- id: rule.id,
138
- metric: rule.metric,
139
- strategy,
140
- changeType: rule.changeType,
141
- target: rule.target,
142
- threshold: rule.threshold,
143
- rawMultiplier: rule.multiplier,
144
- appliedMultiplier: round(appliedMultiplier),
145
- cooldownSeconds: 12 + index * 4,
146
- reason: rule.reason
147
- };
148
- }
149
- function applyRules(triggeredRules) {
150
- const adjustment = {
151
- enemyHealth: 1,
152
- enemyDamage: 1,
153
- enemyCount: 1,
154
- resourceDropRate: 1,
155
- experienceMultiplier: 1,
156
- timerMultiplier: 1,
157
- checkpointMultiplier: 1
158
- };
159
- const mutable = { ...adjustment };
160
- for (const rule of triggeredRules) {
161
- if (rule.changeType === "enemy-health")
162
- mutable.enemyHealth *= rule.appliedMultiplier;
163
- else if (rule.changeType === "enemy-damage")
164
- mutable.enemyDamage *= rule.appliedMultiplier;
165
- else if (rule.changeType === "enemy-count")
166
- mutable.enemyCount *= rule.appliedMultiplier;
167
- else if (rule.changeType === "resource-drop-rate")
168
- mutable.resourceDropRate *= rule.appliedMultiplier;
169
- else if (rule.changeType === "experience-multiplier")
170
- mutable.experienceMultiplier *= rule.appliedMultiplier;
171
- else if (rule.changeType === "timer-multiplier")
172
- mutable.timerMultiplier *= rule.appliedMultiplier;
173
- else
174
- mutable.checkpointMultiplier *= rule.appliedMultiplier;
175
- }
176
- return {
177
- enemyHealth: round(mutable.enemyHealth),
178
- enemyDamage: round(mutable.enemyDamage),
179
- enemyCount: round(mutable.enemyCount),
180
- resourceDropRate: round(mutable.resourceDropRate),
181
- experienceMultiplier: round(mutable.experienceMultiplier),
182
- timerMultiplier: round(mutable.timerMultiplier),
183
- checkpointMultiplier: round(mutable.checkpointMultiplier)
184
- };
185
- }
186
- function ruleTriggered(metric, rule) {
187
- if (!metric)
188
- return false;
189
- return rule.direction === "above" ? metric.mean > rule.threshold : metric.mean < rule.threshold;
190
- }
191
- function sampleSeries(center, amplitude, seed, salt) {
192
- return Array.from({ length: 9 }, (_, index) => {
193
- const wave = Math.sin((seed + salt + index * 17) * 0.37) * amplitude;
194
- const drift = (index - 4) * amplitude * 0.08;
195
- return round(Math.max(0, center + wave + drift));
196
- });
197
- }
198
- function isLowerBetter(type) {
199
- return type === "death-rate" || type === "completion-time" || type === "damage-taken" || type === "retry-count";
200
- }
201
- function stableHash(value) {
202
- let hash = 0x811c9dc5;
203
- for (let index = 0; index < value.length; index += 1) {
204
- hash ^= value.charCodeAt(index);
205
- hash = Math.imul(hash, 0x01000193);
206
- }
207
- return (hash >>> 0).toString(16).padStart(8, "0");
208
- }
209
- function integer(value, label) {
210
- if (!Number.isInteger(value))
211
- throw new RangeError(`Adaptive difficulty fixture ${label} must be an integer.`);
212
- return value;
213
- }
214
- function finite(value, label) {
215
- if (!Number.isFinite(value))
216
- throw new RangeError(`Adaptive difficulty fixture ${label} must be finite.`);
217
- return value;
218
- }
219
- function clamp(value, min, max) {
220
- return Math.max(min, Math.min(max, value));
221
- }
222
- function clamp01(value) {
223
- return clamp(value, 0, 1);
224
- }
225
- function round(value) {
226
- return Number(value.toFixed(4));
227
- }
228
- //# sourceMappingURL=AdaptiveDifficultyFixtures.js.map
@@ -1 +0,0 @@
1
- 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