@bitmagic/world-forger 0.1.24-dev.10 → 0.1.24-dev.11

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.
@@ -69,4 +69,29 @@ export interface Game2DProfile {
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  cameraMode: unknown;
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  }
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  export declare function classifyGame2D(profile: Game2DProfile): Game2DClass;
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+ /**
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+ * Does this game run its physics on the engine's GROUND PLANE — the top-down 2D
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+ * lane, where Rapier simulates world X/Z and world Y is virtual?
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+ *
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+ * The forger has to know, because that lane cannot represent relief: a rise the
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+ * character cannot step over becomes a one-way wall, so a normal 3D landscape
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+ * (hills, a mountain range, a dug basin) turns into a maze of walls and pits
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+ * instead of scenery. A ground-plane level is authored almost flat, and its
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+ * "elevation" is placed objects, not terrain — the forge pipeline tells its
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+ * designer so, and clamps the designed terrain to match.
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+ *
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+ * Deliberately NOT the same question as `classifyGame2D`: this game is a 3D
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+ * WORLD (the 3D forger builds it, the camera looks down on it) that happens to
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+ * collide on a plane. Only its terrain relief is constrained.
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+ */
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+ export declare function runsGroundPlanePhysics(profile: {
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+ /** game.json `gameGenre`. */
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+ gameGenre: string;
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+ /** game.json `physicsMode`, raw. */
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+ physicsMode: unknown;
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+ /** game.json `physics2d` — the template's opt-in; only `true` counts. */
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+ physics2d: unknown;
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+ /** world.json `worldProfileData.cameraMode`; only the literal 'top-down' is the ground plane. */
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+ cameraMode: unknown;
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+ }): boolean;
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  //# sourceMappingURL=physics-mode.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"physics-mode.d.ts","sourceRoot":"","sources":["../src/physics-mode.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,MAAM,MAAM,WAAW,GAAG,IAAI,GAAG,IAAI,GAAG,MAAM,CAAC;AAC/C,MAAM,MAAM,YAAY,GAAG,IAAI,GAAG,IAAI,CAAC;AAEvC,8FAA8F;AAC9F,wBAAgB,gBAAgB,CAAC,GAAG,EAAE,OAAO,GAAG,WAAW,GAAG,SAAS,CAEtE;AAED,6EAA6E;AAC7E,wBAAgB,oBAAoB,CAClC,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,WAAW,GAAG,SAAS;AAClC;;;;;;GAMG;AACH,gBAAgB,UAAQ,GACvB,WAAW,CAQb;AAED;;;;GAIG;AACH,wBAAgB,0BAA0B,CAAC,IAAI,EAAE,WAAW,GAAG,YAAY,CAE1E;AAED,uFAAuF;AACvF,wBAAgB,mBAAmB,CACjC,SAAS,EAAE,MAAM,EACjB,cAAc,EAAE,OAAO,EACvB,gBAAgB,UAAQ,GACvB,YAAY,CAId;AAED;;;;;;;;;GASG;AACH,MAAM,MAAM,WAAW,GAAG,QAAQ,GAAG,iBAAiB,GAAG,WAAW,CAAC;AAErE,MAAM,WAAW,aAAa;IAC5B,sGAAsG;IACtG,SAAS,EAAE,MAAM,CAAC;IAClB;;;;;OAKG;IACH,aAAa,EAAE,OAAO,CAAC;IACvB,0FAA0F;IAC1F,WAAW,EAAE,OAAO,CAAC;IACrB;;;;OAIG;IACH,UAAU,EAAE,OAAO,CAAC;CACrB;AAED,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,GAAG,WAAW,CAsBlE"}
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+ {"version":3,"file":"physics-mode.d.ts","sourceRoot":"","sources":["../src/physics-mode.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,MAAM,MAAM,WAAW,GAAG,IAAI,GAAG,IAAI,GAAG,MAAM,CAAC;AAC/C,MAAM,MAAM,YAAY,GAAG,IAAI,GAAG,IAAI,CAAC;AAEvC,8FAA8F;AAC9F,wBAAgB,gBAAgB,CAAC,GAAG,EAAE,OAAO,GAAG,WAAW,GAAG,SAAS,CAEtE;AAED,6EAA6E;AAC7E,wBAAgB,oBAAoB,CAClC,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,WAAW,GAAG,SAAS;AAClC;;;;;;GAMG;AACH,gBAAgB,UAAQ,GACvB,WAAW,CAQb;AAED;;;;GAIG;AACH,wBAAgB,0BAA0B,CAAC,IAAI,EAAE,WAAW,GAAG,YAAY,CAE1E;AAED,uFAAuF;AACvF,wBAAgB,mBAAmB,CACjC,SAAS,EAAE,MAAM,EACjB,cAAc,EAAE,OAAO,EACvB,gBAAgB,UAAQ,GACvB,YAAY,CAId;AAED;;;;;;;;;GASG;AACH,MAAM,MAAM,WAAW,GAAG,QAAQ,GAAG,iBAAiB,GAAG,WAAW,CAAC;AAErE,MAAM,WAAW,aAAa;IAC5B,sGAAsG;IACtG,SAAS,EAAE,MAAM,CAAC;IAClB;;;;;OAKG;IACH,aAAa,EAAE,OAAO,CAAC;IACvB,0FAA0F;IAC1F,WAAW,EAAE,OAAO,CAAC;IACrB;;;;OAIG;IACH,UAAU,EAAE,OAAO,CAAC;CACrB;AAED,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,GAAG,WAAW,CAsBlE;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,sBAAsB,CAAC,OAAO,EAAE;IAC9C,6BAA6B;IAC7B,SAAS,EAAE,MAAM,CAAC;IAClB,oCAAoC;IACpC,WAAW,EAAE,OAAO,CAAC;IACrB,yEAAyE;IACzE,SAAS,EAAE,OAAO,CAAC;IACnB,iGAAiG;IACjG,UAAU,EAAE,OAAO,CAAC;CACrB,GAAG,OAAO,CAIV"}
@@ -77,4 +77,25 @@ export function classifyGame2D(profile) {
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  return 'refuse-2d';
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  return 'sideon-eligible';
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  }
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+ /**
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+ * Does this game run its physics on the engine's GROUND PLANE — the top-down 2D
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+ * lane, where Rapier simulates world X/Z and world Y is virtual?
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+ *
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+ * The forger has to know, because that lane cannot represent relief: a rise the
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+ * character cannot step over becomes a one-way wall, so a normal 3D landscape
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+ * (hills, a mountain range, a dug basin) turns into a maze of walls and pits
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+ * instead of scenery. A ground-plane level is authored almost flat, and its
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+ * "elevation" is placed objects, not terrain — the forge pipeline tells its
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+ * designer so, and clamps the designed terrain to match.
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+ *
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+ * Deliberately NOT the same question as `classifyGame2D`: this game is a 3D
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+ * WORLD (the 3D forger builds it, the camera looks down on it) that happens to
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+ * collide on a plane. Only its terrain relief is constrained.
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+ */
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+ export function runsGroundPlanePhysics(profile) {
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+ if (profile.cameraMode !== 'top-down')
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+ return false;
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+ const mode = effectivePhysicsMode(profile.gameGenre, parsePhysicsMode(profile.physicsMode), profile.physics2d === true);
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+ return mode === '2d';
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+ }
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  //# sourceMappingURL=physics-mode.js.map
@@ -1 +1 @@
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- {"version":3,"file":"physics-mode.js","sourceRoot":"","sources":["../src/physics-mode.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAKH,8FAA8F;AAC9F,MAAM,UAAU,gBAAgB,CAAC,GAAY;IAC3C,OAAO,GAAG,KAAK,IAAI,IAAI,GAAG,KAAK,IAAI,IAAI,GAAG,KAAK,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,SAAS,CAAC;AAC1E,CAAC;AAED,6EAA6E;AAC7E,MAAM,UAAU,oBAAoB,CAClC,SAAiB,EACjB,SAAkC;AAClC;;;;;;GAMG;AACH,gBAAgB,GAAG,KAAK;IAExB,MAAM,YAAY,GAAgB,SAAS,KAAK,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;IAC1E,MAAM,IAAI,GAAG,SAAS,IAAI,YAAY,CAAC;IACvC,8EAA8E;IAC9E,8EAA8E;IAC9E,wCAAwC;IACxC,IAAI,IAAI,KAAK,IAAI,IAAI,SAAS,KAAK,WAAW,IAAI,CAAC,gBAAgB;QAAE,OAAO,IAAI,CAAC;IACjF,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,IAAiB;IAC1D,OAAO,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;AACrC,CAAC;AAED,uFAAuF;AACvF,MAAM,UAAU,mBAAmB,CACjC,SAAiB,EACjB,cAAuB,EACvB,gBAAgB,GAAG,KAAK;IAExB,OAAO,0BAA0B,CAC/B,oBAAoB,CAAC,SAAS,EAAE,gBAAgB,CAAC,cAAc,CAAC,EAAE,gBAAgB,CAAC,CACpF,CAAC;AACJ,CAAC;AAkCD,MAAM,UAAU,cAAc,CAAC,OAAsB;IACnD,2EAA2E;IAC3E,4EAA4E;IAC5E,kEAAkE;IAClE,2EAA2E;IAC3E,0EAA0E;IAC1E,4EAA4E;IAC5E,qCAAqC;IACrC,EAAE;IACF,wEAAwE;IACxE,yEAAyE;IACzE,6EAA6E;IAC7E,6EAA6E;IAC7E,4EAA4E;IAC5E,mEAAmE;IACnE,MAAM,UAAU,GAAG,OAAO,CAAC,aAAa,KAAK,IAAI,CAAC;IAClD,MAAM,QAAQ,GAAG,OAAO,CAAC,aAAa,KAAK,IAAI,IAAI,OAAO,CAAC,WAAW,KAAK,IAAI;WAC1E,CAAC,OAAO,CAAC,UAAU,KAAK,UAAU,IAAI,OAAO,CAAC,SAAS,KAAK,WAAW,CAAC,CAAC;IAC9E,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ;QAAE,OAAO,QAAQ,CAAC;IAC9C,IAAI,OAAO,CAAC,SAAS,KAAK,WAAW;QAAE,OAAO,WAAW,CAAC;IAC1D,IAAI,OAAO,CAAC,UAAU,KAAK,UAAU;QAAE,OAAO,WAAW,CAAC;IAC1D,OAAO,iBAAiB,CAAC;AAC3B,CAAC"}
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+ {"version":3,"file":"physics-mode.js","sourceRoot":"","sources":["../src/physics-mode.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAKH,8FAA8F;AAC9F,MAAM,UAAU,gBAAgB,CAAC,GAAY;IAC3C,OAAO,GAAG,KAAK,IAAI,IAAI,GAAG,KAAK,IAAI,IAAI,GAAG,KAAK,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,SAAS,CAAC;AAC1E,CAAC;AAED,6EAA6E;AAC7E,MAAM,UAAU,oBAAoB,CAClC,SAAiB,EACjB,SAAkC;AAClC;;;;;;GAMG;AACH,gBAAgB,GAAG,KAAK;IAExB,MAAM,YAAY,GAAgB,SAAS,KAAK,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;IAC1E,MAAM,IAAI,GAAG,SAAS,IAAI,YAAY,CAAC;IACvC,8EAA8E;IAC9E,8EAA8E;IAC9E,wCAAwC;IACxC,IAAI,IAAI,KAAK,IAAI,IAAI,SAAS,KAAK,WAAW,IAAI,CAAC,gBAAgB;QAAE,OAAO,IAAI,CAAC;IACjF,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,IAAiB;IAC1D,OAAO,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;AACrC,CAAC;AAED,uFAAuF;AACvF,MAAM,UAAU,mBAAmB,CACjC,SAAiB,EACjB,cAAuB,EACvB,gBAAgB,GAAG,KAAK;IAExB,OAAO,0BAA0B,CAC/B,oBAAoB,CAAC,SAAS,EAAE,gBAAgB,CAAC,cAAc,CAAC,EAAE,gBAAgB,CAAC,CACpF,CAAC;AACJ,CAAC;AAkCD,MAAM,UAAU,cAAc,CAAC,OAAsB;IACnD,2EAA2E;IAC3E,4EAA4E;IAC5E,kEAAkE;IAClE,2EAA2E;IAC3E,0EAA0E;IAC1E,4EAA4E;IAC5E,qCAAqC;IACrC,EAAE;IACF,wEAAwE;IACxE,yEAAyE;IACzE,6EAA6E;IAC7E,6EAA6E;IAC7E,4EAA4E;IAC5E,mEAAmE;IACnE,MAAM,UAAU,GAAG,OAAO,CAAC,aAAa,KAAK,IAAI,CAAC;IAClD,MAAM,QAAQ,GAAG,OAAO,CAAC,aAAa,KAAK,IAAI,IAAI,OAAO,CAAC,WAAW,KAAK,IAAI;WAC1E,CAAC,OAAO,CAAC,UAAU,KAAK,UAAU,IAAI,OAAO,CAAC,SAAS,KAAK,WAAW,CAAC,CAAC;IAC9E,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ;QAAE,OAAO,QAAQ,CAAC;IAC9C,IAAI,OAAO,CAAC,SAAS,KAAK,WAAW;QAAE,OAAO,WAAW,CAAC;IAC1D,IAAI,OAAO,CAAC,UAAU,KAAK,UAAU;QAAE,OAAO,WAAW,CAAC;IAC1D,OAAO,iBAAiB,CAAC;AAC3B,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,sBAAsB,CAAC,OAStC;IACC,IAAI,OAAO,CAAC,UAAU,KAAK,UAAU;QAAE,OAAO,KAAK,CAAC;IACpD,MAAM,IAAI,GAAG,oBAAoB,CAAC,OAAO,CAAC,SAAS,EAAE,gBAAgB,CAAC,OAAO,CAAC,WAAW,CAAC,EAAE,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,CAAC;IACxH,OAAO,IAAI,KAAK,IAAI,CAAC;AACvB,CAAC"}
@@ -51,6 +51,15 @@ export interface ForgeJobInput {
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  * and for dungeon levels (an interior has no exterior to compare). Frozen with the job.
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  */
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  referenceMatchRounds?: number;
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+ /**
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+ * This game collides on the engine's GROUND PLANE (top-down 2D physics), so
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+ * its terrain must stay almost flat: relief the character cannot step over
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+ * becomes a wall there, and a dug basin becomes an inescapable pit. Set by
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+ * the hosts from the game's own metadata (`runsGroundPlanePhysics`), frozen
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+ * with the job so a resume designs under the same constraint. Absent = an
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+ * ordinary 3D world with free relief.
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+ */
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+ groundPlane?: boolean;
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  sizeX?: number;
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  sizeZ?: number;
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  /** Pre-minted level asset id from the orchestrator's manifest. */
@@ -1 +1 @@
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1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/world-forger",
3
- "version": "0.1.24-dev.10",
3
+ "version": "0.1.24-dev.11",
4
4
  "description": "Client half of the Bitmagic world forger: the forged-level artifact schema, the host seams, and the browser pipeline steps that bake archetypes, bake a level and place its instances.",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",