@datamoc/mw_games 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (425) hide show
  1. package/LICENSE +373 -0
  2. package/README.md +327 -0
  3. package/dist/actors/Advancement.d.ts +73 -0
  4. package/dist/actors/Advancement.d.ts.map +1 -0
  5. package/dist/actors/Advancement.js +98 -0
  6. package/dist/actors/Advancement.js.map +1 -0
  7. package/dist/actors/Affix.d.ts +44 -0
  8. package/dist/actors/Affix.d.ts.map +1 -0
  9. package/dist/actors/Affix.js +35 -0
  10. package/dist/actors/Affix.js.map +1 -0
  11. package/dist/actors/Appearances.d.ts +36 -0
  12. package/dist/actors/Appearances.d.ts.map +1 -0
  13. package/dist/actors/Appearances.js +50 -0
  14. package/dist/actors/Appearances.js.map +1 -0
  15. package/dist/actors/Charges.d.ts +31 -0
  16. package/dist/actors/Charges.d.ts.map +1 -0
  17. package/dist/actors/Charges.js +35 -0
  18. package/dist/actors/Charges.js.map +1 -0
  19. package/dist/actors/Equipment.d.ts +40 -0
  20. package/dist/actors/Equipment.d.ts.map +1 -0
  21. package/dist/actors/Equipment.js +57 -0
  22. package/dist/actors/Equipment.js.map +1 -0
  23. package/dist/actors/Inventory.d.ts +50 -0
  24. package/dist/actors/Inventory.d.ts.map +1 -0
  25. package/dist/actors/Inventory.js +56 -0
  26. package/dist/actors/Inventory.js.map +1 -0
  27. package/dist/actors/ItemState.d.ts +21 -0
  28. package/dist/actors/ItemState.d.ts.map +1 -0
  29. package/dist/actors/ItemState.js +34 -0
  30. package/dist/actors/ItemState.js.map +1 -0
  31. package/dist/actors/Loot.d.ts +24 -0
  32. package/dist/actors/Loot.d.ts.map +1 -0
  33. package/dist/actors/Loot.js +14 -0
  34. package/dist/actors/Loot.js.map +1 -0
  35. package/dist/actors/Progression.d.ts +30 -0
  36. package/dist/actors/Progression.d.ts.map +1 -0
  37. package/dist/actors/Progression.js +39 -0
  38. package/dist/actors/Progression.js.map +1 -0
  39. package/dist/actors/Resource.d.ts +23 -0
  40. package/dist/actors/Resource.d.ts.map +1 -0
  41. package/dist/actors/Resource.js +28 -0
  42. package/dist/actors/Resource.js.map +1 -0
  43. package/dist/actors/Scaling.d.ts +22 -0
  44. package/dist/actors/Scaling.d.ts.map +1 -0
  45. package/dist/actors/Scaling.js +9 -0
  46. package/dist/actors/Scaling.js.map +1 -0
  47. package/dist/actors/Shop.d.ts +25 -0
  48. package/dist/actors/Shop.d.ts.map +1 -0
  49. package/dist/actors/Shop.js +33 -0
  50. package/dist/actors/Shop.js.map +1 -0
  51. package/dist/actors/SkillPoints.d.ts +45 -0
  52. package/dist/actors/SkillPoints.d.ts.map +1 -0
  53. package/dist/actors/SkillPoints.js +58 -0
  54. package/dist/actors/SkillPoints.js.map +1 -0
  55. package/dist/actors/StatBlock.d.ts +52 -0
  56. package/dist/actors/StatBlock.d.ts.map +1 -0
  57. package/dist/actors/StatBlock.js +80 -0
  58. package/dist/actors/StatBlock.js.map +1 -0
  59. package/dist/actors/StatusEffect.d.ts +38 -0
  60. package/dist/actors/StatusEffect.d.ts.map +1 -0
  61. package/dist/actors/StatusEffect.js +28 -0
  62. package/dist/actors/StatusEffect.js.map +1 -0
  63. package/dist/actors/craft.d.ts +26 -0
  64. package/dist/actors/craft.d.ts.map +1 -0
  65. package/dist/actors/craft.js +34 -0
  66. package/dist/actors/craft.js.map +1 -0
  67. package/dist/actors/index.d.ts +33 -0
  68. package/dist/actors/index.d.ts.map +1 -0
  69. package/dist/actors/index.js +18 -0
  70. package/dist/actors/index.js.map +1 -0
  71. package/dist/actors/skillCheck.d.ts +13 -0
  72. package/dist/actors/skillCheck.d.ts.map +1 -0
  73. package/dist/actors/skillCheck.js +16 -0
  74. package/dist/actors/skillCheck.js.map +1 -0
  75. package/dist/assets/index.d.ts +37 -0
  76. package/dist/assets/index.d.ts.map +1 -0
  77. package/dist/assets/index.js +62 -0
  78. package/dist/assets/index.js.map +1 -0
  79. package/dist/audio/Music.d.ts +22 -0
  80. package/dist/audio/Music.d.ts.map +1 -0
  81. package/dist/audio/Music.js +67 -0
  82. package/dist/audio/Music.js.map +1 -0
  83. package/dist/audio/Playable.d.ts +16 -0
  84. package/dist/audio/Playable.d.ts.map +1 -0
  85. package/dist/audio/Playable.js +6 -0
  86. package/dist/audio/Playable.js.map +1 -0
  87. package/dist/audio/Sound.d.ts +23 -0
  88. package/dist/audio/Sound.d.ts.map +1 -0
  89. package/dist/audio/Sound.js +30 -0
  90. package/dist/audio/Sound.js.map +1 -0
  91. package/dist/audio/index.d.ts +7 -0
  92. package/dist/audio/index.d.ts.map +1 -0
  93. package/dist/audio/index.js +4 -0
  94. package/dist/audio/index.js.map +1 -0
  95. package/dist/battle/BattleAI.d.ts +24 -0
  96. package/dist/battle/BattleAI.d.ts.map +1 -0
  97. package/dist/battle/BattleAI.js +47 -0
  98. package/dist/battle/BattleAI.js.map +1 -0
  99. package/dist/battle/Evolution.d.ts +22 -0
  100. package/dist/battle/Evolution.d.ts.map +1 -0
  101. package/dist/battle/Evolution.js +25 -0
  102. package/dist/battle/Evolution.js.map +1 -0
  103. package/dist/battle/Field.d.ts +25 -0
  104. package/dist/battle/Field.d.ts.map +1 -0
  105. package/dist/battle/Field.js +31 -0
  106. package/dist/battle/Field.js.map +1 -0
  107. package/dist/battle/Hooks.d.ts +29 -0
  108. package/dist/battle/Hooks.d.ts.map +1 -0
  109. package/dist/battle/Hooks.js +20 -0
  110. package/dist/battle/Hooks.js.map +1 -0
  111. package/dist/battle/Move.d.ts +32 -0
  112. package/dist/battle/Move.d.ts.map +1 -0
  113. package/dist/battle/Move.js +10 -0
  114. package/dist/battle/Move.js.map +1 -0
  115. package/dist/battle/Party.d.ts +21 -0
  116. package/dist/battle/Party.d.ts.map +1 -0
  117. package/dist/battle/Party.js +49 -0
  118. package/dist/battle/Party.js.map +1 -0
  119. package/dist/battle/Species.d.ts +40 -0
  120. package/dist/battle/Species.d.ts.map +1 -0
  121. package/dist/battle/Species.js +31 -0
  122. package/dist/battle/Species.js.map +1 -0
  123. package/dist/battle/StatStages.d.ts +38 -0
  124. package/dist/battle/StatStages.d.ts.map +1 -0
  125. package/dist/battle/StatStages.js +50 -0
  126. package/dist/battle/StatStages.js.map +1 -0
  127. package/dist/battle/TypeMatrix.d.ts +14 -0
  128. package/dist/battle/TypeMatrix.d.ts.map +1 -0
  129. package/dist/battle/TypeMatrix.js +24 -0
  130. package/dist/battle/TypeMatrix.js.map +1 -0
  131. package/dist/battle/index.d.ts +16 -0
  132. package/dist/battle/index.d.ts.map +1 -0
  133. package/dist/battle/index.js +10 -0
  134. package/dist/battle/index.js.map +1 -0
  135. package/dist/board/Classics.d.ts +123 -0
  136. package/dist/board/Classics.d.ts.map +1 -0
  137. package/dist/board/Classics.js +260 -0
  138. package/dist/board/Classics.js.map +1 -0
  139. package/dist/board/Engine.d.ts +23 -0
  140. package/dist/board/Engine.d.ts.map +1 -0
  141. package/dist/board/Engine.js +87 -0
  142. package/dist/board/Engine.js.map +1 -0
  143. package/dist/board/Tactics.d.ts +46 -0
  144. package/dist/board/Tactics.d.ts.map +1 -0
  145. package/dist/board/Tactics.js +108 -0
  146. package/dist/board/Tactics.js.map +1 -0
  147. package/dist/board/chess.d.ts +67 -0
  148. package/dist/board/chess.d.ts.map +1 -0
  149. package/dist/board/chess.js +439 -0
  150. package/dist/board/chess.js.map +1 -0
  151. package/dist/board/index.d.ts +9 -0
  152. package/dist/board/index.d.ts.map +1 -0
  153. package/dist/board/index.js +5 -0
  154. package/dist/board/index.js.map +1 -0
  155. package/dist/core/Achievements.d.ts +53 -0
  156. package/dist/core/Achievements.d.ts.map +1 -0
  157. package/dist/core/Achievements.js +80 -0
  158. package/dist/core/Achievements.js.map +1 -0
  159. package/dist/core/Collection.d.ts +46 -0
  160. package/dist/core/Collection.d.ts.map +1 -0
  161. package/dist/core/Collection.js +61 -0
  162. package/dist/core/Collection.js.map +1 -0
  163. package/dist/core/Game.d.ts +115 -0
  164. package/dist/core/Game.d.ts.map +1 -0
  165. package/dist/core/Game.js +236 -0
  166. package/dist/core/Game.js.map +1 -0
  167. package/dist/core/Hex.d.ts +45 -0
  168. package/dist/core/Hex.d.ts.map +1 -0
  169. package/dist/core/Hex.js +120 -0
  170. package/dist/core/Hex.js.map +1 -0
  171. package/dist/core/Input.d.ts +41 -0
  172. package/dist/core/Input.d.ts.map +1 -0
  173. package/dist/core/Input.js +132 -0
  174. package/dist/core/Input.js.map +1 -0
  175. package/dist/core/Log.d.ts +39 -0
  176. package/dist/core/Log.d.ts.map +1 -0
  177. package/dist/core/Log.js +50 -0
  178. package/dist/core/Log.js.map +1 -0
  179. package/dist/core/Random.d.ts +64 -0
  180. package/dist/core/Random.d.ts.map +1 -0
  181. package/dist/core/Random.js +178 -0
  182. package/dist/core/Random.js.map +1 -0
  183. package/dist/core/Replay.d.ts +71 -0
  184. package/dist/core/Replay.d.ts.map +1 -0
  185. package/dist/core/Replay.js +102 -0
  186. package/dist/core/Replay.js.map +1 -0
  187. package/dist/core/Save.d.ts +52 -0
  188. package/dist/core/Save.d.ts.map +1 -0
  189. package/dist/core/Save.js +81 -0
  190. package/dist/core/Save.js.map +1 -0
  191. package/dist/core/Scene.d.ts +40 -0
  192. package/dist/core/Scene.d.ts.map +1 -0
  193. package/dist/core/Scene.js +56 -0
  194. package/dist/core/Scene.js.map +1 -0
  195. package/dist/core/SceneStack.d.ts +37 -0
  196. package/dist/core/SceneStack.d.ts.map +1 -0
  197. package/dist/core/SceneStack.js +67 -0
  198. package/dist/core/SceneStack.js.map +1 -0
  199. package/dist/core/Signal.d.ts +24 -0
  200. package/dist/core/Signal.d.ts.map +1 -0
  201. package/dist/core/Signal.js +41 -0
  202. package/dist/core/Signal.js.map +1 -0
  203. package/dist/core/index.d.ts +23 -0
  204. package/dist/core/index.d.ts.map +1 -0
  205. package/dist/core/index.js +14 -0
  206. package/dist/core/index.js.map +1 -0
  207. package/dist/i18n/index.d.ts +51 -0
  208. package/dist/i18n/index.d.ts.map +1 -0
  209. package/dist/i18n/index.js +74 -0
  210. package/dist/i18n/index.js.map +1 -0
  211. package/dist/index.d.ts +22 -0
  212. package/dist/index.d.ts.map +1 -0
  213. package/dist/index.js +22 -0
  214. package/dist/index.js.map +1 -0
  215. package/dist/mw_games.global.js +993 -0
  216. package/dist/render/ActorAnimator.d.ts +60 -0
  217. package/dist/render/ActorAnimator.d.ts.map +1 -0
  218. package/dist/render/ActorAnimator.js +76 -0
  219. package/dist/render/ActorAnimator.js.map +1 -0
  220. package/dist/render/AnimatedSprite.d.ts +57 -0
  221. package/dist/render/AnimatedSprite.d.ts.map +1 -0
  222. package/dist/render/AnimatedSprite.js +105 -0
  223. package/dist/render/AnimatedSprite.js.map +1 -0
  224. package/dist/render/Autotile.d.ts +42 -0
  225. package/dist/render/Autotile.d.ts.map +1 -0
  226. package/dist/render/Autotile.js +117 -0
  227. package/dist/render/Autotile.js.map +1 -0
  228. package/dist/render/Camera.d.ts +88 -0
  229. package/dist/render/Camera.d.ts.map +1 -0
  230. package/dist/render/Camera.js +145 -0
  231. package/dist/render/Camera.js.map +1 -0
  232. package/dist/render/ColorTransformBatcher.d.ts +57 -0
  233. package/dist/render/ColorTransformBatcher.d.ts.map +1 -0
  234. package/dist/render/ColorTransformBatcher.js +212 -0
  235. package/dist/render/ColorTransformBatcher.js.map +1 -0
  236. package/dist/render/LayeredSprite.d.ts +27 -0
  237. package/dist/render/LayeredSprite.d.ts.map +1 -0
  238. package/dist/render/LayeredSprite.js +53 -0
  239. package/dist/render/LayeredSprite.js.map +1 -0
  240. package/dist/render/Projectile.d.ts +37 -0
  241. package/dist/render/Projectile.d.ts.map +1 -0
  242. package/dist/render/Projectile.js +50 -0
  243. package/dist/render/Projectile.js.map +1 -0
  244. package/dist/render/SpriteSheet.d.ts +38 -0
  245. package/dist/render/SpriteSheet.d.ts.map +1 -0
  246. package/dist/render/SpriteSheet.js +79 -0
  247. package/dist/render/SpriteSheet.js.map +1 -0
  248. package/dist/render/TileMap.d.ts +188 -0
  249. package/dist/render/TileMap.d.ts.map +1 -0
  250. package/dist/render/TileMap.js +488 -0
  251. package/dist/render/TileMap.js.map +1 -0
  252. package/dist/render/TintedSprite.d.ts +47 -0
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  254. package/dist/render/TintedSprite.js +173 -0
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  256. package/dist/render/index.d.ts +18 -0
  257. package/dist/render/index.d.ts.map +1 -0
  258. package/dist/render/index.js +11 -0
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  260. package/dist/roguelike/Blob.d.ts +46 -0
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  264. package/dist/roguelike/Boss.d.ts +67 -0
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  268. package/dist/roguelike/Combat.d.ts +23 -0
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  272. package/dist/roguelike/Doors.d.ts +60 -0
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  276. package/dist/roguelike/Elevation.d.ts +26 -0
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  280. package/dist/roguelike/FieldOfView.d.ts +72 -0
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  284. package/dist/roguelike/Level.d.ts +96 -0
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  288. package/dist/roguelike/MonsterAI.d.ts +40 -0
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  290. package/dist/roguelike/MonsterAI.js +69 -0
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  292. package/dist/roguelike/Pathfinder.d.ts +82 -0
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  294. package/dist/roguelike/Pathfinder.js +192 -0
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  296. package/dist/roguelike/Scheduler.d.ts +45 -0
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  304. package/dist/roguelike/Targeting.d.ts +66 -0
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  312. package/dist/roguelike/index.d.ts +23 -0
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  380. package/dist/ui/NinePatch.d.ts +34 -0
  381. package/dist/ui/NinePatch.d.ts.map +1 -0
  382. package/dist/ui/NinePatch.js +45 -0
  383. package/dist/ui/NinePatch.js.map +1 -0
  384. package/dist/ui/VerticalLabel.d.ts +46 -0
  385. package/dist/ui/VerticalLabel.d.ts.map +1 -0
  386. package/dist/ui/VerticalLabel.js +81 -0
  387. package/dist/ui/VerticalLabel.js.map +1 -0
  388. package/dist/ui/Window.d.ts +71 -0
  389. package/dist/ui/Window.d.ts.map +1 -0
  390. package/dist/ui/Window.js +126 -0
  391. package/dist/ui/Window.js.map +1 -0
  392. package/dist/ui/WindowStack.d.ts +40 -0
  393. package/dist/ui/WindowStack.d.ts.map +1 -0
  394. package/dist/ui/WindowStack.js +106 -0
  395. package/dist/ui/WindowStack.js.map +1 -0
  396. package/dist/ui/index.d.ts +18 -0
  397. package/dist/ui/index.d.ts.map +1 -0
  398. package/dist/ui/index.js +10 -0
  399. package/dist/ui/index.js.map +1 -0
  400. package/dist/ui/theme.d.ts +50 -0
  401. package/dist/ui/theme.d.ts.map +1 -0
  402. package/dist/ui/theme.js +36 -0
  403. package/dist/ui/theme.js.map +1 -0
  404. package/dist/world/Encounters.d.ts +20 -0
  405. package/dist/world/Encounters.d.ts.map +1 -0
  406. package/dist/world/Encounters.js +9 -0
  407. package/dist/world/Encounters.js.map +1 -0
  408. package/dist/world/Overworld.d.ts +25 -0
  409. package/dist/world/Overworld.d.ts.map +1 -0
  410. package/dist/world/Overworld.js +26 -0
  411. package/dist/world/Overworld.js.map +1 -0
  412. package/dist/world/TurnClock.d.ts +25 -0
  413. package/dist/world/TurnClock.d.ts.map +1 -0
  414. package/dist/world/TurnClock.js +33 -0
  415. package/dist/world/TurnClock.js.map +1 -0
  416. package/dist/world/World.d.ts +50 -0
  417. package/dist/world/World.d.ts.map +1 -0
  418. package/dist/world/World.js +77 -0
  419. package/dist/world/World.js.map +1 -0
  420. package/dist/world/index.d.ts +8 -0
  421. package/dist/world/index.d.ts.map +1 -0
  422. package/dist/world/index.js +5 -0
  423. package/dist/world/index.js.map +1 -0
  424. package/package.json +76 -0
  425. package/tools/compile-resources.mjs +129 -0
@@ -0,0 +1,137 @@
1
+ import { hexNeighbors } from '../core/Hex.js';
2
+ /** the four or eight cell offsets around a point, shared by every square-grid algorithm here */
3
+ export function neighbourOffsets(topology) {
4
+ return topology === 4
5
+ ? [
6
+ [0, -1],
7
+ [1, 0],
8
+ [0, 1],
9
+ [-1, 0],
10
+ ]
11
+ : [
12
+ [0, -1],
13
+ [1, -1],
14
+ [1, 0],
15
+ [1, 1],
16
+ [0, 1],
17
+ [-1, 1],
18
+ [-1, 0],
19
+ [-1, -1],
20
+ ];
21
+ }
22
+ /** the two that every map needs; a game adds its own alongside */
23
+ export const WALL = { passable: false, transparent: false };
24
+ export const FLOOR = { passable: true, transparent: true };
25
+ export class Level {
26
+ constructor(width, height, kinds, fill = 0, shape = 'square') {
27
+ /** rooms the generator carved, for placing stairs, monsters and treasure */
28
+ this.rooms = [];
29
+ this.width = width;
30
+ this.shape = shape;
31
+ this.height = height;
32
+ this.kinds = kinds;
33
+ this.terrain = new Uint8Array(width * height).fill(fill);
34
+ }
35
+ get cellCount() {
36
+ return this.width * this.height;
37
+ }
38
+ index(x, y) {
39
+ return y * this.width + x;
40
+ }
41
+ xOf(cell) {
42
+ return cell % this.width;
43
+ }
44
+ yOf(cell) {
45
+ return Math.floor(cell / this.width);
46
+ }
47
+ inside(x, y) {
48
+ return x >= 0 && y >= 0 && x < this.width && y < this.height;
49
+ }
50
+ /**
51
+ * The cells adjacent to `(x, y)` - six of them on a hex `Level`, four or eight on a
52
+ * square one, regardless of which. This is the seam that lets `Pathfinder` and
53
+ * `FieldOfView` work over either shape unchanged: they walk neighbours, and only this
54
+ * method knows what a neighbour is.
55
+ *
56
+ * @param topology ignored on a hex `Level` - it only has the one neighbourhood shape
57
+ */
58
+ neighbors(x, y, topology = 8) {
59
+ if (this.shape === 'hex')
60
+ return hexNeighbors(x, y);
61
+ return neighbourOffsets(topology).map(([dx, dy]) => ({ x: x + dx, y: y + dy }));
62
+ }
63
+ /**
64
+ * True only for cells with a full ring of neighbours.
65
+ *
66
+ * Anything that inspects a cell's surroundings should use this rather than `inside`,
67
+ * because a cell on the very edge has no neighbour on one side and every such check
68
+ * then needs its own bounds test. Generators keep the border solid for the same reason.
69
+ */
70
+ insideWithBorder(x, y) {
71
+ return x > 0 && y > 0 && x < this.width - 1 && y < this.height - 1;
72
+ }
73
+ get(x, y) {
74
+ return this.inside(x, y) ? this.terrain[this.index(x, y)] : 0;
75
+ }
76
+ set(x, y, kind) {
77
+ if (this.inside(x, y))
78
+ this.terrain[this.index(x, y)] = kind;
79
+ }
80
+ kindAt(x, y) {
81
+ return this.kinds[this.get(x, y)] ?? WALL;
82
+ }
83
+ passable(x, y) {
84
+ return this.inside(x, y) && this.kindAt(x, y).passable;
85
+ }
86
+ transparent(x, y) {
87
+ return this.inside(x, y) && this.kindAt(x, y).transparent;
88
+ }
89
+ fillRect(rect, kind) {
90
+ for (let y = rect.top; y <= rect.bottom; y++) {
91
+ for (let x = rect.left; x <= rect.right; x++)
92
+ this.set(x, y, kind);
93
+ }
94
+ }
95
+ /** every passable cell, as indices — the pool to place things in */
96
+ passableCells() {
97
+ const out = [];
98
+ for (let i = 0; i < this.terrain.length; i++) {
99
+ if (this.kinds[this.terrain[i]]?.passable)
100
+ out.push(i);
101
+ }
102
+ return out;
103
+ }
104
+ toJSON() {
105
+ return {
106
+ width: this.width,
107
+ height: this.height,
108
+ shape: this.shape,
109
+ terrain: [...this.terrain],
110
+ rooms: this.rooms.map((room) => ({ ...room })),
111
+ };
112
+ }
113
+ /**
114
+ * Rebuilds a level from save data - the `kinds` table is supplied fresh (it holds a
115
+ * game's own terrain meanings, the same way `QuestLog` takes its definitions fresh),
116
+ * so only the terrain ids and rooms are ever save data.
117
+ */
118
+ static fromJSON(kinds, data) {
119
+ const level = new Level(data.width, data.height, kinds, 0, data.shape);
120
+ level.terrain.set(data.terrain.slice(0, level.terrain.length));
121
+ level.rooms = data.rooms.map((room) => ({ ...room }));
122
+ return level;
123
+ }
124
+ }
125
+ export function rectCenter(rect) {
126
+ return {
127
+ x: Math.floor((rect.left + rect.right) / 2),
128
+ y: Math.floor((rect.top + rect.bottom) / 2),
129
+ };
130
+ }
131
+ export function rectsOverlap(a, b, margin = 0) {
132
+ return !(a.right + margin < b.left ||
133
+ b.right + margin < a.left ||
134
+ a.bottom + margin < b.top ||
135
+ b.bottom + margin < a.top);
136
+ }
137
+ //# sourceMappingURL=Level.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,40 @@
1
+ import type { Level } from './Level.ts';
2
+ import { type PathOptions, type Pathfinder, type Step } from './Pathfinder.ts';
3
+ export type AIState = 'wander' | 'hunt' | 'flee';
4
+ /** hostile hunts on sight, same as ever; neutral/peaceful only wander until `provoked` */
5
+ export type Disposition = 'hostile' | 'neutral' | 'peaceful';
6
+ export interface AIDecision {
7
+ state: AIState;
8
+ /** where to move this turn; null when there is nowhere sensible to go */
9
+ step: Step | null;
10
+ }
11
+ export interface MonsterAIOptions extends PathOptions {
12
+ /** how far the monster can see, in cells - its own sight range, not the player's */
13
+ sightRadius?: number;
14
+ /** HP fraction (0 to 1) at or below which a visible target is fled rather than hunted */
15
+ fleeBelow?: number;
16
+ /** defaults to 'hostile' - always hunts on sight, exactly like every monster used to */
17
+ disposition?: Disposition;
18
+ /**
19
+ * true once this monster has been attacked (or otherwise provoked) - overrides a
20
+ * neutral/peaceful disposition back to hunting, permanently, the same as `hostile`. A
21
+ * game tracks this per monster and sets it the moment it lands the provoking hit; this
22
+ * function stores no state of its own between calls, same as `hpFraction`.
23
+ */
24
+ provoked?: boolean;
25
+ }
26
+ /**
27
+ * One monster's turn: wander when the target is outside its own sight, hunt when it can see
28
+ * the target and is healthy, flee when it can see the target and its own HP has dropped to
29
+ * `fleeBelow` or lower. Built entirely from `FieldOfView` and `Pathfinder` - both already
30
+ * shipped - so this is what turns them into an actual decision, rather than a game
31
+ * hand-rolling the same wander/hunt/flee branch on its own.
32
+ *
33
+ * A fresh `FieldOfView` per call is deliberate: a monster's sight is its own, not the
34
+ * player's, and computing a small-radius shadowcast once per monster per turn is cheap at
35
+ * the monster counts a level actually has. `mwg` does not decide what a monster does with
36
+ * the result - a game's own turn loop calls this once per monster and acts on the `step`
37
+ * (or doesn't, for wander's "nowhere in particular").
38
+ */
39
+ export declare function decideMonsterAI(level: Level, pathfinder: Pathfinder, self: Step, hpFraction: number, target: Step, options?: MonsterAIOptions): AIDecision;
40
+ //# sourceMappingURL=MonsterAI.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,69 @@
1
+ import * as Random from '../core/Random.js';
2
+ import { FieldOfView } from './FieldOfView.js';
3
+ import { neighbourOffsets } from './Pathfinder.js';
4
+ /**
5
+ * One monster's turn: wander when the target is outside its own sight, hunt when it can see
6
+ * the target and is healthy, flee when it can see the target and its own HP has dropped to
7
+ * `fleeBelow` or lower. Built entirely from `FieldOfView` and `Pathfinder` - both already
8
+ * shipped - so this is what turns them into an actual decision, rather than a game
9
+ * hand-rolling the same wander/hunt/flee branch on its own.
10
+ *
11
+ * A fresh `FieldOfView` per call is deliberate: a monster's sight is its own, not the
12
+ * player's, and computing a small-radius shadowcast once per monster per turn is cheap at
13
+ * the monster counts a level actually has. `mwg` does not decide what a monster does with
14
+ * the result - a game's own turn loop calls this once per monster and acts on the `step`
15
+ * (or doesn't, for wander's "nowhere in particular").
16
+ */
17
+ export function decideMonsterAI(level, pathfinder, self, hpFraction, target, options = {}) {
18
+ const sightRadius = options.sightRadius ?? 6;
19
+ const fleeBelow = options.fleeBelow ?? 0;
20
+ const hunts = (options.disposition ?? 'hostile') === 'hostile' || options.provoked === true;
21
+ if (!hunts) {
22
+ return { state: 'wander', step: wanderStep(level, self, options) };
23
+ }
24
+ const fov = new FieldOfView(level);
25
+ fov.update(self.x, self.y, sightRadius);
26
+ if (!fov.isVisible(target.x, target.y)) {
27
+ return { state: 'wander', step: wanderStep(level, self, options) };
28
+ }
29
+ if (hpFraction <= fleeBelow) {
30
+ return { state: 'flee', step: fleeStep(level, self, target, options) };
31
+ }
32
+ return { state: 'hunt', step: pathfinder.step(self, target, options) };
33
+ }
34
+ /** a random open neighbour, or null when boxed in - wandering needs no path, just a step */
35
+ function wanderStep(level, self, options) {
36
+ const open = openNeighbours(level, self, options);
37
+ return open.length > 0 ? Random.element(open) : null;
38
+ }
39
+ /** the open neighbour furthest from the target - moving away needs no path either */
40
+ function fleeStep(level, self, target, options) {
41
+ const open = openNeighbours(level, self, options);
42
+ let best = null;
43
+ let bestDistance = distanceSquared(self, target);
44
+ for (const step of open) {
45
+ const distance = distanceSquared(step, target);
46
+ if (distance > bestDistance) {
47
+ bestDistance = distance;
48
+ best = step;
49
+ }
50
+ }
51
+ return best;
52
+ }
53
+ function openNeighbours(level, self, options) {
54
+ const blocked = options.blocked;
55
+ const out = [];
56
+ for (const [dx, dy] of neighbourOffsets(options.topology ?? 8)) {
57
+ const step = { x: self.x + dx, y: self.y + dy };
58
+ if (!level.passable(step.x, step.y))
59
+ continue;
60
+ if (blocked?.has(level.index(step.x, step.y)))
61
+ continue;
62
+ out.push(step);
63
+ }
64
+ return out;
65
+ }
66
+ function distanceSquared(a, b) {
67
+ return (a.x - b.x) ** 2 + (a.y - b.y) ** 2;
68
+ }
69
+ //# sourceMappingURL=MonsterAI.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"MonsterAI.js","sourceRoot":"","sources":["../../src/roguelike/MonsterAI.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,MAAM,mBAAmB,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,gBAAgB,EAAgD,MAAM,iBAAiB,CAAC;AAgCjG;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,eAAe,CAC9B,KAAY,EACZ,UAAsB,EACtB,IAAU,EACV,UAAkB,EAClB,MAAY,EACZ,OAAO,GAAqB,EAAE;IAE9B,MAAM,WAAW,GAAG,OAAO,CAAC,WAAW,IAAI,CAAC,CAAC;IAC7C,MAAM,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,CAAC,CAAC;IACzC,MAAM,KAAK,GAAG,CAAC,OAAO,CAAC,WAAW,IAAI,SAAS,CAAC,KAAK,SAAS,IAAI,OAAO,CAAC,QAAQ,KAAK,IAAI,CAAC;IAE5F,IAAI,CAAC,KAAK,EAAE,CAAC;QACZ,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,IAAI,EAAE,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,CAAC;IACpE,CAAC;IAED,MAAM,GAAG,GAAG,IAAI,WAAW,CAAC,KAAK,CAAC,CAAC;IACnC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC;IAExC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC;QACxC,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,IAAI,EAAE,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,EAAE,CAAC;IACpE,CAAC;IAED,IAAI,UAAU,IAAI,SAAS,EAAE,CAAC;QAC7B,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;IACxE,CAAC;IAED,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;AACxE,CAAC;AAED,4FAA4F;AAC5F,SAAS,UAAU,CAAC,KAAY,EAAE,IAAU,EAAE,OAAoB;IACjE,MAAM,IAAI,GAAG,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;IAClD,OAAO,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAE,CAAC,CAAC,CAAC,IAAI,CAAC;AACvD,CAAC;AAED,qFAAqF;AACrF,SAAS,QAAQ,CAAC,KAAY,EAAE,IAAU,EAAE,MAAY,EAAE,OAAoB;IAC7E,MAAM,IAAI,GAAG,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;IAClD,IAAI,IAAI,GAAgB,IAAI,CAAC;IAC7B,IAAI,YAAY,GAAG,eAAe,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IAEjD,KAAK,MAAM,IAAI,IAAI,IAAI,EAAE,CAAC;QACzB,MAAM,QAAQ,GAAG,eAAe,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC/C,IAAI,QAAQ,GAAG,YAAY,EAAE,CAAC;YAC7B,YAAY,GAAG,QAAQ,CAAC;YACxB,IAAI,GAAG,IAAI,CAAC;QACb,CAAC;IACF,CAAC;IACD,OAAO,IAAI,CAAC;AACb,CAAC;AAED,SAAS,cAAc,CAAC,KAAY,EAAE,IAAU,EAAE,OAAoB;IACrE,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAChC,MAAM,GAAG,GAAW,EAAE,CAAC;IAEvB,KAAK,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,gBAAgB,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC,EAAE,CAAC;QAChE,MAAM,IAAI,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC;QAChD,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC;YAAE,SAAS;QAC9C,IAAI,OAAO,EAAE,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC;YAAE,SAAS;QACxD,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChB,CAAC;IACD,OAAO,GAAG,CAAC;AACZ,CAAC;AAED,SAAS,eAAe,CAAC,CAAO,EAAE,CAAO;IACxC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5C,CAAC"}
@@ -0,0 +1,82 @@
1
+ import { neighbourOffsets, type Level } from './Level.ts';
2
+ import type { FieldOfView } from './FieldOfView.ts';
3
+ import type { Elevation } from './Elevation.ts';
4
+ /** re-exported here for anyone already importing it from `Pathfinder` - it now lives on
5
+ * `Level`, which is what needs it for a square level's own `neighbors()` */
6
+ export { neighbourOffsets };
7
+ export interface Step {
8
+ x: number;
9
+ y: number;
10
+ }
11
+ export interface PathOptions {
12
+ /** 4 for cardinal moves only, 8 to allow diagonals */
13
+ topology?: 4 | 8;
14
+ /**
15
+ * Cells to treat as blocked beyond the terrain — other creatures, usually.
16
+ *
17
+ * Passed per call rather than held, because who is standing where changes every turn
18
+ * and a cached path is a monster walking through its neighbour.
19
+ */
20
+ blocked?: ReadonlySet<number>;
21
+ /**
22
+ * The map's heights, when climbing matters. A step from one cell to the next is
23
+ * allowed when the destination rises no more than `climb` above the start;
24
+ * going down is always allowed, the way stepping off a ledge is. Needs `heights`
25
+ * to mean anything on its own.
26
+ */
27
+ heights?: Elevation;
28
+ /** how many levels up one step may climb; defaults to 1, the ordinary stair or ramp */
29
+ climb?: number;
30
+ }
31
+ /**
32
+ * Routes across the map.
33
+ *
34
+ * A* for "how do I get to that one place", which is what a monster chasing the player
35
+ * needs. A Dijkstra map for "which way is the player from anywhere", which is what a dozen
36
+ * monsters chasing the player need — computed once for the whole level rather than once
37
+ * per monster.
38
+ */
39
+ export declare class Pathfinder {
40
+ private level;
41
+ constructor(level: Level);
42
+ private passable;
43
+ /**
44
+ * Whether one step is walkable: passable ground, unblocked, and no harder a
45
+ * climb than allowed. Without `heights` this is passability alone, so flat
46
+ * maps never pay for a notion they do not use.
47
+ */
48
+ private stepper;
49
+ /**
50
+ * The shortest route from one cell to another.
51
+ *
52
+ * @returns the cells to walk through, starting with the one after `from` and ending on
53
+ * `to`. Empty when there is no route — including when `to` is blocked, so a caller
54
+ * should exclude the target itself from `blocked` if it means to walk into it.
55
+ */
56
+ find(from: Step, to: Step, options?: PathOptions): Step[];
57
+ /** just the next step towards a target, which is all a chasing monster needs */
58
+ step(from: Step, to: Step, options?: PathOptions): Step | null;
59
+ /**
60
+ * Distance from every reachable cell to `to`, in steps.
61
+ *
62
+ * One pass gives every creature on the map its direction: each reads the value under
63
+ * itself and moves to whichever neighbour is lower. That is a Dijkstra map, and it is
64
+ * the difference between one flood fill per turn and one per monster per turn.
65
+ */
66
+ distanceMap(to: Step, options?: PathOptions): Int32Array;
67
+ /** the neighbour of `from` with the lowest value in a distance map */
68
+ descend(from: Step, distances: Int32Array, options?: PathOptions): Step | null;
69
+ /**
70
+ * Autoexplore: the path to the nearest passable, reachable cell not yet explored -
71
+ * "walk towards whatever is unseen" rather than a chosen destination. A breadth-first
72
+ * flood from `from` stops at the first unexplored cell it reaches, which is nearest by
73
+ * construction; a Dijkstra map from a single target cannot answer this, since there is
74
+ * no one target until the search itself finds one.
75
+ *
76
+ * @returns the steps to walk there, or `[]` when everything reachable is already explored
77
+ */
78
+ autoExplore(from: Step, explored: FieldOfView, options?: PathOptions): Step[];
79
+ /** walks a `cameFrom` chain back to (but excluding) its start, then reverses it */
80
+ private reconstruct;
81
+ }
82
+ //# sourceMappingURL=Pathfinder.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Pathfinder.d.ts","sourceRoot":"","sources":["../../src/roguelike/Pathfinder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,gBAAgB,EAAE,KAAK,KAAK,EAAE,MAAM,YAAY,CAAC;AAC1D,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAEhD;4EAC4E;AAC5E,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAE5B,MAAM,WAAW,IAAI;IACpB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACV;AAED,MAAM,WAAW,WAAW;IAC3B,sDAAsD;IACtD,QAAQ,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAEjB;;;;;OAKG;IACH,OAAO,CAAC,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;IAE9B;;;;;OAKG;IACH,OAAO,CAAC,EAAE,SAAS,CAAC;IAEpB,uFAAuF;IACvF,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;GAOG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAQ;IAErB,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,OAAO,CAAC,QAAQ;IAQhB;;;;OAIG;IACH,OAAO,CAAC,OAAO;IAoBf;;;;;;OAMG;IACH,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA8B5D;IAED,gFAAgF;IAChF,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAEjE;IAED;;;;;;OAMG;IACH,WAAW,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,UAAU,CAiC3D;IAED,sEAAsE;IACtE,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,UAAU,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAmBjF;IAED;;;;;;;;OAQG;IACH,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA4BhF;IAED,mFAAmF;IACnF,OAAO,CAAC,WAAW;CAWnB"}
@@ -0,0 +1,192 @@
1
+ import { Path } from 'rot-js';
2
+ import { neighbourOffsets } from './Level.js';
3
+ /** re-exported here for anyone already importing it from `Pathfinder` - it now lives on
4
+ * `Level`, which is what needs it for a square level's own `neighbors()` */
5
+ export { neighbourOffsets };
6
+ /**
7
+ * Routes across the map.
8
+ *
9
+ * A* for "how do I get to that one place", which is what a monster chasing the player
10
+ * needs. A Dijkstra map for "which way is the player from anywhere", which is what a dozen
11
+ * monsters chasing the player need — computed once for the whole level rather than once
12
+ * per monster.
13
+ */
14
+ export class Pathfinder {
15
+ constructor(level) {
16
+ this.level = level;
17
+ }
18
+ passable(options) {
19
+ const blocked = options.blocked;
20
+ return (x, y) => {
21
+ if (!this.level.passable(x, y))
22
+ return false;
23
+ return !blocked?.has(this.level.index(x, y));
24
+ };
25
+ }
26
+ /**
27
+ * Whether one step is walkable: passable ground, unblocked, and no harder a
28
+ * climb than allowed. Without `heights` this is passability alone, so flat
29
+ * maps never pay for a notion they do not use.
30
+ */
31
+ stepper(options) {
32
+ const passable = this.passable(options);
33
+ const heights = options.heights;
34
+ //a step with either end off the map is never walkable. Said out loud it is
35
+ //obvious; it is stated because Level.index does not bounds-check, so an
36
+ //off-map cell aliases a real one and must never reach an index call.
37
+ if (!heights) {
38
+ return (fx, fy, tx, ty) => this.level.inside(fx, fy) && this.level.inside(tx, ty) && passable(tx, ty);
39
+ }
40
+ const climb = options.climb ?? 1;
41
+ if (!Number.isInteger(climb) || climb < 0) {
42
+ throw new Error(`a climb limit must be a non-negative whole number, got ${options.climb}`);
43
+ }
44
+ return (fx, fy, tx, ty) => this.level.inside(fx, fy) &&
45
+ this.level.inside(tx, ty) &&
46
+ passable(tx, ty) &&
47
+ heights.heightAt(tx, ty) - heights.heightAt(fx, fy) <= climb;
48
+ }
49
+ /**
50
+ * The shortest route from one cell to another.
51
+ *
52
+ * @returns the cells to walk through, starting with the one after `from` and ending on
53
+ * `to`. Empty when there is no route — including when `to` is blocked, so a caller
54
+ * should exclude the target itself from `blocked` if it means to walk into it.
55
+ */
56
+ find(from, to, options = {}) {
57
+ //rot.js's own A* is square-grid only (its topology option is the 4/8 offsets above,
58
+ //nothing hex-shaped); a hex Level instead walks a Dijkstra map one descend() at a
59
+ //time, which needs no topology-specific search of its own since distanceMap and
60
+ //descend already go through Level.neighbors. Heights join the hex path for the same
61
+ //reason: rot.js's passability callback sees one cell at a time, but a climb limit
62
+ //compares two, so a height-aware search descends a Dijkstra map whatever the shape.
63
+ if (this.level.shape === 'hex' || options.heights) {
64
+ const distances = this.distanceMap(to, options);
65
+ const steps = [];
66
+ let current = from;
67
+ for (let guard = 0; guard < this.level.cellCount; guard++) {
68
+ const next = this.descend(current, distances, options);
69
+ if (!next)
70
+ break;
71
+ steps.push(next);
72
+ if (next.x === to.x && next.y === to.y)
73
+ break;
74
+ current = next;
75
+ }
76
+ return steps;
77
+ }
78
+ const astar = new Path.AStar(to.x, to.y, this.passable(options), {
79
+ topology: options.topology ?? 8,
80
+ });
81
+ const steps = [];
82
+ astar.compute(from.x, from.y, (x, y) => steps.push({ x, y }));
83
+ //rot.js includes the starting cell; a caller wants where to go, not where it is
84
+ return steps.slice(1);
85
+ }
86
+ /** just the next step towards a target, which is all a chasing monster needs */
87
+ step(from, to, options = {}) {
88
+ return this.find(from, to, options)[0] ?? null;
89
+ }
90
+ /**
91
+ * Distance from every reachable cell to `to`, in steps.
92
+ *
93
+ * One pass gives every creature on the map its direction: each reads the value under
94
+ * itself and moves to whichever neighbour is lower. That is a Dijkstra map, and it is
95
+ * the difference between one flood fill per turn and one per monster per turn.
96
+ */
97
+ distanceMap(to, options = {}) {
98
+ const distances = new Int32Array(this.level.cellCount).fill(-1);
99
+ const passable = this.passable(options);
100
+ const canStep = this.stepper(options);
101
+ if (!passable(to.x, to.y))
102
+ return distances;
103
+ //a plain breadth-first flood, since every step costs the same
104
+ const queue = [this.level.index(to.x, to.y)];
105
+ distances[queue[0]] = 0;
106
+ for (let head = 0; head < queue.length; head++) {
107
+ const cell = queue[head];
108
+ const cx = this.level.xOf(cell);
109
+ const cy = this.level.yOf(cell);
110
+ const next = distances[cell] + 1;
111
+ for (const n of this.level.neighbors(cx, cy, options.topology ?? 8)) {
112
+ //reversed: the flood expands away from the target, but travel runs
113
+ //towards it, and a climb limit reads differently each way. Checking
114
+ //the travel direction keeps every distance exact, so descend() can
115
+ //never strand on a cell with no legal step downhill.
116
+ if (!canStep(n.x, n.y, cx, cy))
117
+ continue;
118
+ const neighbour = this.level.index(n.x, n.y);
119
+ if (distances[neighbour] !== -1)
120
+ continue;
121
+ distances[neighbour] = next;
122
+ queue.push(neighbour);
123
+ }
124
+ }
125
+ return distances;
126
+ }
127
+ /** the neighbour of `from` with the lowest value in a distance map */
128
+ descend(from, distances, options = {}) {
129
+ const canStep = this.stepper(options);
130
+ const here = distances[this.level.index(from.x, from.y)];
131
+ if (here <= 0)
132
+ return null;
133
+ let best = null;
134
+ let bestDistance = here;
135
+ for (const n of this.level.neighbors(from.x, from.y, options.topology ?? 8)) {
136
+ if (!canStep(from.x, from.y, n.x, n.y))
137
+ continue;
138
+ const distance = distances[this.level.index(n.x, n.y)];
139
+ if (distance !== -1 && distance < bestDistance) {
140
+ bestDistance = distance;
141
+ best = n;
142
+ }
143
+ }
144
+ return best;
145
+ }
146
+ /**
147
+ * Autoexplore: the path to the nearest passable, reachable cell not yet explored -
148
+ * "walk towards whatever is unseen" rather than a chosen destination. A breadth-first
149
+ * flood from `from` stops at the first unexplored cell it reaches, which is nearest by
150
+ * construction; a Dijkstra map from a single target cannot answer this, since there is
151
+ * no one target until the search itself finds one.
152
+ *
153
+ * @returns the steps to walk there, or `[]` when everything reachable is already explored
154
+ */
155
+ autoExplore(from, explored, options = {}) {
156
+ const passable = this.passable(options);
157
+ const canStep = this.stepper(options);
158
+ if (!passable(from.x, from.y))
159
+ return [];
160
+ const cameFrom = new Map();
161
+ const visited = new Set([this.level.index(from.x, from.y)]);
162
+ const queue = [from];
163
+ for (let head = 0; head < queue.length; head++) {
164
+ const current = queue[head];
165
+ if (head > 0 && !explored.isExplored(current.x, current.y)) {
166
+ return this.reconstruct(cameFrom, current);
167
+ }
168
+ for (const next of this.level.neighbors(current.x, current.y, options.topology ?? 8)) {
169
+ if (!canStep(current.x, current.y, next.x, next.y))
170
+ continue;
171
+ const index = this.level.index(next.x, next.y);
172
+ if (visited.has(index))
173
+ continue;
174
+ visited.add(index);
175
+ cameFrom.set(index, current);
176
+ queue.push(next);
177
+ }
178
+ }
179
+ return [];
180
+ }
181
+ /** walks a `cameFrom` chain back to (but excluding) its start, then reverses it */
182
+ reconstruct(cameFrom, to) {
183
+ const path = [to];
184
+ let step = cameFrom.get(this.level.index(to.x, to.y));
185
+ while (step) {
186
+ path.push(step);
187
+ step = cameFrom.get(this.level.index(step.x, step.y));
188
+ }
189
+ return path.reverse();
190
+ }
191
+ }
192
+ //# sourceMappingURL=Pathfinder.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,45 @@
1
+ /**
2
+ * Whose turn it is.
3
+ *
4
+ * Not "everyone moves once per turn": each actor has a *speed*, and an action costs time
5
+ * scaled by it. A hasted creature gets two moves to your one, a heavy weapon costs more
6
+ * than a dagger, and a slowed one loses turns — all of which fall out of one number rather
7
+ * than needing special cases.
8
+ *
9
+ * The queue is ordered by the time at which each actor next acts. `now` only ever moves
10
+ * forward, so effects that expire can be timestamped against it.
11
+ */
12
+ export interface Actor {
13
+ /** actions per unit of time; 2 acts twice as often as 1 */
14
+ speed?: number;
15
+ }
16
+ export declare class Scheduler<A extends Actor> {
17
+ private entries;
18
+ private sequence;
19
+ /** the current time; advances to each actor's turn as it comes up */
20
+ now: number;
21
+ get size(): number;
22
+ get actors(): A[];
23
+ has(actor: A): boolean;
24
+ /**
25
+ * Puts an actor in the queue.
26
+ *
27
+ * @param delay time before its first turn. Spawning a monster with a small random delay
28
+ * stops a room full of them from acting in lockstep.
29
+ */
30
+ add(actor: A, delay?: number): void;
31
+ remove(actor: A): void;
32
+ clear(): void;
33
+ /** whoever acts next, without removing them; time advances to their turn */
34
+ peek(): A | null;
35
+ /**
36
+ * Charges the current actor for what it did, and hands the turn on.
37
+ *
38
+ * @param cost time the action took at speed 1; divided by the actor's speed
39
+ */
40
+ spend(cost: number): void;
41
+ /** the time at which an actor next acts, for a debug view or an interface */
42
+ timeOf(actor: A): number | null;
43
+ private sort;
44
+ }
45
+ //# sourceMappingURL=Scheduler.d.ts.map
@@ -0,0 +1 @@
1
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