@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 +1,82 @@
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 class Scheduler {
13
+ constructor() {
14
+ this.entries = [];
15
+ this.sequence = 0;
16
+ /** the current time; advances to each actor's turn as it comes up */
17
+ this.now = 0;
18
+ }
19
+ get size() {
20
+ return this.entries.length;
21
+ }
22
+ get actors() {
23
+ return this.entries.map((entry) => entry.actor);
24
+ }
25
+ has(actor) {
26
+ return this.entries.some((entry) => entry.actor === actor);
27
+ }
28
+ /**
29
+ * Puts an actor in the queue.
30
+ *
31
+ * @param delay time before its first turn. Spawning a monster with a small random delay
32
+ * stops a room full of them from acting in lockstep.
33
+ */
34
+ add(actor, delay = 0) {
35
+ this.entries.push({ actor, time: this.now + delay, sequence: this.sequence++ });
36
+ this.sort();
37
+ }
38
+ remove(actor) {
39
+ const index = this.entries.findIndex((entry) => entry.actor === actor);
40
+ if (index !== -1)
41
+ this.entries.splice(index, 1);
42
+ }
43
+ clear() {
44
+ this.entries.length = 0;
45
+ this.now = 0;
46
+ this.sequence = 0;
47
+ }
48
+ /** whoever acts next, without removing them; time advances to their turn */
49
+ peek() {
50
+ const next = this.entries[0];
51
+ if (!next)
52
+ return null;
53
+ //time only moves forward, never back to an entry scheduled in the past
54
+ this.now = Math.max(this.now, next.time);
55
+ return next.actor;
56
+ }
57
+ /**
58
+ * Charges the current actor for what it did, and hands the turn on.
59
+ *
60
+ * @param cost time the action took at speed 1; divided by the actor's speed
61
+ */
62
+ spend(cost) {
63
+ const entry = this.entries[0];
64
+ if (!entry)
65
+ return;
66
+ const speed = entry.actor.speed ?? 1;
67
+ entry.time = this.now + cost / (speed > 0 ? speed : 1);
68
+ //a fresh sequence number, so an actor that just acted goes behind anyone tied with it
69
+ entry.sequence = this.sequence++;
70
+ this.sort();
71
+ }
72
+ /** the time at which an actor next acts, for a debug view or an interface */
73
+ timeOf(actor) {
74
+ return this.entries.find((entry) => entry.actor === actor)?.time ?? null;
75
+ }
76
+ sort() {
77
+ //few actors are ever queued, so a sort per action is cheaper than a heap and far
78
+ //easier to reason about; swap it out if a level ever holds thousands
79
+ this.entries.sort((a, b) => a.time - b.time || a.sequence - b.sequence);
80
+ }
81
+ }
82
+ //# sourceMappingURL=Scheduler.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Scheduler.js","sourceRoot":"","sources":["../../src/roguelike/Scheduler.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAeH,MAAM,OAAO,SAAS;IAAtB;QACS,YAAO,GAAe,EAAE,CAAC;QACzB,aAAQ,GAAG,CAAC,CAAC;QAErB,qEAAqE;QACrE,QAAG,GAAG,CAAC,CAAC;IAwET,CAAC;IAtEA,IAAI,IAAI;QACP,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;IAC5B,CAAC;IAED,IAAI,MAAM;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;IACjD,CAAC;IAED,GAAG,CAAC,KAAQ;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,KAAK,KAAK,CAAC,CAAC;IAC5D,CAAC;IAED;;;;;OAKG;IACH,GAAG,CAAC,KAAQ,EAAE,KAAK,GAAG,CAAC;QACtB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAC;QAChF,IAAI,CAAC,IAAI,EAAE,CAAC;IACb,CAAC;IAED,MAAM,CAAC,KAAQ;QACd,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,KAAK,KAAK,CAAC,CAAC;QACvE,IAAI,KAAK,KAAK,CAAC,CAAC;YAAE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IACjD,CAAC;IAED,KAAK;QACJ,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;QACxB,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC;QACb,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,4EAA4E;IAC5E,IAAI;QACH,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,IAAI;YAAE,OAAO,IAAI,CAAC;QAEvB,uEAAuE;QACvE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QACzC,OAAO,IAAI,CAAC,KAAK,CAAC;IACnB,CAAC;IAED;;;;OAIG;IACH,KAAK,CAAC,IAAY;QACjB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC9B,IAAI,CAAC,KAAK;YAAE,OAAO;QAEnB,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,KAAK,IAAI,CAAC,CAAC;QACrC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,sFAAsF;QACtF,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QACjC,IAAI,CAAC,IAAI,EAAE,CAAC;IACb,CAAC;IAED,6EAA6E;IAC7E,MAAM,CAAC,KAAQ;QACd,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,KAAK,KAAK,CAAC,EAAE,IAAI,IAAI,IAAI,CAAC;IAC1E,CAAC;IAEO,IAAI;QACX,iFAAiF;QACjF,qEAAqE;QACrE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC,CAAC;IACzE,CAAC;CACD"}
@@ -0,0 +1,44 @@
1
+ import type { Level } from './Level.ts';
2
+ /**
3
+ * A cell that renders and blocks like its surroundings until revealed.
4
+ *
5
+ * The concealment itself is just terrain: `conceal` writes the disguise kind straight into
6
+ * the `Level`, so a secret door already passes every `passable`/`transparent` check as
7
+ * whatever it is disguised as - a wall that cannot be walked through or seen past, a floor
8
+ * that can. Nothing in `FieldOfView` or `Pathfinder` needs to know secrets exist. What this
9
+ * class remembers is the other half: which cells have a secret at all, and what they turn
10
+ * into once discovered - a secret door swapping to a passable, transparent kind; a trap
11
+ * staying passable but becoming *visibly* a trap.
12
+ *
13
+ * Discovery itself is a game's call, not this class's: a search action rolling against a
14
+ * distance, a trap firing the moment a creature steps onto it, a wand of revealing. This
15
+ * only does the bookkeeping once that decision has been made.
16
+ */
17
+ export declare class Secrets {
18
+ private level;
19
+ private revealedKind;
20
+ private discovered;
21
+ constructor(level: Level);
22
+ /** hides a cell as `disguise`, remembering that it becomes `revealed` once discovered */
23
+ conceal(x: number, y: number, disguise: number, revealed: number): void;
24
+ /** a cell with a secret, still hidden - what a search action should be rolling against */
25
+ isSecret(x: number, y: number): boolean;
26
+ isDiscovered(x: number, y: number): boolean;
27
+ /**
28
+ * Swaps a concealed cell to its revealed kind.
29
+ *
30
+ * @returns whether there was anything to discover - false for a cell with no secret, or
31
+ * one already found, so a caller can tell a real discovery from a wasted search
32
+ */
33
+ discover(x: number, y: number): boolean;
34
+ toJSON(): {
35
+ revealed: [number, number][];
36
+ discovered: number[];
37
+ };
38
+ /** rebuilds secrets from save data onto a (separately restored) level */
39
+ static fromJSON(level: Level, data: {
40
+ revealed: [number, number][];
41
+ discovered: number[];
42
+ }): Secrets;
43
+ }
44
+ //# sourceMappingURL=Secrets.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Secrets.d.ts","sourceRoot":"","sources":["../../src/roguelike/Secrets.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;;;;;;;;;;;;GAcG;AACH,qBAAa,OAAO;IACnB,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,UAAU,CAAqB;IAEvC,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,yFAAyF;IACzF,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,CAKtE;IAED,0FAA0F;IAC1F,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAGtC;IAED,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE1C;IAED;;;;;OAKG;IACH,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOtC;IAED,MAAM,IAAI;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,CAE/D;IAED,yEAAyE;IACzE,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,GAAG,OAAO,CAKnG;CACD"}
@@ -0,0 +1,64 @@
1
+ /**
2
+ * A cell that renders and blocks like its surroundings until revealed.
3
+ *
4
+ * The concealment itself is just terrain: `conceal` writes the disguise kind straight into
5
+ * the `Level`, so a secret door already passes every `passable`/`transparent` check as
6
+ * whatever it is disguised as - a wall that cannot be walked through or seen past, a floor
7
+ * that can. Nothing in `FieldOfView` or `Pathfinder` needs to know secrets exist. What this
8
+ * class remembers is the other half: which cells have a secret at all, and what they turn
9
+ * into once discovered - a secret door swapping to a passable, transparent kind; a trap
10
+ * staying passable but becoming *visibly* a trap.
11
+ *
12
+ * Discovery itself is a game's call, not this class's: a search action rolling against a
13
+ * distance, a trap firing the moment a creature steps onto it, a wand of revealing. This
14
+ * only does the bookkeeping once that decision has been made.
15
+ */
16
+ export class Secrets {
17
+ constructor(level) {
18
+ this.revealedKind = new Map();
19
+ this.discovered = new Set();
20
+ this.level = level;
21
+ }
22
+ /** hides a cell as `disguise`, remembering that it becomes `revealed` once discovered */
23
+ conceal(x, y, disguise, revealed) {
24
+ const cell = this.level.index(x, y);
25
+ this.revealedKind.set(cell, revealed);
26
+ this.discovered.delete(cell);
27
+ this.level.set(x, y, disguise);
28
+ }
29
+ /** a cell with a secret, still hidden - what a search action should be rolling against */
30
+ isSecret(x, y) {
31
+ const cell = this.level.index(x, y);
32
+ return this.revealedKind.has(cell) && !this.discovered.has(cell);
33
+ }
34
+ isDiscovered(x, y) {
35
+ return this.discovered.has(this.level.index(x, y));
36
+ }
37
+ /**
38
+ * Swaps a concealed cell to its revealed kind.
39
+ *
40
+ * @returns whether there was anything to discover - false for a cell with no secret, or
41
+ * one already found, so a caller can tell a real discovery from a wasted search
42
+ */
43
+ discover(x, y) {
44
+ if (!this.isSecret(x, y))
45
+ return false;
46
+ const cell = this.level.index(x, y);
47
+ this.discovered.add(cell);
48
+ this.level.set(x, y, this.revealedKind.get(cell));
49
+ return true;
50
+ }
51
+ toJSON() {
52
+ return { revealed: [...this.revealedKind], discovered: [...this.discovered] };
53
+ }
54
+ /** rebuilds secrets from save data onto a (separately restored) level */
55
+ static fromJSON(level, data) {
56
+ const secrets = new Secrets(level);
57
+ for (const [cell, revealed] of data.revealed)
58
+ secrets.revealedKind.set(cell, revealed);
59
+ for (const cell of data.discovered)
60
+ secrets.discovered.add(cell);
61
+ return secrets;
62
+ }
63
+ }
64
+ //# sourceMappingURL=Secrets.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Secrets.js","sourceRoot":"","sources":["../../src/roguelike/Secrets.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH,MAAM,OAAO,OAAO;IAKnB,YAAY,KAAY;QAHhB,iBAAY,GAAG,IAAI,GAAG,EAAkB,CAAC;QACzC,eAAU,GAAG,IAAI,GAAG,EAAU,CAAC;QAGtC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,CAAC;IAED,yFAAyF;IACzF,OAAO,CAAC,CAAS,EAAE,CAAS,EAAE,QAAgB,EAAE,QAAgB;QAC/D,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QACtC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC7B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC;IAChC,CAAC;IAED,0FAA0F;IAC1F,QAAQ,CAAC,CAAS,EAAE,CAAS;QAC5B,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,OAAO,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAClE,CAAC;IAED,YAAY,CAAC,CAAS,EAAE,CAAS;QAChC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACpD,CAAC;IAED;;;;;OAKG;IACH,QAAQ,CAAC,CAAS,EAAE,CAAS;QAC5B,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,CAAC;YAAE,OAAO,KAAK,CAAC;QAEvC,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC1B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC,CAAC;QACnD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,MAAM;QACL,OAAO,EAAE,QAAQ,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,UAAU,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;IAC/E,CAAC;IAED,yEAAyE;IACzE,MAAM,CAAC,QAAQ,CAAC,KAAY,EAAE,IAA4D;QACzF,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC;QACnC,KAAK,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,IAAI,CAAC,QAAQ;YAAE,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QACvF,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,UAAU;YAAE,OAAO,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACjE,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
@@ -0,0 +1,66 @@
1
+ import type { Level } from './Level.ts';
2
+ import type { Step } from './Pathfinder.ts';
3
+ /**
4
+ * How a target resolves into the cells it actually affects.
5
+ *
6
+ * `single` is a dagger throw or a bolt from a wand - only the cell aimed at. `burst` is an
7
+ * explosion or a cloud, centred on the target rather than the thrower. `line` is a beam or a
8
+ * spear thrust - everything between thrower and target, not just where it lands. `cone` is a
9
+ * breath or a spray - widening with distance along the aim direction, `width` counting how
10
+ * many cells wide the far end is.
11
+ */
12
+ export type AreaShape = {
13
+ kind: 'single';
14
+ } | {
15
+ kind: 'burst';
16
+ radius: number;
17
+ } | {
18
+ kind: 'line';
19
+ } | {
20
+ kind: 'cone';
21
+ width: number;
22
+ };
23
+ export interface TargetingOptions {
24
+ /** how far the aim can reach, in cells (Chebyshev distance - the usual roguelike ruler) */
25
+ range: number;
26
+ /** whether a wall in the way blocks the shot; on by default, since most things do not arc */
27
+ requireLineOfSight?: boolean;
28
+ }
29
+ /** the straight-line ruler distance a roguelike uses: diagonals cost the same as a step */
30
+ export declare function chebyshevDistance(a: Step, b: Step): number;
31
+ /**
32
+ * Every cell a straight line crosses from `from` to `to`, `from` included and `to` included.
33
+ *
34
+ * Bresenham's algorithm, not a shadowcast: this answers "what is on the way to this exact
35
+ * point", which is what aiming needs. `FieldOfView` answers "what can be seen from here at
36
+ * all", a different question with a different (and pricier) algorithm.
37
+ */
38
+ export declare function traceLine(from: Step, to: Step): Step[];
39
+ /** true when nothing between `from` and `to` (both cells themselves excepted) blocks sight */
40
+ export declare function hasLineOfSight(level: Level, from: Step, to: Step): boolean;
41
+ /** whether `target` is a legal aim point from `origin`: in range, and in sight unless waived */
42
+ export declare function canTarget(level: Level, origin: Step, target: Step, options: TargetingOptions): boolean;
43
+ /** the cells a shape actually affects, once aimed at `target` from `origin` */
44
+ export declare function resolveArea(origin: Step, target: Step, shape: AreaShape): Step[];
45
+ /**
46
+ * Every cell in a widening spray from `origin` towards `target`: the aim snaps to the
47
+ * nearest of the 8 directions, the length is the distance aimed, and step `i` of `length`
48
+ * spans `round(i / length * width)` cells to each side of the centre line. A width of 0
49
+ * is a single-file beam, the same cells `line` would trace along that snapped direction.
50
+ */
51
+ export declare function coneCells(origin: Step, target: Step, width: number): Step[];
52
+ /**
53
+ * An arcing chain across `candidates`: starting from `origin`, each link is the nearest
54
+ * not-yet-visited candidate within `range` of the previous one, up to `jumps` links. A
55
+ * lightning arc, a contagion, anything that hops from one victim to the next rather than
56
+ * travelling as a projectile - the game applies its own effect per link in order.
57
+ */
58
+ export declare function chainTargets(candidates: readonly Step[], origin: Step, jumps: number, range: number): Step[];
59
+ /**
60
+ * The cells something shoved from `from` along `direction` (a unit step, one of the 8)
61
+ * travels: every passable cell up to `distance`, stopping before the first impassable
62
+ * one. The game moves the shoved actor to the last cell returned - or nowhere, when the
63
+ * very first cell already blocks, in which case the shove lands against the wall instead.
64
+ */
65
+ export declare function knockbackPath(level: Level, from: Step, direction: Step, distance: number): Step[];
66
+ //# sourceMappingURL=Targeting.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Targeting.d.ts","sourceRoot":"","sources":["../../src/roguelike/Targeting.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACxC,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE5C;;;;;;;;GAQG;AACH,MAAM,MAAM,SAAS,GAClB;IAAE,IAAI,EAAE,QAAQ,CAAA;CAAE,GAClB;IAAE,IAAI,EAAE,OAAO,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GACjC;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAAC;AAEnC,MAAM,WAAW,gBAAgB;IAChC,2FAA2F;IAC3F,KAAK,EAAE,MAAM,CAAC;IAEd,6FAA6F;IAC7F,kBAAkB,CAAC,EAAE,OAAO,CAAC;CAC7B;AAED,2FAA2F;AAC3F,wBAAgB,iBAAiB,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,MAAM,CAE1D;AAED;;;;;;GAMG;AACH,wBAAgB,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI,EAAE,CA2BtD;AAED,8FAA8F;AAC9F,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,OAAO,CAM1E;AAED,gGAAgG;AAChG,wBAAgB,SAAS,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,gBAAgB,GAAG,OAAO,CAItG;AAED,+EAA+E;AAC/E,wBAAgB,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,GAAG,IAAI,EAAE,CAuBhF;AAED;;;;;GAKG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,EAAE,CAoB3E;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,UAAU,EAAE,SAAS,IAAI,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,EAAE,CAsB5G;AAED;;;;;GAKG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,EAAE,CAQjG"}
@@ -0,0 +1,150 @@
1
+ /** the straight-line ruler distance a roguelike uses: diagonals cost the same as a step */
2
+ export function chebyshevDistance(a, b) {
3
+ return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y));
4
+ }
5
+ /**
6
+ * Every cell a straight line crosses from `from` to `to`, `from` included and `to` included.
7
+ *
8
+ * Bresenham's algorithm, not a shadowcast: this answers "what is on the way to this exact
9
+ * point", which is what aiming needs. `FieldOfView` answers "what can be seen from here at
10
+ * all", a different question with a different (and pricier) algorithm.
11
+ */
12
+ export function traceLine(from, to) {
13
+ const points = [];
14
+ let x = from.x;
15
+ let y = from.y;
16
+ const dx = Math.abs(to.x - from.x);
17
+ const dy = -Math.abs(to.y - from.y);
18
+ const sx = from.x < to.x ? 1 : -1;
19
+ const sy = from.y < to.y ? 1 : -1;
20
+ let error = dx + dy;
21
+ for (;;) {
22
+ points.push({ x, y });
23
+ if (x === to.x && y === to.y)
24
+ break;
25
+ const doubled = error * 2;
26
+ if (doubled >= dy) {
27
+ error += dy;
28
+ x += sx;
29
+ }
30
+ if (doubled <= dx) {
31
+ error += dx;
32
+ y += sy;
33
+ }
34
+ }
35
+ return points;
36
+ }
37
+ /** true when nothing between `from` and `to` (both cells themselves excepted) blocks sight */
38
+ export function hasLineOfSight(level, from, to) {
39
+ const line = traceLine(from, to);
40
+ for (let i = 1; i < line.length - 1; i++) {
41
+ if (!level.transparent(line[i].x, line[i].y))
42
+ return false;
43
+ }
44
+ return true;
45
+ }
46
+ /** whether `target` is a legal aim point from `origin`: in range, and in sight unless waived */
47
+ export function canTarget(level, origin, target, options) {
48
+ if (chebyshevDistance(origin, target) > options.range)
49
+ return false;
50
+ if ((options.requireLineOfSight ?? true) && !hasLineOfSight(level, origin, target))
51
+ return false;
52
+ return true;
53
+ }
54
+ /** the cells a shape actually affects, once aimed at `target` from `origin` */
55
+ export function resolveArea(origin, target, shape) {
56
+ switch (shape.kind) {
57
+ case 'single':
58
+ return [target];
59
+ case 'line':
60
+ return traceLine(origin, target);
61
+ case 'cone':
62
+ return coneCells(origin, target, shape.width);
63
+ case 'burst': {
64
+ const cells = [];
65
+ const r = shape.radius;
66
+ for (let dy = -r; dy <= r; dy++) {
67
+ for (let dx = -r; dx <= r; dx++) {
68
+ if (dx * dx + dy * dy > r * r)
69
+ continue;
70
+ cells.push({ x: target.x + dx, y: target.y + dy });
71
+ }
72
+ }
73
+ return cells;
74
+ }
75
+ }
76
+ }
77
+ /**
78
+ * Every cell in a widening spray from `origin` towards `target`: the aim snaps to the
79
+ * nearest of the 8 directions, the length is the distance aimed, and step `i` of `length`
80
+ * spans `round(i / length * width)` cells to each side of the centre line. A width of 0
81
+ * is a single-file beam, the same cells `line` would trace along that snapped direction.
82
+ */
83
+ export function coneCells(origin, target, width) {
84
+ const dx = target.x - origin.x;
85
+ const dy = target.y - origin.y;
86
+ const length = Math.max(Math.abs(dx), Math.abs(dy));
87
+ if (length === 0)
88
+ return [{ ...origin }];
89
+ const stepX = Math.sign(dx);
90
+ const stepY = Math.sign(dy);
91
+ //perpendicular to the snapped direction: swapped for diagonals, single-axis otherwise
92
+ const perpX = dx !== 0 && dy !== 0 ? stepX : stepY;
93
+ const perpY = dx !== 0 && dy !== 0 ? -stepY : stepX;
94
+ const cells = [];
95
+ for (let i = 1; i <= length; i++) {
96
+ const cx = origin.x + stepX * i;
97
+ const cy = origin.y + stepY * i;
98
+ const half = Math.round((i / length) * width);
99
+ for (let o = -half; o <= half; o++)
100
+ cells.push({ x: cx + perpX * o, y: cy + perpY * o });
101
+ }
102
+ return cells;
103
+ }
104
+ /**
105
+ * An arcing chain across `candidates`: starting from `origin`, each link is the nearest
106
+ * not-yet-visited candidate within `range` of the previous one, up to `jumps` links. A
107
+ * lightning arc, a contagion, anything that hops from one victim to the next rather than
108
+ * travelling as a projectile - the game applies its own effect per link in order.
109
+ */
110
+ export function chainTargets(candidates, origin, jumps, range) {
111
+ const visited = new Set();
112
+ const chain = [];
113
+ let from = origin;
114
+ for (let jump = 0; jump < jumps; jump++) {
115
+ let best = -1;
116
+ let bestDistance = range + 1;
117
+ for (let i = 0; i < candidates.length; i++) {
118
+ if (visited.has(i))
119
+ continue;
120
+ const distance = chebyshevDistance(from, candidates[i]);
121
+ if (distance <= range && distance < bestDistance) {
122
+ bestDistance = distance;
123
+ best = i;
124
+ }
125
+ }
126
+ if (best === -1)
127
+ break;
128
+ visited.add(best);
129
+ chain.push(candidates[best]);
130
+ from = candidates[best];
131
+ }
132
+ return chain;
133
+ }
134
+ /**
135
+ * The cells something shoved from `from` along `direction` (a unit step, one of the 8)
136
+ * travels: every passable cell up to `distance`, stopping before the first impassable
137
+ * one. The game moves the shoved actor to the last cell returned - or nowhere, when the
138
+ * very first cell already blocks, in which case the shove lands against the wall instead.
139
+ */
140
+ export function knockbackPath(level, from, direction, distance) {
141
+ const cells = [];
142
+ for (let i = 1; i <= distance; i++) {
143
+ const at = { x: from.x + direction.x * i, y: from.y + direction.y * i };
144
+ if (!level.passable(at.x, at.y))
145
+ break;
146
+ cells.push(at);
147
+ }
148
+ return cells;
149
+ }
150
+ //# sourceMappingURL=Targeting.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,44 @@
1
+ import { Level, type Rect, type TerrainKind } from './Level.ts';
2
+ /**
3
+ * Rooms joined by corridors.
4
+ *
5
+ * Written here rather than taken from rot.js for one reason: the seed. `mwg`'s generator
6
+ * is the framework's own, so a seed produces the same dungeon on every machine and can be
7
+ * saved with the game. Borrowing a generator would mean borrowing its RNG too, and then
8
+ * two independent streams decide what the level looks like.
9
+ *
10
+ * The rooms are kept on the level afterwards, because everything else a game wants to do —
11
+ * put the stairs far from the entrance, spawn a monster where the player is not, place
12
+ * treasure in a dead end — is a question about rooms, not about cells.
13
+ */
14
+ export interface DungeonOptions {
15
+ width: number;
16
+ height: number;
17
+ /** how many rooms to attempt; fewer will be placed if they do not fit */
18
+ rooms?: number;
19
+ minRoomSize?: number;
20
+ maxRoomSize?: number;
21
+ /**
22
+ * How often an extra corridor joins two rooms that are already connected.
23
+ *
24
+ * At 0 the dungeon is a tree: exactly one route between any two rooms, which reads as a
25
+ * maze and makes retreating impossible. A few loops is what makes a level feel like a
26
+ * place rather than a puzzle.
27
+ */
28
+ extraCorridors?: number;
29
+ /** the terrain ids to write; both must exist in the kinds passed to the Level */
30
+ wall?: number;
31
+ floor?: number;
32
+ /** extra terrain kinds beyond wall/floor, appended after them - a game's own trap or door ids */
33
+ kinds?: TerrainKind[];
34
+ }
35
+ export declare const DUNGEON_KINDS: TerrainKind[];
36
+ export declare function generateDungeon(options: DungeonOptions): Level;
37
+ /** a random passable cell, avoiding any listed as taken */
38
+ export declare function findFreeCell(level: Level, taken?: ReadonlySet<number>): number | null;
39
+ /** the room furthest from `from`, by straight-line distance between centres */
40
+ export declare function furthestRoom(level: Level, from: {
41
+ x: number;
42
+ y: number;
43
+ }): Rect | null;
44
+ //# sourceMappingURL=generate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"generate.d.ts","sourceRoot":"","sources":["../../src/roguelike/generate.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAA4B,KAAK,IAAI,EAAE,KAAK,WAAW,EAAE,MAAM,YAAY,CAAC;AAE1F;;;;;;;;;;;GAWG;AAEH,MAAM,WAAW,cAAc;IAC9B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IAEf,yEAAyE;IACzE,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;;OAMG;IACH,cAAc,CAAC,EAAE,MAAM,CAAC;IAExB,iFAAiF;IACjF,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,iGAAiG;IACjG,KAAK,CAAC,EAAE,WAAW,EAAE,CAAC;CACtB;AAED,eAAO,MAAM,aAAa,EAAE,WAAW,EAGtC,CAAC;AAEF,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,GAAG,KAAK,CAkD9D;AA0CD,2DAA2D;AAC3D,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,GAAE,WAAW,CAAC,MAAM,CAAa,GAAG,MAAM,GAAG,IAAI,CAGhG;AAED,+EAA+E;AAC/E,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,GAAG,IAAI,CActF"}
@@ -0,0 +1,88 @@
1
+ import * as Random from '../core/Random.js';
2
+ import { Level, rectCenter, rectsOverlap } from './Level.js';
3
+ export const DUNGEON_KINDS = [
4
+ { passable: false, transparent: false }, //0 wall
5
+ { passable: true, transparent: true }, //1 floor
6
+ ];
7
+ export function generateDungeon(options) {
8
+ const { width, height, rooms: roomAttempts = 14, minRoomSize = 4, maxRoomSize = 10, extraCorridors = 3, wall = 0, floor = 1, kinds = [], } = options;
9
+ const level = new Level(width, height, [...DUNGEON_KINDS, ...kinds], wall);
10
+ const placed = [];
11
+ //rejection sampling: try a spot, keep it if it clears the others. simple, and it fails
12
+ //gracefully — a crowded level just ends up with fewer rooms rather than looping forever
13
+ for (let attempt = 0; attempt < roomAttempts * 6 && placed.length < roomAttempts; attempt++) {
14
+ const w = Random.range(minRoomSize, maxRoomSize);
15
+ const h = Random.range(minRoomSize, maxRoomSize);
16
+ //kept one cell clear of the border, so every room has a wall to carve a door through
17
+ const left = Random.int(1, Math.max(2, width - w - 1));
18
+ const top = Random.int(1, Math.max(2, height - h - 1));
19
+ const room = { left, top, right: left + w - 1, bottom: top + h - 1 };
20
+ if (room.right >= width - 1 || room.bottom >= height - 1)
21
+ continue;
22
+ //a two-cell margin, so rooms never share a wall and corridors have somewhere to run
23
+ if (placed.some((other) => rectsOverlap(room, other, 2)))
24
+ continue;
25
+ placed.push(room);
26
+ level.fillRect(room, floor);
27
+ }
28
+ //join each room to the previous one, which guarantees every room is reachable
29
+ for (let i = 1; i < placed.length; i++) {
30
+ carveCorridor(level, rectCenter(placed[i - 1]), rectCenter(placed[i]), floor);
31
+ }
32
+ //then a few extra links, so the map has loops instead of being a tree
33
+ for (let i = 0; i < extraCorridors && placed.length > 2; i++) {
34
+ const a = placed[Random.int(placed.length)];
35
+ const b = placed[Random.int(placed.length)];
36
+ if (a !== b)
37
+ carveCorridor(level, rectCenter(a), rectCenter(b), floor);
38
+ }
39
+ level.rooms = placed;
40
+ return level;
41
+ }
42
+ /**
43
+ * An L-shaped corridor between two points.
44
+ *
45
+ * The corner goes one way or the other at random; always turning the same way makes every
46
+ * corridor on the map lean in the same direction, which is instantly noticeable.
47
+ */
48
+ function carveCorridor(level, from, to, floor) {
49
+ const horizontalFirst = Random.chance(0.5);
50
+ if (horizontalFirst) {
51
+ carveLine(level, from.x, to.x, from.y, true, floor);
52
+ carveLine(level, from.y, to.y, to.x, false, floor);
53
+ }
54
+ else {
55
+ carveLine(level, from.y, to.y, from.x, false, floor);
56
+ carveLine(level, from.x, to.x, to.y, true, floor);
57
+ }
58
+ }
59
+ function carveLine(level, fromCoord, toCoord, fixed, horizontal, floor) {
60
+ const step = fromCoord <= toCoord ? 1 : -1;
61
+ for (let c = fromCoord; c !== toCoord + step; c += step) {
62
+ const x = horizontal ? c : fixed;
63
+ const y = horizontal ? fixed : c;
64
+ //the outermost ring stays solid, so the map always has a wall around it
65
+ if (level.insideWithBorder(x, y))
66
+ level.set(x, y, floor);
67
+ }
68
+ }
69
+ /** a random passable cell, avoiding any listed as taken */
70
+ export function findFreeCell(level, taken = new Set()) {
71
+ const free = level.passableCells().filter((cell) => !taken.has(cell));
72
+ return free.length > 0 ? free[Random.int(free.length)] : null;
73
+ }
74
+ /** the room furthest from `from`, by straight-line distance between centres */
75
+ export function furthestRoom(level, from) {
76
+ let best = null;
77
+ let bestDistance = -1;
78
+ for (const room of level.rooms) {
79
+ const centre = rectCenter(room);
80
+ const distance = (centre.x - from.x) ** 2 + (centre.y - from.y) ** 2;
81
+ if (distance > bestDistance) {
82
+ bestDistance = distance;
83
+ best = room;
84
+ }
85
+ }
86
+ return best;
87
+ }
88
+ //# sourceMappingURL=generate.js.map
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@@ -0,0 +1,23 @@
1
+ export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.ts';
2
+ export type { TerrainKind, Rect } from './Level.ts';
3
+ export { generateDungeon, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.ts';
4
+ export type { DungeonOptions } from './generate.ts';
5
+ export { FieldOfView } from './FieldOfView.ts';
6
+ export type { HeightSight } from './FieldOfView.ts';
7
+ export { Elevation } from './Elevation.ts';
8
+ export { Pathfinder, neighbourOffsets } from './Pathfinder.ts';
9
+ export type { Step, PathOptions } from './Pathfinder.ts';
10
+ export { Scheduler } from './Scheduler.ts';
11
+ export type { Actor } from './Scheduler.ts';
12
+ export { decideMonsterAI } from './MonsterAI.ts';
13
+ export type { AIState, AIDecision, MonsterAIOptions, Disposition } from './MonsterAI.ts';
14
+ export { Secrets } from './Secrets.ts';
15
+ export { Doors } from './Doors.ts';
16
+ export { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea } from './Targeting.ts';
17
+ export type { AreaShape, TargetingOptions } from './Targeting.ts';
18
+ export { coneCells, chainTargets, knockbackPath } from './Targeting.ts';
19
+ export { BossPhases, AbilityCycle } from './Boss.ts';
20
+ export { Blob } from './Blob.ts';
21
+ export { CombatHooks } from './Combat.ts';
22
+ export type { CombatEvent, CombatHook, DamageContext } from './Combat.ts';
23
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1E,YAAY,EAAE,WAAW,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAEpD,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAC3F,YAAY,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAEpD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAC/D,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAEzD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AAE5C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEzF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AACtG,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAExE,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC"}
@@ -0,0 +1,15 @@
1
+ export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.js';
2
+ export { generateDungeon, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.js';
3
+ export { FieldOfView } from './FieldOfView.js';
4
+ export { Elevation } from './Elevation.js';
5
+ export { Pathfinder, neighbourOffsets } from './Pathfinder.js';
6
+ export { Scheduler } from './Scheduler.js';
7
+ export { decideMonsterAI } from './MonsterAI.js';
8
+ export { Secrets } from './Secrets.js';
9
+ export { Doors } from './Doors.js';
10
+ export { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea } from './Targeting.js';
11
+ export { coneCells, chainTargets, knockbackPath } from './Targeting.js';
12
+ export { BossPhases, AbilityCycle } from './Boss.js';
13
+ export { Blob } from './Blob.js';
14
+ export { CombatHooks } from './Combat.js';
15
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAG3F,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEtG,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAExE,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC"}