@cimplify/sdk 0.108.0 → 0.110.2

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.
Files changed (608) hide show
  1. package/LICENSE +21 -0
  2. package/dist/advanced.d.mts +4 -3
  3. package/dist/advanced.d.ts +4 -3
  4. package/dist/advanced.js +24 -24
  5. package/dist/advanced.mjs +5 -5
  6. package/dist/animation-4EXBXRVX.js +27 -0
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  8. package/dist/audio-DhvyjqdA.d.mts +249 -0
  9. package/dist/audio-m0w8cnxq.d.ts +249 -0
  10. package/dist/avatars.d.mts +110 -0
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  12. package/dist/avatars.js +82 -0
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  14. package/dist/backend-gUCzs5Kg.d.mts +3866 -0
  15. package/dist/backend-gUCzs5Kg.d.ts +3866 -0
  16. package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
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@@ -0,0 +1,1182 @@
1
+ import { STARTER_CATALOGUE, fcos, fsin, fatan2 } from './chunk-TJCAE7RC.mjs';
2
+ import { SeededRandom } from './chunk-22BD3RHN.mjs';
3
+ import { Vec3, Quat } from './chunk-XPG3N5CF.mjs';
4
+ import { GameError } from './chunk-XJIHN3BY.mjs';
5
+
6
+ // src/game/kit/controls/common.ts
7
+ var DEGREES_TO_RADIANS = Math.PI / 180, REFERENCE_FPS = 60, BUTTON_PRIMARY = 1, BUTTON_SECONDARY = 2, BUTTON_MIDDLE = 4, DEFAULT_CONTROL_FOV = 60, DEFAULT_CONTROL_ASPECT = 1, UP = new Vec3(0, 1, 0), RIGHT = new Vec3(1, 0, 0);
8
+ function frameDamping(factor, dt) {
9
+ return factor >= 1 ? 1 : factor <= 0 ? 0 : 1 - Math.pow(1 - factor, dt * (60));
10
+ }
11
+ function clamp(value, lo, hi) {
12
+ return value < lo ? lo : value > hi ? hi : value;
13
+ }
14
+ var CameraPose = class {
15
+ constructor(transforms, camera) {
16
+ this.position = new Vec3();
17
+ this.rotation = new Quat();
18
+ this.transforms = transforms, this.camera = camera, this.read();
19
+ }
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+ read() {
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+ this.transforms.position(this.camera, this.position), this.transforms.rotation(this.camera, this.rotation);
22
+ }
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+ write() {
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+ let p = this.position;
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+ this.transforms.setPosition(this.camera, p.x, p.y, p.z), this.transforms.setRotationQuat(this.camera, this.rotation);
26
+ }
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+ axis(index, out) {
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+ return out.set(index === 0 ? 1 : 0, index === 1 ? 1 : 0, index === 2 ? 1 : 0), this.rotation.rotate(out);
29
+ }
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+ forward(out) {
31
+ return out.set(0, 0, -1), this.rotation.rotate(out);
32
+ }
33
+ };
34
+ function yawPitchFrom(rotation, scratch, out) {
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+ scratch.set(0, 0, -1), rotation.rotate(scratch), out[0] = Math.atan2(-scratch.x, -scratch.z), out[1] = Math.asin(clamp(scratch.y, -1, 1));
36
+ }
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+ function setYawPitch(out, yaw, pitch, scratch) {
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+ return out.setAxisAngle(UP, yaw), scratch.setAxisAngle(RIGHT, pitch), out.multiply(out, scratch);
39
+ }
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+
41
+ // src/game/kit/crowd/crowd.ts
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+ var MAX_VOTE_CHOICES = 16, MAX_VOTE_INDEX = 255, CROWD_VOTE_BYTES = 3, CROWD_VOTE_TAG = 86, NO_VOTE_WINNER = -1, CHEER_FULL = 1, VotePoll = class {
43
+ constructor(vote, stepsPerSecond) {
44
+ this.vote = vote;
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+ this.stepsPerSecond = stepsPerSecond;
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+ this.ballots = /* @__PURE__ */ new Map();
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+ this.closesAt = Number.NEGATIVE_INFINITY;
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+ this.openedAt = Number.NEGATIVE_INFINITY;
49
+ if (vote.choices.length < 2 || vote.choices.length > (16))
50
+ throw new GameError("invalid_argument", `a vote has 2 to ${(16)} choices`);
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+ this.tally = new Uint32Array(vote.choices.length);
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+ }
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+ get voters() {
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+ return this.ballots.size;
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+ }
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+ open(tick) {
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+ this.ballots.clear(), this.tally.fill(0), this.openedAt = tick, this.closesAt = tick + Math.max(1, Math.round(this.vote.seconds * this.stepsPerSecond));
58
+ }
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+ isOpen(tick) {
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+ return tick >= this.openedAt && tick < this.closesAt;
61
+ }
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+ remaining(tick) {
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+ return this.isOpen(tick) ? (this.closesAt - tick) / this.stepsPerSecond : 0;
64
+ }
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+ cast(watcher, choice, tick) {
66
+ if (!this.isOpen(tick)) return "closed";
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+ if (!Number.isInteger(choice) || choice < 0 || choice >= this.tally.length) return "invalid";
68
+ let before = this.ballots.get(watcher);
69
+ return before === choice ? "same" : (this.ballots.set(watcher, choice), this.tally[choice]++, before === void 0 ? "counted" : (this.tally[before]--, "changed"));
70
+ }
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+ winner() {
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+ let best = (-1), most = 0;
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+ for (let i = 0; i < this.tally.length; i++)
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+ this.tally[i] > most && (most = this.tally[i], best = i);
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+ return best;
76
+ }
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+ share(choice) {
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+ return this.ballots.size === 0 ? 0 : this.tally[choice] / this.ballots.size;
79
+ }
80
+ }, CheerMeter = class {
81
+ constructor(cheer) {
82
+ this.cheer = cheer;
83
+ this.level = 0;
84
+ }
85
+ get value() {
86
+ return this.level;
87
+ }
88
+ tap(count = 1) {
89
+ return !this.cheer.on || !(count > 0) ? this.level : (this.level = Math.min((1), this.level + count * this.cheer.perTap), this.level);
90
+ }
91
+ step(seconds) {
92
+ return this.level = Math.max(0, this.level - this.cheer.drainPerSecond * seconds), this.level;
93
+ }
94
+ };
95
+ function giftMoments(doc, gift) {
96
+ let out = [];
97
+ for (let entry of doc.gifts) entry.gift === gift && out.push(entry.moment);
98
+ return out;
99
+ }
100
+ function votesOpenedBy(doc, moment) {
101
+ let out = [];
102
+ for (let i = 0; i < doc.votes.length; i++) doc.votes[i].opensOn === moment && out.push(i);
103
+ return out;
104
+ }
105
+ function encodeVote(out, vote, choice) {
106
+ if (!Number.isInteger(vote) || vote < 0 || vote > (255) || !Number.isInteger(choice) || choice < 0 || choice >= (16))
107
+ throw new GameError(
108
+ "invalid_argument",
109
+ `a vote is 0 to ${(255)} with a choice under ${(16)}`
110
+ );
111
+ return out[0] = (86), out[1] = vote, out[2] = choice, (3);
112
+ }
113
+ function decodeVote(payload, length, out) {
114
+ return length !== (3) || payload[0] !== (86) ? false : (out[0] = payload[1], out[1] = payload[2], true);
115
+ }
116
+
117
+ // src/game/kit/things/flat.ts
118
+ var DEFAULT_PART_SIZE = [0.2, 0.2, 0.2], DEFAULT_PART_RADIUS = 0.1, DEFAULT_PART_LENGTH = 0.2;
119
+ function flatPart(part) {
120
+ let shape = part.shape, size = shape.kind === "box" || shape.kind === "rounded" ? shape.size : DEFAULT_PART_SIZE, radius = shape.kind === "box" ? (0.1) : shape.radius, length = shape.kind === "cylinder" ? shape.height : shape.kind === "tube" ? shape.length : (0.2);
121
+ return {
122
+ shape: shape.kind,
123
+ size,
124
+ radius,
125
+ length,
126
+ at: part.at,
127
+ turn: part.turn,
128
+ material: part.material,
129
+ combine: part.combine,
130
+ mirror: part.mirror
131
+ };
132
+ }
133
+ function shapeOfFlat(flat) {
134
+ switch (flat.shape) {
135
+ case "box":
136
+ return { kind: "box", size: flat.size };
137
+ case "rounded":
138
+ return { kind: "rounded", size: flat.size, radius: flat.radius };
139
+ case "sphere":
140
+ return { kind: "sphere", radius: flat.radius };
141
+ case "cylinder":
142
+ return { kind: "cylinder", radius: flat.radius, height: flat.length };
143
+ case "tube":
144
+ return { kind: "tube", radius: flat.radius, length: flat.length };
145
+ }
146
+ }
147
+ function partOfFlat(id, name, flat) {
148
+ return {
149
+ id,
150
+ name,
151
+ shape: shapeOfFlat(flat),
152
+ at: flat.at,
153
+ turn: flat.turn,
154
+ material: flat.material,
155
+ combine: flat.combine,
156
+ mirror: flat.mirror
157
+ };
158
+ }
159
+
160
+ // src/game/kit/things/materials.ts
161
+ function material(id, label, density, friction, restitution, look, rest = {}) {
162
+ return {
163
+ id,
164
+ label,
165
+ density,
166
+ friction,
167
+ restitution,
168
+ look: { roughness: 0.6, metalness: 0, opacity: 1, ...look },
169
+ species: rest.species ?? null,
170
+ fluid: rest.fluid ?? null,
171
+ burns: rest.burns ?? false,
172
+ conductsHeat: rest.conductsHeat ?? false,
173
+ breaks: rest.breaks ?? "never"
174
+ };
175
+ }
176
+ var THING_MATERIALS = [
177
+ material(
178
+ "iroko_wood",
179
+ "Iroko wood",
180
+ 650,
181
+ 0.5,
182
+ 0.25,
183
+ { color: 9067059, roughness: 0.7 },
184
+ { species: "wood", burns: true, breaks: "splinters" }
185
+ ),
186
+ material(
187
+ "pine_wood",
188
+ "Pine wood",
189
+ 500,
190
+ 0.5,
191
+ 0.25,
192
+ { color: 13146978, roughness: 0.75 },
193
+ { species: "wood", burns: true, breaks: "splinters" }
194
+ ),
195
+ material(
196
+ "copper",
197
+ "Copper",
198
+ 8960,
199
+ 0.4,
200
+ 0.2,
201
+ { color: 13138251, roughness: 0.3, metalness: 1 },
202
+ { species: "Cu", conductsHeat: true, breaks: "dents" }
203
+ ),
204
+ material(
205
+ "steel",
206
+ "Steel",
207
+ 7850,
208
+ 0.45,
209
+ 0.25,
210
+ { color: 10133928, roughness: 0.35, metalness: 1 },
211
+ { species: "steel", conductsHeat: true, breaks: "dents" }
212
+ ),
213
+ material(
214
+ "iron",
215
+ "Iron",
216
+ 7874,
217
+ 0.5,
218
+ 0.2,
219
+ { color: 6250339, roughness: 0.55, metalness: 1 },
220
+ { species: "Fe", conductsHeat: true, breaks: "dents" }
221
+ ),
222
+ material(
223
+ "aluminium",
224
+ "Aluminium",
225
+ 2700,
226
+ 0.4,
227
+ 0.25,
228
+ { color: 13093841, roughness: 0.35, metalness: 1 },
229
+ { species: "Al", conductsHeat: true, breaks: "dents" }
230
+ ),
231
+ material(
232
+ "gold",
233
+ "Gold",
234
+ 19300,
235
+ 0.35,
236
+ 0.15,
237
+ { color: 14199099, roughness: 0.25, metalness: 1 },
238
+ { species: "Au", conductsHeat: true, breaks: "dents" }
239
+ ),
240
+ material(
241
+ "rubber",
242
+ "Rubber",
243
+ 1100,
244
+ 0.9,
245
+ 0.8,
246
+ { color: 2829099, roughness: 0.9 },
247
+ { species: "plastic", burns: true }
248
+ ),
249
+ material(
250
+ "plastic",
251
+ "Plastic",
252
+ 950,
253
+ 0.4,
254
+ 0.4,
255
+ { color: 15262940, roughness: 0.45 },
256
+ { species: "plastic", burns: true, breaks: "shatters" }
257
+ ),
258
+ material(
259
+ "glass",
260
+ "Glass",
261
+ 2500,
262
+ 0.3,
263
+ 0.3,
264
+ { color: 14216944, roughness: 0.05, opacity: 0.35 },
265
+ { breaks: "shatters" }
266
+ ),
267
+ material(
268
+ "stone",
269
+ "Stone",
270
+ 2600,
271
+ 0.7,
272
+ 0.15,
273
+ { color: 9209728, roughness: 0.9 },
274
+ { breaks: "shatters" }
275
+ ),
276
+ material(
277
+ "brick",
278
+ "Brick",
279
+ 1900,
280
+ 0.75,
281
+ 0.1,
282
+ { color: 10835003, roughness: 0.9 },
283
+ { breaks: "shatters" }
284
+ ),
285
+ material(
286
+ "bone",
287
+ "Bone",
288
+ 1900,
289
+ 0.5,
290
+ 0.3,
291
+ { color: 15327695, roughness: 0.6 },
292
+ { breaks: "splinters" }
293
+ ),
294
+ material(
295
+ "cloth",
296
+ "Cloth",
297
+ 300,
298
+ 0.8,
299
+ 0.05,
300
+ { color: 11745850, roughness: 1 },
301
+ { burns: true, breaks: "tears" }
302
+ ),
303
+ material(
304
+ "paper",
305
+ "Paper",
306
+ 700,
307
+ 0.6,
308
+ 0.05,
309
+ { color: 15986662, roughness: 1 },
310
+ { burns: true, breaks: "tears" }
311
+ ),
312
+ material(
313
+ "ice",
314
+ "Ice",
315
+ 917,
316
+ 0.05,
317
+ 0.1,
318
+ { color: 13625589, roughness: 0.1, opacity: 0.8 },
319
+ { species: "H2O", breaks: "shatters" }
320
+ ),
321
+ material(
322
+ "jelly",
323
+ "Jelly",
324
+ 1050,
325
+ 0.6,
326
+ 0.6,
327
+ { color: 14698063, roughness: 0.2, opacity: 0.85 },
328
+ { fluid: "jelly" }
329
+ ),
330
+ material(
331
+ "water",
332
+ "Water",
333
+ 1e3,
334
+ 0.02,
335
+ 0,
336
+ { color: 3903446, roughness: 0.05, opacity: 0.6 },
337
+ { species: "H2O", fluid: "water" }
338
+ ),
339
+ material("sand", "Sand", 1600, 0.7, 0.05, { color: 14268793, roughness: 1 }, { fluid: "sand" }),
340
+ material("snow", "Snow", 300, 0.3, 0.05, { color: 16054266, roughness: 0.9 }, { fluid: "snow" }),
341
+ material("mud", "Mud", 1700, 0.8, 0.02, { color: 6047280, roughness: 1 }, { fluid: "mud" })
342
+ ], DEFAULT_THING_MATERIAL = "plastic", BY_ID = new Map(THING_MATERIALS.map((entry) => [entry.id, entry]));
343
+ function thingMaterial(id) {
344
+ return BY_ID.get(id) ?? BY_ID.get(DEFAULT_THING_MATERIAL);
345
+ }
346
+ function thingMaterialIds() {
347
+ return THING_MATERIALS.map((entry) => entry.id);
348
+ }
349
+ var BREAK_ORDER = ["shatters", "splinters", "tears", "dents"];
350
+ function thingBreaks(materialIds) {
351
+ let kinds = new Set(materialIds.map((id) => thingMaterial(id).breaks));
352
+ return BREAK_ORDER.find((kind) => kinds.has(kind)) ?? "never";
353
+ }
354
+
355
+ // src/game/kit/things/csg.ts
356
+ var CSG_EPSILON = 1e-5;
357
+ var CsgPlane = class _CsgPlane {
358
+ constructor(normal, w) {
359
+ this.normal = normal;
360
+ this.w = w;
361
+ }
362
+ static through(a, b, c) {
363
+ let ux = b[0] - a[0], uy = b[1] - a[1], uz = b[2] - a[2], vx = c[0] - a[0], vy = c[1] - a[1], vz = c[2] - a[2], nx = uy * vz - uz * vy, ny = uz * vx - ux * vz, nz = ux * vy - uy * vx, length = Math.sqrt(nx * nx + ny * ny + nz * nz);
364
+ if (length < 1e-5 * 1e-5) return null;
365
+ let normal = [nx / length, ny / length, nz / length];
366
+ return new _CsgPlane(normal, normal[0] * a[0] + normal[1] * a[1] + normal[2] * a[2]);
367
+ }
368
+ flipped() {
369
+ return new _CsgPlane([-this.normal[0], -this.normal[1], -this.normal[2]], -this.w);
370
+ }
371
+ distance(p) {
372
+ return this.normal[0] * p[0] + this.normal[1] * p[1] + this.normal[2] * p[2] - this.w;
373
+ }
374
+ split(polygon, coplanarFront, coplanarBack, front, back) {
375
+ let kind = 0, kinds = [];
376
+ for (let vertex2 of polygon.vertices) {
377
+ let t = this.distance(vertex2.p), type = t < -1e-5 ? 2 : t > 1e-5 ? 1 : 0;
378
+ kind |= type, kinds.push(type);
379
+ }
380
+ if (kind === 0) {
381
+ (this.normal[0] * polygon.plane.normal[0] + this.normal[1] * polygon.plane.normal[1] + this.normal[2] * polygon.plane.normal[2] > 0 ? coplanarFront : coplanarBack).push(polygon);
382
+ return;
383
+ }
384
+ if (kind === 1) {
385
+ front.push(polygon);
386
+ return;
387
+ }
388
+ if (kind === 2) {
389
+ back.push(polygon);
390
+ return;
391
+ }
392
+ let f = [], b = [], count = polygon.vertices.length;
393
+ for (let i = 0; i < count; i++) {
394
+ let j = (i + 1) % count, ti = kinds[i], tj = kinds[j], vi = polygon.vertices[i], vj = polygon.vertices[j];
395
+ if (ti !== 2 && f.push(vi), ti !== 1 && b.push(vi), (ti | tj) === 3) {
396
+ let t = (this.w - (this.normal[0] * vi.p[0] + this.normal[1] * vi.p[1] + this.normal[2] * vi.p[2])) / (this.normal[0] * (vj.p[0] - vi.p[0]) + this.normal[1] * (vj.p[1] - vi.p[1]) + this.normal[2] * (vj.p[2] - vi.p[2])), v = lerpVertex(vi, vj, t);
397
+ f.push(v), b.push(v);
398
+ }
399
+ }
400
+ f.length >= 3 && front.push(new CsgPolygon(f, polygon.shared, polygon.plane)), b.length >= 3 && back.push(new CsgPolygon(b, polygon.shared, polygon.plane));
401
+ }
402
+ };
403
+ function lerpVertex(a, b, t) {
404
+ let nx = a.n[0] + (b.n[0] - a.n[0]) * t, ny = a.n[1] + (b.n[1] - a.n[1]) * t, nz = a.n[2] + (b.n[2] - a.n[2]) * t, length = Math.sqrt(nx * nx + ny * ny + nz * nz) || 1;
405
+ return {
406
+ p: [
407
+ a.p[0] + (b.p[0] - a.p[0]) * t,
408
+ a.p[1] + (b.p[1] - a.p[1]) * t,
409
+ a.p[2] + (b.p[2] - a.p[2]) * t
410
+ ],
411
+ n: [nx / length, ny / length, nz / length]
412
+ };
413
+ }
414
+ var CsgPolygon = class _CsgPolygon {
415
+ constructor(vertices, shared, plane) {
416
+ this.vertices = vertices;
417
+ this.shared = shared;
418
+ this.plane = plane;
419
+ }
420
+ static of(vertices, shared) {
421
+ if (vertices.length < 3) return null;
422
+ let plane = CsgPlane.through(vertices[0].p, vertices[1].p, vertices[2].p);
423
+ return plane === null ? null : new _CsgPolygon(vertices, shared, plane);
424
+ }
425
+ flipped() {
426
+ let vertices = [];
427
+ for (let i = this.vertices.length - 1; i >= 0; i--) {
428
+ let v = this.vertices[i];
429
+ vertices.push({ p: v.p, n: [-v.n[0], -v.n[1], -v.n[2]] });
430
+ }
431
+ return new _CsgPolygon(vertices, this.shared, this.plane.flipped());
432
+ }
433
+ }, CsgNode = class _CsgNode {
434
+ constructor() {
435
+ this.plane = null;
436
+ this.front = null;
437
+ this.back = null;
438
+ this.polygons = [];
439
+ }
440
+ invert() {
441
+ let stack = [this];
442
+ for (; stack.length > 0; ) {
443
+ let node = stack.pop();
444
+ node.polygons = node.polygons.map((polygon) => polygon.flipped()), node.plane !== null && (node.plane = node.plane.flipped());
445
+ let front = node.front;
446
+ node.front = node.back, node.back = front, node.front !== null && stack.push(node.front), node.back !== null && stack.push(node.back);
447
+ }
448
+ }
449
+ clipPolygons(polygons) {
450
+ let out = [], stack = [{ node: this, polygons }];
451
+ for (; stack.length > 0; ) {
452
+ let { node, polygons: list } = stack.pop();
453
+ if (node.plane === null) {
454
+ for (let polygon of list) out.push(polygon);
455
+ continue;
456
+ }
457
+ let front = [], back = [];
458
+ for (let polygon of list) node.plane.split(polygon, front, back, front, back);
459
+ if (node.front !== null) stack.push({ node: node.front, polygons: front });
460
+ else for (let polygon of front) out.push(polygon);
461
+ node.back !== null && stack.push({ node: node.back, polygons: back });
462
+ }
463
+ return out;
464
+ }
465
+ clipTo(other) {
466
+ let stack = [this];
467
+ for (; stack.length > 0; ) {
468
+ let node = stack.pop();
469
+ node.polygons = other.clipPolygons(node.polygons), node.front !== null && stack.push(node.front), node.back !== null && stack.push(node.back);
470
+ }
471
+ }
472
+ allPolygons() {
473
+ let out = [], stack = [this];
474
+ for (; stack.length > 0; ) {
475
+ let node = stack.pop();
476
+ for (let polygon of node.polygons) out.push(polygon);
477
+ node.back !== null && stack.push(node.back), node.front !== null && stack.push(node.front);
478
+ }
479
+ return out;
480
+ }
481
+ build(polygons) {
482
+ let stack = [{ node: this, polygons }];
483
+ for (; stack.length > 0; ) {
484
+ let { node, polygons: list } = stack.pop();
485
+ if (list.length === 0) continue;
486
+ node.plane === null && (node.plane = list[0].plane);
487
+ let front = [], back = [];
488
+ for (let polygon of list)
489
+ node.plane.split(polygon, node.polygons, node.polygons, front, back);
490
+ front.length > 0 && (node.front ?? (node.front = new _CsgNode()), stack.push({ node: node.front, polygons: front })), back.length > 0 && (node.back ?? (node.back = new _CsgNode()), stack.push({ node: node.back, polygons: back }));
491
+ }
492
+ }
493
+ };
494
+ function tree(polygons) {
495
+ let node = new CsgNode();
496
+ return node.build(polygons), node;
497
+ }
498
+ function csg(a, b, operation) {
499
+ if (a.length === 0) return operation === "union" ? [...b] : [];
500
+ if (b.length === 0) return operation === "intersect" ? [] : [...a];
501
+ let x = tree(a), y = tree(b);
502
+ return operation === "union" ? (x.clipTo(y), y.clipTo(x), y.invert(), y.clipTo(x), y.invert(), x.build(y.allPolygons()), x.allPolygons()) : operation === "subtract" ? (x.invert(), x.clipTo(y), y.clipTo(x), y.invert(), y.clipTo(x), y.invert(), x.build(y.allPolygons()), x.invert(), x.allPolygons()) : (x.invert(), y.clipTo(x), y.invert(), x.clipTo(y), y.clipTo(x), x.build(y.allPolygons()), x.invert(), x.allPolygons());
503
+ }
504
+
505
+ // src/game/kit/things/shapes.ts
506
+ var THING_SHAPE_KINDS = [
507
+ "box",
508
+ "sphere",
509
+ "cylinder",
510
+ "tube",
511
+ "rounded"
512
+ ], TWO_PI = 2 * Math.PI, PI = Math.PI, DEGREES = Math.PI / 180, MIN_SEGMENTS = 3;
513
+ function rotationMatrix(turn) {
514
+ let [x, y, z] = [turn[0] * DEGREES, turn[1] * DEGREES, turn[2] * DEGREES], cx = fcos(x), sx = fsin(x), cy = fcos(y), sy = fsin(y), cz = fcos(z), sz = fsin(z);
515
+ return [
516
+ cy * cz,
517
+ -cy * sz,
518
+ sy,
519
+ cx * sz + sx * sy * cz,
520
+ cx * cz - sx * sy * sz,
521
+ -sx * cy,
522
+ sx * sz - cx * sy * cz,
523
+ sx * cz + cx * sy * sz,
524
+ cx * cy
525
+ ];
526
+ }
527
+ function transform(v, m, at, mirror) {
528
+ let p = v.p, n = v.n, px = m[0] * p[0] + m[1] * p[1] + m[2] * p[2] + at[0], py = m[3] * p[0] + m[4] * p[1] + m[5] * p[2] + at[1], pz = m[6] * p[0] + m[7] * p[1] + m[8] * p[2] + at[2], nx = m[0] * n[0] + m[1] * n[1] + m[2] * n[2], ny = m[3] * n[0] + m[4] * n[1] + m[5] * n[2], nz = m[6] * n[0] + m[7] * n[1] + m[8] * n[2];
529
+ return mirror === 0 ? (px = -px, nx = -nx) : mirror === 1 ? (py = -py, ny = -ny) : mirror === 2 && (pz = -pz, nz = -nz), { p: [px, py, pz], n: [nx, ny, nz] };
530
+ }
531
+ function emit(out, vertices, shared, placement, m) {
532
+ let placed = vertices.map((v) => transform(v, m, placement.at, placement.mirror));
533
+ placement.mirror >= 0 && placed.reverse();
534
+ let polygon = CsgPolygon.of(placed, shared);
535
+ polygon !== null && out.push(polygon);
536
+ }
537
+ function vertex(px, py, pz, nx, ny, nz) {
538
+ return { p: [px, py, pz], n: [nx, ny, nz] };
539
+ }
540
+ function box(size) {
541
+ let [hx, hy, hz] = [size[0] / 2, size[1] / 2, size[2] / 2];
542
+ return [
543
+ [
544
+ [1, 0, 0],
545
+ [
546
+ [hx, -hy, -hz],
547
+ [hx, hy, -hz],
548
+ [hx, hy, hz],
549
+ [hx, -hy, hz]
550
+ ]
551
+ ],
552
+ [
553
+ [-1, 0, 0],
554
+ [
555
+ [-hx, -hy, hz],
556
+ [-hx, hy, hz],
557
+ [-hx, hy, -hz],
558
+ [-hx, -hy, -hz]
559
+ ]
560
+ ],
561
+ [
562
+ [0, 1, 0],
563
+ [
564
+ [-hx, hy, -hz],
565
+ [-hx, hy, hz],
566
+ [hx, hy, hz],
567
+ [hx, hy, -hz]
568
+ ]
569
+ ],
570
+ [
571
+ [0, -1, 0],
572
+ [
573
+ [-hx, -hy, hz],
574
+ [-hx, -hy, -hz],
575
+ [hx, -hy, -hz],
576
+ [hx, -hy, hz]
577
+ ]
578
+ ],
579
+ [
580
+ [0, 0, 1],
581
+ [
582
+ [-hx, -hy, hz],
583
+ [hx, -hy, hz],
584
+ [hx, hy, hz],
585
+ [-hx, hy, hz]
586
+ ]
587
+ ],
588
+ [
589
+ [0, 0, -1],
590
+ [
591
+ [hx, -hy, -hz],
592
+ [-hx, -hy, -hz],
593
+ [-hx, hy, -hz],
594
+ [hx, hy, -hz]
595
+ ]
596
+ ]
597
+ ].map(
598
+ ([n, corners]) => corners.map((c) => vertex(c[0], c[1], c[2], n[0], n[1], n[2]))
599
+ );
600
+ }
601
+ function sphere(radius, segments) {
602
+ let rings = Math.max(2, segments >> 1), point = (i, j) => {
603
+ let theta = j / segments * TWO_PI, phi = i / rings * PI, nx = fcos(theta) * fsin(phi), ny = fcos(phi), nz = fsin(theta) * fsin(phi);
604
+ return vertex(nx * radius, ny * radius, nz * radius, nx, ny, nz);
605
+ }, out = [];
606
+ for (let i = 0; i < rings; i++)
607
+ for (let j = 0; j < segments; j++) {
608
+ let quad = [point(i, j), point(i + 1, j), point(i + 1, j + 1), point(i, j + 1)];
609
+ i === 0 ? quad.splice(0, 1) : i === rings - 1 && quad.splice(1, 1), out.push(quad);
610
+ }
611
+ return out.map((face) => face.reverse());
612
+ }
613
+ function cylinder(radius, height, segments) {
614
+ let half = height / 2, out = [], top = [], bottom = [];
615
+ for (let j = 0; j < segments; j++) {
616
+ let a = j / segments * TWO_PI, b = (j + 1) / segments * TWO_PI, ca = fcos(a), sa = fsin(a), cb = fcos(b), sb = fsin(b);
617
+ out.push([
618
+ vertex(ca * radius, -half, sa * radius, ca, 0, sa),
619
+ vertex(ca * radius, half, sa * radius, ca, 0, sa),
620
+ vertex(cb * radius, half, sb * radius, cb, 0, sb),
621
+ vertex(cb * radius, -half, sb * radius, cb, 0, sb)
622
+ ]), top.push(vertex(ca * radius, half, sa * radius, 0, 1, 0)), bottom.push(vertex(ca * radius, -half, sa * radius, 0, -1, 0));
623
+ }
624
+ return out.push(top.reverse()), out.push(bottom), out;
625
+ }
626
+ function rounded(size, radius, segments) {
627
+ let h = [size[0] / 2, size[1] / 2, size[2] / 2], r = Math.max(0, Math.min(radius, h[0], h[1], h[2])), steps = Math.max(2, segments >> 1), map = (x, y, z) => {
628
+ let ix = Math.min(Math.max(x, -h[0] + r), h[0] - r), iy = Math.min(Math.max(y, -h[1] + r), h[1] - r), iz = Math.min(Math.max(z, -h[2] + r), h[2] - r), dx = x - ix, dy = y - iy, dz = z - iz, length = Math.sqrt(dx * dx + dy * dy + dz * dz);
629
+ if (length === 0 || r === 0) return vertex(x, y, z, 0, 0, 0);
630
+ let nx = dx / length, ny = dy / length, nz = dz / length;
631
+ return vertex(ix + nx * r, iy + ny * r, iz + nz * r, nx, ny, nz);
632
+ }, out = [], axes = [
633
+ [0, 1, 2, 1],
634
+ [0, 1, 2, -1],
635
+ [1, 2, 0, 1],
636
+ [1, 2, 0, -1],
637
+ [2, 0, 1, 1],
638
+ [2, 0, 1, -1]
639
+ ];
640
+ for (let [u, v, w, sign] of axes)
641
+ for (let i = 0; i < steps; i++)
642
+ for (let j = 0; j < steps; j++) {
643
+ let corner = (a, b) => {
644
+ let p = [0, 0, 0];
645
+ return p[u] = -h[u] + 2 * h[u] * a / steps, p[v] = -h[v] + 2 * h[v] * b / steps, p[w] = sign * h[w], map(p[0], p[1], p[2]);
646
+ }, quad = [corner(i, j), corner(i + 1, j), corner(i + 1, j + 1), corner(i, j + 1)];
647
+ out.push(sign > 0 ? quad : quad.reverse());
648
+ }
649
+ return out;
650
+ }
651
+ function shapeFaces(shape, segments) {
652
+ let s = Math.max((3), Math.floor(segments));
653
+ switch (shape.kind) {
654
+ case "box":
655
+ return box(shape.size);
656
+ case "sphere":
657
+ return sphere(shape.radius, s);
658
+ case "cylinder":
659
+ return cylinder(shape.radius, shape.height, s);
660
+ case "tube":
661
+ return cylinder(shape.radius, shape.length, s).map(
662
+ (face) => face.map((v) => vertex(v.p[1], -v.p[0], v.p[2], v.n[1], -v.n[0], v.n[2]))
663
+ );
664
+ case "rounded":
665
+ return rounded(shape.size, shape.radius, s);
666
+ }
667
+ }
668
+ function shapePolygons(shape, placement, shared, segments) {
669
+ let m = rotationMatrix(placement.turn), out = [];
670
+ for (let face of shapeFaces(shape, segments)) emit(out, face, shared, placement, m);
671
+ return out;
672
+ }
673
+ function shapeRadius(shape) {
674
+ switch (shape.kind) {
675
+ case "box":
676
+ case "rounded":
677
+ return Math.hypot(shape.size[0], shape.size[1], shape.size[2]) / 2;
678
+ case "sphere":
679
+ return shape.radius;
680
+ case "cylinder":
681
+ return Math.hypot(shape.radius, shape.height / 2);
682
+ case "tube":
683
+ return Math.hypot(shape.radius, shape.length / 2);
684
+ }
685
+ }
686
+
687
+ // src/game/kit/things/thing.ts
688
+ var THING_COMBINES = ["join", "cut", "overlap"], THING_MIRRORS = ["none", "x", "y", "z"], THING_EFFECTS = [
689
+ "fire",
690
+ "smoke",
691
+ "steam",
692
+ "sparks",
693
+ "confetti",
694
+ "water",
695
+ "rain",
696
+ "break",
697
+ "sound"
698
+ ], CLOSE_SEGMENTS = 32, MIDDLE_SEGMENTS = 12, SMALL_PART_SHARE = 0.08, LIGHT_TRIANGLES = 4e3, MEDIUM_TRIANGLES = 16e3, EFFECT_TRIANGLE_COST = 1e3, MAX_THING_PARTS = 64, OPERATION = {
699
+ join: "union",
700
+ cut: "subtract",
701
+ overlap: "intersect"
702
+ }, MIRROR_AXIS = { none: -1, x: 0, y: 1, z: 2 }, DEGREES2 = Math.PI / 180, CARD_TRIANGLES = 2, TETRA = 6, QUARTER = 4, ThingError = class extends Error {
703
+ constructor(message) {
704
+ super(message), this.name = "ThingError";
705
+ }
706
+ };
707
+ function partPolygons(part, shared, segments) {
708
+ let placement = { at: part.at, turn: part.turn, mirror: -1 }, own = shapePolygons(part.shape, placement, shared, segments), axis = MIRROR_AXIS[part.mirror];
709
+ return axis < 0 ? own : csg(
710
+ own,
711
+ shapePolygons(part.shape, { ...placement, mirror: axis }, shared, segments),
712
+ "union"
713
+ );
714
+ }
715
+ function fold(parts, materials, segments) {
716
+ let solid = [];
717
+ for (let part of parts)
718
+ solid = csg(
719
+ solid,
720
+ partPolygons(part, materials.indexOf(part.material), segments),
721
+ OPERATION[part.combine]
722
+ );
723
+ return solid;
724
+ }
725
+ function meshOf(polygons, materials) {
726
+ let positions = [], normals = [], indices = [], groups = [];
727
+ for (let m = 0; m < materials.length; m++) {
728
+ let start = indices.length;
729
+ for (let polygon of polygons) {
730
+ if (polygon.shared !== m) continue;
731
+ let base = positions.length / 3;
732
+ for (let v of polygon.vertices)
733
+ positions.push(v.p[0], v.p[1], v.p[2]), normals.push(v.n[0], v.n[1], v.n[2]);
734
+ for (let i = 1; i < polygon.vertices.length - 1; i++)
735
+ indices.push(base, base + i, base + i + 1);
736
+ }
737
+ indices.length > start && groups.push({ material: materials[m], start, count: indices.length - start });
738
+ }
739
+ return {
740
+ positions: Float32Array.from(positions),
741
+ normals: Float32Array.from(normals),
742
+ indices: Uint32Array.from(indices),
743
+ groups,
744
+ triangles: indices.length / 3
745
+ };
746
+ }
747
+ function cardMesh(min, max, material2) {
748
+ let cx = (min[0] + max[0]) / 2, z = (min[2] + max[2]) / 2, half = Math.max(max[0] - min[0], max[2] - min[2]) / 2, positions = Float32Array.from([
749
+ cx - half,
750
+ min[1],
751
+ z,
752
+ cx + half,
753
+ min[1],
754
+ z,
755
+ cx + half,
756
+ max[1],
757
+ z,
758
+ cx - half,
759
+ max[1],
760
+ z
761
+ ]), normals = Float32Array.from([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
762
+ return {
763
+ positions,
764
+ normals,
765
+ indices: Uint32Array.from([0, 1, 2, 0, 2, 3]),
766
+ groups: [{ material: material2, start: 0, count: (2) * 3 }],
767
+ triangles: (2)
768
+ };
769
+ }
770
+ function boundsOf(mesh) {
771
+ let min = [1 / 0, 1 / 0, 1 / 0], max = [-1 / 0, -1 / 0, -1 / 0], p = mesh.positions;
772
+ for (let i = 0; i < p.length; i += 3)
773
+ for (let a = 0; a < 3; a++)
774
+ p[i + a] < min[a] && (min[a] = p[i + a]), p[i + a] > max[a] && (max[a] = p[i + a]);
775
+ return p.length === 0 ? { min: [0, 0, 0], max: [0, 0, 0] } : { min: [min[0], min[1], min[2]], max: [max[0], max[1], max[2]] };
776
+ }
777
+ function massOf(mesh) {
778
+ let p = mesh.positions, index = mesh.indices, volume = 0, cx = 0, cy = 0, cz = 0, mass = 0;
779
+ for (let group of mesh.groups) {
780
+ let density = thingMaterial(group.material).density;
781
+ for (let t = group.start; t < group.start + group.count; t += 3) {
782
+ let a = index[t] * 3, b = index[t + 1] * 3, c = index[t + 2] * 3, v = (p[a] * (p[b + 1] * p[c + 2] - p[b + 2] * p[c + 1]) - p[a + 1] * (p[b] * p[c + 2] - p[b + 2] * p[c]) + p[a + 2] * (p[b] * p[c + 1] - p[b + 1] * p[c])) / (6);
783
+ volume += v, mass += v * density, cx += v * (p[a] + p[b] + p[c]) / (4), cy += v * (p[a + 1] + p[b + 1] + p[c + 1]) / (4), cz += v * (p[a + 2] + p[b + 2] + p[c + 2]) / (4);
784
+ }
785
+ }
786
+ return Math.abs(volume) < Number.EPSILON ? { volume: 0, mass: 0, centre: [0, 0, 0] } : { volume, mass: Math.max(0, mass), centre: [cx / volume, cy / volume, cz / volume] };
787
+ }
788
+ function primitive(shape) {
789
+ switch (shape.kind) {
790
+ case "box":
791
+ return {
792
+ shape: {
793
+ kind: "cuboid",
794
+ halfExtents: [shape.size[0] / 2, shape.size[1] / 2, shape.size[2] / 2]
795
+ },
796
+ tube: false
797
+ };
798
+ case "rounded":
799
+ return {
800
+ shape: {
801
+ kind: "round_cuboid",
802
+ halfExtents: [
803
+ Math.max(0, shape.size[0] / 2 - shape.radius),
804
+ Math.max(0, shape.size[1] / 2 - shape.radius),
805
+ Math.max(0, shape.size[2] / 2 - shape.radius)
806
+ ],
807
+ border: shape.radius
808
+ },
809
+ tube: false
810
+ };
811
+ case "sphere":
812
+ return { shape: { kind: "ball", radius: shape.radius }, tube: false };
813
+ case "cylinder":
814
+ return {
815
+ shape: { kind: "cylinder", halfHeight: shape.height / 2, radius: shape.radius },
816
+ tube: false
817
+ };
818
+ case "tube":
819
+ return {
820
+ shape: { kind: "cylinder", halfHeight: shape.length / 2, radius: shape.radius },
821
+ tube: true
822
+ };
823
+ }
824
+ }
825
+ function quaternion(turn, tube) {
826
+ let hx = turn[0] * DEGREES2 / 2, hy = turn[1] * DEGREES2 / 2, hz = turn[2] * DEGREES2 / 2, sx = fsin(hx), cx = fcos(hx), sy = fsin(hy), cy = fcos(hy), sz = fsin(hz), cz = fcos(hz), q = [
827
+ sx * cy * cz + cx * sy * sz,
828
+ cx * sy * cz - sx * cy * sz,
829
+ cx * cy * sz + sx * sy * cz,
830
+ cx * cy * cz - sx * sy * sz
831
+ ];
832
+ if (!tube) return q;
833
+ let t = Math.SQRT1_2;
834
+ return [(q[0] - q[1]) * t, (q[0] + q[1]) * t, (q[2] - q[3]) * t, (q[3] + q[2]) * t];
835
+ }
836
+ function colliderOf(thing) {
837
+ let parts = [];
838
+ for (let part of thing.parts) {
839
+ if (part.combine !== "join") continue;
840
+ let { shape, tube } = primitive(part.shape), rotation = quaternion(part.turn, tube);
841
+ parts.push({ shape, offset: part.at, rotation });
842
+ let axis = MIRROR_AXIS[part.mirror];
843
+ if (axis !== -1) {
844
+ let offset = [part.at[0], part.at[1], part.at[2]];
845
+ offset[axis] = -offset[axis];
846
+ let mirrored = [
847
+ -rotation[0],
848
+ -rotation[1],
849
+ -rotation[2],
850
+ rotation[3]
851
+ ];
852
+ mirrored[axis] = rotation[axis], parts.push({ shape, offset, rotation: mirrored });
853
+ }
854
+ }
855
+ return { kind: "compound", parts };
856
+ }
857
+ function phoneCost(triangles, effects) {
858
+ let total = triangles + effects * (1e3);
859
+ return total <= (4e3) ? "light" : total <= (16e3) ? "medium" : "heavy";
860
+ }
861
+ function compileThing(thing) {
862
+ if (thing.parts.length === 0) throw new ThingError("a thing needs at least one part");
863
+ if (thing.parts.length > (64))
864
+ throw new ThingError(`a thing holds at most ${(64)} parts`);
865
+ let materials = [...new Set(thing.parts.map((part) => part.material))], close = meshOf(fold(thing.parts, materials, (32)), materials), bounds = boundsOf(close), extent = Math.hypot(
866
+ bounds.max[0] - bounds.min[0],
867
+ bounds.max[1] - bounds.min[1],
868
+ bounds.max[2] - bounds.min[2]
869
+ ) / 2, kept = thing.parts.filter(
870
+ (part) => part.combine !== "join" || shapeRadius(part.shape) >= extent * (0.08)
871
+ ), dropped = thing.parts.filter((part) => !kept.includes(part)).map((part) => part.name), middle = meshOf(
872
+ fold(kept.length > 0 ? kept : thing.parts, materials, (12)),
873
+ materials
874
+ ), far = cardMesh(bounds.min, bounds.max, close.groups[0]?.material ?? materials[0]);
875
+ return {
876
+ levels: [
877
+ { name: "close", mesh: close, dropped: [] },
878
+ { name: "middle", mesh: middle, dropped },
879
+ { name: "far", mesh: far, dropped: thing.parts.map((part) => part.name) }
880
+ ],
881
+ mass: massOf(close),
882
+ collider: colliderOf(thing),
883
+ bounds,
884
+ cost: phoneCost(close.triangles, thing.effects.length),
885
+ effects: thing.effects
886
+ };
887
+ }
888
+
889
+ // src/game/kit/places/grid.ts
890
+ var CELL_SOLID = 1, CELL_ROAD = 2, CELL_TAKEN = 4, DEFAULT_CELL = 0.5, OccupancyGrid = class {
891
+ constructor(size, cell = (0.5)) {
892
+ this.size = size;
893
+ this.cell = cell;
894
+ this.columns = Math.max(1, Math.ceil(size[0] / cell)), this.rows = Math.max(1, Math.ceil(size[1] / cell)), this.cells = new Uint8Array(this.columns * this.rows);
895
+ }
896
+ index(x, z) {
897
+ let c = Math.floor(x / this.cell), r = Math.floor(z / this.cell);
898
+ return c < 0 || r < 0 || c >= this.columns || r >= this.rows ? -1 : r * this.columns + c;
899
+ }
900
+ at(x, z) {
901
+ let i = this.index(x, z);
902
+ return i < 0 ? (1) : this.cells[i];
903
+ }
904
+ centre(i) {
905
+ return [
906
+ (i % this.columns + 0.5) * this.cell,
907
+ (Math.floor(i / this.columns) + 0.5) * this.cell
908
+ ];
909
+ }
910
+ forRect(at, footprint, yaw, visit) {
911
+ let c = fcos(yaw), s = fsin(yaw), hx = footprint[0] / 2, hz = footprint[1] / 2, reach = Math.hypot(hx, hz), c0 = Math.max(0, Math.floor((at[0] - reach) / this.cell)), c1 = Math.min(this.columns - 1, Math.floor((at[0] + reach) / this.cell)), r0 = Math.max(0, Math.floor((at[1] - reach) / this.cell)), r1 = Math.min(this.rows - 1, Math.floor((at[1] + reach) / this.cell));
912
+ for (let r = r0; r <= r1; r++)
913
+ for (let col = c0; col <= c1; col++) {
914
+ let dx = (col + 0.5) * this.cell - at[0], dz = (r + 0.5) * this.cell - at[1], lx = dx * c - dz * s, lz = dx * s + dz * c;
915
+ if (Math.abs(lx) <= hx && Math.abs(lz) <= hz && !visit(r * this.columns + col))
916
+ return false;
917
+ }
918
+ return true;
919
+ }
920
+ mark(at, footprint, yaw, flags) {
921
+ this.forRect(at, footprint, yaw, (i) => (this.cells[i] |= flags, true));
922
+ }
923
+ clear(at, footprint, yaw, blocking) {
924
+ return at[0] >= 0 && at[1] >= 0 && at[0] <= this.size[0] && at[1] <= this.size[1] && this.forRect(at, footprint, yaw, (i) => (this.cells[i] & blocking) === 0);
925
+ }
926
+ markRoad(road) {
927
+ let half = road.width / 2;
928
+ for (let i = 0; i + 1 < road.points.length; i++) {
929
+ let a = road.points[i], b = road.points[i + 1], length = Math.hypot(b[0] - a[0], b[1] - a[1]);
930
+ if (length === 0) continue;
931
+ let yaw = fatan2(b[0] - a[0], b[1] - a[1]);
932
+ this.mark(
933
+ [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2],
934
+ [road.width, length + half],
935
+ yaw,
936
+ (2)
937
+ );
938
+ }
939
+ }
940
+ }, NO_FOOTPRINT = [0.5, 0.5];
941
+ function footprintOf(catalogue, kind) {
942
+ let meta = catalogue[kind];
943
+ return meta === void 0 ? { footprint: NO_FOOTPRINT, solid: true } : { footprint: meta.footprint, solid: meta.solid };
944
+ }
945
+ function markPlacement(grid, catalogue, placement) {
946
+ let { footprint, solid } = footprintOf(catalogue, placement.kind);
947
+ grid.mark(placement.at, footprint, placement.yaw, solid ? (1) | (4) : (4));
948
+ }
949
+ function gridOf(doc, catalogue, placements, cell = (0.5)) {
950
+ let grid = new OccupancyGrid(doc.size, cell);
951
+ for (let road of doc.roads) grid.markRoad(road);
952
+ for (let placement of placements) markPlacement(grid, catalogue, placement);
953
+ return grid;
954
+ }
955
+
956
+ // src/game/kit/places/brushes.ts
957
+ var SCATTER_ATTEMPTS = 12, TWO_PI2 = 2 * Math.PI, PEOPLE_FOOTPRINT = [0.5, 0.5];
958
+ function scatter(stroke, grid, catalogue) {
959
+ if (stroke.kinds.length === 0 || stroke.count <= 0) return [];
960
+ let random = new SeededRandom(stroke.seed), blocking = stroke.layer === "props" ? (1) | (4) | (2) : (1), out = [], spacing2 = stroke.spacing * stroke.spacing, attempts = stroke.count * (12);
961
+ for (let attempt = 0; attempt < attempts && out.length < stroke.count; attempt++) {
962
+ let angle = random.float() * TWO_PI2, distance = Math.sqrt(random.float()) * stroke.radius, at = [
963
+ stroke.at[0] + fcos(angle) * distance,
964
+ stroke.at[1] + fsin(angle) * distance
965
+ ], kind = stroke.kinds[random.int(0, stroke.kinds.length - 1)], yaw = random.float() * TWO_PI2;
966
+ if (out.some((placed) => (placed.at[0] - at[0]) ** 2 + (placed.at[1] - at[1]) ** 2 < spacing2))
967
+ continue;
968
+ let footprint = stroke.layer === "crowds" ? PEOPLE_FOOTPRINT : footprintOf(catalogue, kind).footprint;
969
+ if (!grid.clear(at, footprint, yaw, blocking)) continue;
970
+ let placement = { kind, at, yaw };
971
+ stroke.layer === "props" ? markPlacement(grid, catalogue, placement) : grid.mark(at, PEOPLE_FOOTPRINT, yaw, (4)), out.push(placement);
972
+ }
973
+ return out;
974
+ }
975
+ function simplifyStroke(points, tolerance) {
976
+ if (points.length <= 2) return [...points];
977
+ let keep = new Uint8Array(points.length);
978
+ keep[0] = 1, keep[points.length - 1] = 1;
979
+ let stack = [[0, points.length - 1]];
980
+ for (; stack.length > 0; ) {
981
+ let [first, last] = stack.pop(), a = points[first], b = points[last], dx = b[0] - a[0], dz = b[1] - a[1], length = Math.hypot(dx, dz), worst = -1, worstDistance = tolerance;
982
+ for (let i = first + 1; i < last; i++) {
983
+ let p = points[i], distance = length === 0 ? Math.hypot(p[0] - a[0], p[1] - a[1]) : Math.abs(dz * p[0] - dx * p[1] + b[0] * a[1] - b[1] * a[0]) / length;
984
+ distance > worstDistance && (worstDistance = distance, worst = i);
985
+ }
986
+ worst < 0 || (keep[worst] = 1, stack.push([first, worst], [worst, last]));
987
+ }
988
+ return points.filter((_, i) => keep[i] === 1);
989
+ }
990
+ function applyGround(terrain, strokes) {
991
+ let touched = 0;
992
+ for (let stroke of strokes)
993
+ touched += terrain.sculpt(
994
+ stroke.op,
995
+ stroke.at[0],
996
+ stroke.at[1],
997
+ stroke.radius,
998
+ stroke.strength,
999
+ stroke.target ?? Number.NaN,
1000
+ stroke.layer
1001
+ );
1002
+ return touched;
1003
+ }
1004
+
1005
+ // src/game/kit/places/checks.ts
1006
+ var SHOP_TAG = "shop", UNREACHED = 0, REACHED = 1;
1007
+ function walkFrom(grid, starts) {
1008
+ let reached = new Uint8Array(grid.cells.length), queue = new Int32Array(grid.cells.length), head = 0, tail = 0, visit = (i) => {
1009
+ i < 0 || reached[i] !== (0) || (grid.cells[i] & (1)) !== 0 || (reached[i] = (1), queue[tail++] = i);
1010
+ };
1011
+ for (let start of starts) visit(grid.index(start[0], start[1]));
1012
+ if (starts.length === 0) {
1013
+ for (let c = 0; c < grid.columns; c++)
1014
+ visit(c), visit((grid.rows - 1) * grid.columns + c);
1015
+ for (let r = 0; r < grid.rows; r++)
1016
+ visit(r * grid.columns), visit(r * grid.columns + grid.columns - 1);
1017
+ }
1018
+ for (; head < tail; ) {
1019
+ let i = queue[head++], c = i % grid.columns;
1020
+ c > 0 && visit(i - 1), c < grid.columns - 1 && visit(i + 1), i >= grid.columns && visit(i - grid.columns), i + grid.columns < grid.cells.length && visit(i + grid.columns);
1021
+ }
1022
+ return reached;
1023
+ }
1024
+ function reachable(grid, reached, catalogue, placement) {
1025
+ let { footprint } = footprintOf(catalogue, placement.kind), around = [footprint[0] + grid.cell * 2, footprint[1] + grid.cell * 2], found = false;
1026
+ return grid.forRect(placement.at, around, placement.yaw, (i) => (reached[i] === (1) && (found = true), !found)), found;
1027
+ }
1028
+ function checkWorld(doc, grid, catalogue, placements) {
1029
+ let reached = walkFrom(
1030
+ grid,
1031
+ doc.gates.filter((gate) => (grid.at(gate[0], gate[1]) & (1)) === 0)
1032
+ ), shops = [];
1033
+ placements.forEach((placement, index) => {
1034
+ catalogue[placement.kind]?.tags.includes(SHOP_TAG) && !reachable(grid, reached, catalogue, placement) && shops.push(index);
1035
+ });
1036
+ let gates = [];
1037
+ doc.gates.forEach((gate, index) => {
1038
+ (grid.at(gate[0], gate[1]) & (1)) !== 0 && gates.push(index);
1039
+ });
1040
+ let outside = [];
1041
+ return placements.forEach((placement, index) => {
1042
+ (placement.at[0] < 0 || placement.at[1] < 0 || placement.at[0] > doc.size[0] || placement.at[1] > doc.size[1]) && outside.push(index);
1043
+ }), [
1044
+ {
1045
+ id: "reachable",
1046
+ ok: shops.length === 0,
1047
+ summary: shops.length === 0 ? "Every stall can be reached on foot" : `${shops.length} ${shops.length === 1 ? "stall cannot" : "stalls cannot"} be reached on foot`,
1048
+ offenders: shops
1049
+ },
1050
+ {
1051
+ id: "gates",
1052
+ ok: gates.length === 0,
1053
+ summary: gates.length === 0 ? "Nothing blocks the gates" : `${gates.length} ${gates.length === 1 ? "gate is" : "gates are"} blocked`,
1054
+ offenders: gates
1055
+ },
1056
+ {
1057
+ id: "inside",
1058
+ ok: outside.length === 0,
1059
+ summary: outside.length === 0 ? "Everything sits inside the place" : `${outside.length} ${outside.length === 1 ? "thing sits" : "things sit"} outside the place`,
1060
+ offenders: outside
1061
+ }
1062
+ ];
1063
+ }
1064
+
1065
+ // src/game/kit/places/weight.ts
1066
+ var LAYER_COST = {
1067
+ ground: 40,
1068
+ roads: 20,
1069
+ buildings: 300,
1070
+ props: 60,
1071
+ crowds: 120,
1072
+ lights: 80,
1073
+ sounds: 10
1074
+ }, GROUND_AREA_UNIT = 1e3, TIER_BUDGET = {
1075
+ low: 3e4,
1076
+ mid: 8e4,
1077
+ high: 2e5
1078
+ }, LIGHT_SHARE = 0.6, FIT_HEADROOM = 0.95, NO_CAPS = {};
1079
+ function layerCounts(doc, scattered) {
1080
+ return {
1081
+ ground: Math.ceil(doc.size[0] * doc.size[1] / (1e3)),
1082
+ roads: doc.roads.reduce((sum, road) => sum + Math.max(0, road.points.length - 1), 0),
1083
+ buildings: doc.buildings.length,
1084
+ props: doc.props.length + scattered.props,
1085
+ crowds: doc.crowds.reduce((sum, area) => sum + area.count, 0) + scattered.crowds,
1086
+ lights: doc.lights.length,
1087
+ sounds: doc.sounds.length
1088
+ };
1089
+ }
1090
+ function verdict(total, tier) {
1091
+ let budget = TIER_BUDGET[tier];
1092
+ return total <= budget * (0.6) ? "light" : total <= budget ? "fine" : "heavy";
1093
+ }
1094
+ function peopleOn(people, caps, tier) {
1095
+ let cap = caps[tier];
1096
+ return cap == null ? people : Math.max(0, Math.min(people, Math.floor(cap)));
1097
+ }
1098
+ function worldWeight(counts, caps = NO_CAPS) {
1099
+ let layers = Object.keys(LAYER_COST).map((layer) => ({
1100
+ layer,
1101
+ count: counts[layer],
1102
+ cost: counts[layer] * LAYER_COST[layer],
1103
+ share: 0
1104
+ })), total = layers.reduce((sum, entry) => sum + entry.cost, 0), without = total - counts.crowds * LAYER_COST.crowds, people = (tier) => peopleOn(counts.crowds, caps, tier), at = (tier) => without + people(tier) * LAYER_COST.crowds;
1105
+ return {
1106
+ total,
1107
+ layers: layers.map((entry) => ({ ...entry, share: total === 0 ? 0 : entry.cost / total })).sort((a, b) => b.cost - a.cost),
1108
+ tiers: {
1109
+ low: verdict(at("low"), "low"),
1110
+ mid: verdict(at("mid"), "mid"),
1111
+ high: verdict(at("high"), "high")
1112
+ },
1113
+ tierTotals: { low: at("low"), mid: at("mid"), high: at("high") },
1114
+ tierPeople: { low: people("low"), mid: people("mid"), high: people("high") }
1115
+ };
1116
+ }
1117
+ function lighten(weight, tier, layer = "crowds") {
1118
+ let budget = TIER_BUDGET[tier] * (0.95), total = weight.tierTotals[tier];
1119
+ if (total <= TIER_BUDGET[tier]) return null;
1120
+ let entry = weight.layers.find((candidate) => candidate.layer === layer);
1121
+ if (entry === void 0) return null;
1122
+ let shown = layer === "crowds" ? weight.tierPeople[tier] : entry.count;
1123
+ if (shown === 0) return null;
1124
+ let others = total - shown * LAYER_COST[layer];
1125
+ if (others > TIER_BUDGET[tier]) return null;
1126
+ let to = Math.max(0, Math.floor((budget - others) / LAYER_COST[layer]));
1127
+ return to >= shown ? null : { tier, layer, from: shown, to };
1128
+ }
1129
+ var TIER_ORDER = ["low", "mid", "high"], HEAVY_LAYERS_SHOWN = 3;
1130
+ function heavyWithoutPeople(weight, tier) {
1131
+ let withoutPeople = weight.tierTotals[tier] - weight.tierPeople[tier] * LAYER_COST.crowds, budget = TIER_BUDGET[tier];
1132
+ if (withoutPeople <= budget) return null;
1133
+ let layers = [], left = withoutPeople;
1134
+ for (let entry of weight.layers)
1135
+ if (!(entry.layer === "crowds" || entry.cost <= 0) && (layers.push(entry), left -= entry.cost, left <= budget || layers.length === (3)))
1136
+ break;
1137
+ return { tier, withoutPeople, budget, layers };
1138
+ }
1139
+ function fewerPeople(weight, caps = NO_CAPS) {
1140
+ let next = { ...caps }, fixes = [], stillHeavy = [];
1141
+ for (let tier of TIER_ORDER) {
1142
+ if (weight.tiers[tier] !== "heavy") continue;
1143
+ let heavy = heavyWithoutPeople(weight, tier);
1144
+ if (heavy !== null) {
1145
+ stillHeavy.push(heavy);
1146
+ continue;
1147
+ }
1148
+ let fix = lighten(weight, tier);
1149
+ fix !== null && (next[tier] = fix.to, fixes.push(fix));
1150
+ }
1151
+ return fixes.length === 0 && stillHeavy.length === 0 ? null : { caps: next, fixes, stillHeavy };
1152
+ }
1153
+
1154
+ // src/game/kit/places/world.ts
1155
+ function buildWorld(doc, catalogue = STARTER_CATALOGUE, cell = (0.5)) {
1156
+ let fixed = [...doc.buildings, ...doc.props], grid = gridOf(doc, catalogue, fixed, cell), scatteredProps = [];
1157
+ for (let stroke of doc.scatters)
1158
+ stroke.layer === "props" && scatteredProps.push(...scatter(stroke, grid, catalogue));
1159
+ let people = [];
1160
+ for (let stroke of doc.scatters)
1161
+ stroke.layer === "crowds" && people.push(...scatter(stroke, grid, catalogue));
1162
+ let placements = [...fixed, ...scatteredProps];
1163
+ return {
1164
+ placements,
1165
+ people,
1166
+ grid,
1167
+ weight: worldWeight(
1168
+ layerCounts(doc, { props: scatteredProps.length, crowds: people.length }),
1169
+ doc.crowdCaps
1170
+ ),
1171
+ checks: checkWorld(doc, grid, catalogue, placements)
1172
+ };
1173
+ }
1174
+ function peopleForTier(built, doc, tier) {
1175
+ let all = built.people, keep = peopleOn(all.length, doc.crowdCaps ?? {}, tier);
1176
+ if (keep >= all.length) return all;
1177
+ let out = [];
1178
+ for (let i = 0; i < keep; i++) out.push(all[Math.floor(i * all.length / keep)]);
1179
+ return out;
1180
+ }
1181
+
1182
+ export { BUTTON_MIDDLE, BUTTON_PRIMARY, BUTTON_SECONDARY, CELL_ROAD, CELL_SOLID, CELL_TAKEN, CLOSE_SEGMENTS, CROWD_VOTE_BYTES, CROWD_VOTE_TAG, CSG_EPSILON, CameraPose, CheerMeter, CsgPlane, CsgPolygon, DEFAULT_CELL, DEFAULT_CONTROL_ASPECT, DEFAULT_CONTROL_FOV, DEFAULT_PART_LENGTH, DEFAULT_PART_RADIUS, DEFAULT_PART_SIZE, DEFAULT_THING_MATERIAL, DEGREES_TO_RADIANS, EFFECT_TRIANGLE_COST, FIT_HEADROOM, GROUND_AREA_UNIT, LAYER_COST, LIGHT_SHARE, LIGHT_TRIANGLES, MAX_THING_PARTS, MAX_VOTE_CHOICES, MAX_VOTE_INDEX, MEDIUM_TRIANGLES, MIDDLE_SEGMENTS, NO_VOTE_WINNER, OccupancyGrid, SCATTER_ATTEMPTS, SHOP_TAG, SMALL_PART_SHARE, THING_COMBINES, THING_EFFECTS, THING_MATERIALS, THING_MIRRORS, THING_SHAPE_KINDS, TIER_BUDGET, ThingError, UP, VotePoll, applyGround, buildWorld, checkWorld, clamp, colliderOf, compileThing, csg, decodeVote, encodeVote, fewerPeople, flatPart, footprintOf, frameDamping, giftMoments, gridOf, heavyWithoutPeople, layerCounts, lighten, markPlacement, massOf, partOfFlat, peopleForTier, peopleOn, phoneCost, rotationMatrix, scatter, setYawPitch, shapeFaces, shapeOfFlat, shapePolygons, shapeRadius, simplifyStroke, thingBreaks, thingMaterial, thingMaterialIds, verdict, votesOpenedBy, walkFrom, worldWeight, yawPitchFrom };