@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 +1,169 @@
1
+ /**
2
+ * Reads a `.twee` file into a `StoryScript`.
3
+ *
4
+ * Twee was chosen over Twine's `<tw-passagedata>` HTML export on purpose: it is
5
+ * plain text, so this stays a pure string parser with no DOM - testable under
6
+ * `node --test` and loadable through `mwg/assets` like any other text asset.
7
+ *
8
+ * Only structure is imported, and that answers the format question the roadmap
9
+ * left open: each passage's text lines become `say` commands and its
10
+ * `[[links]]` become one closing `ask` whose choices jump (`[[text]]`,
11
+ * `[[text->target]]` and `[[target<-text]]`) - the last text line doubles as
12
+ * the question, since a choice box needs a prompt and repeating it works.
13
+ * No story-format macro language
14
+ * (Harlowe, SugarCube, Chapbook) is interpreted - body text reaches the stage
15
+ * untouched, and a link carrying a setter throws instead of silently dropping
16
+ * the behaviour the setter described.
17
+ *
18
+ * ```twee
19
+ * :: Start
20
+ * You stand at a crossroads.
21
+ *
22
+ * [[Take the left path->Left]]
23
+ * [[Take the right path->Right]]
24
+ *
25
+ * :: Left
26
+ * The path ends at a wall.
27
+ * [[Go back->Start]]
28
+ * ```
29
+ */
30
+ export function importTwee(source) {
31
+ const passages = splitPassages(source);
32
+ if (passages.length === 0)
33
+ throw new Error('this twee source has no passages - passages start with ":: Name"');
34
+ const story = {};
35
+ let title;
36
+ let start;
37
+ for (const passage of passages) {
38
+ if (passage.name === 'StoryTitle') {
39
+ title = passage.body.trim() || undefined;
40
+ continue;
41
+ }
42
+ if (passage.name === 'StoryData') {
43
+ start = readStart(passage.body);
44
+ continue;
45
+ }
46
+ if (Object.prototype.hasOwnProperty.call(story, passage.name)) {
47
+ throw new Error(`this twee source defines "${passage.name}" twice`);
48
+ }
49
+ story[passage.name] = passageCommands(passage.name, passage.body);
50
+ }
51
+ const names = Object.keys(story);
52
+ if (names.length === 0)
53
+ throw new Error('this twee source has no story passages, only StoryTitle/StoryData');
54
+ if (start !== undefined && !Object.prototype.hasOwnProperty.call(story, start)) {
55
+ throw new Error(`StoryData starts at "${start}", which is not a passage in this file`);
56
+ }
57
+ for (const [name, commands] of Object.entries(story)) {
58
+ for (const command of commands) {
59
+ if ('ask' in command) {
60
+ for (const choice of command.choices) {
61
+ if (choice.goto !== undefined && !Object.prototype.hasOwnProperty.call(story, choice.goto)) {
62
+ throw new Error(`passage "${name}" links to "${choice.goto}", which is not a passage in this file`);
63
+ }
64
+ }
65
+ }
66
+ }
67
+ }
68
+ return { story, start: start ?? names[0], title };
69
+ }
70
+ /** cuts the source at every line starting with `::`, parsing headers into names */
71
+ function splitPassages(source) {
72
+ const out = [];
73
+ let name = null;
74
+ let body = [];
75
+ const flush = () => {
76
+ if (name !== null)
77
+ out.push({ name, body: body.join('\n') });
78
+ };
79
+ for (const line of source.split('\n')) {
80
+ if (line.startsWith('::')) {
81
+ flush();
82
+ name = parseHeader(line);
83
+ body = [];
84
+ }
85
+ else if (name !== null) {
86
+ body.push(line);
87
+ }
88
+ }
89
+ flush();
90
+ return out;
91
+ }
92
+ /** `:: Name [tags] {"meta": true}` - only the name survives; tags and position are editor concerns */
93
+ function parseHeader(line) {
94
+ const rest = line.slice(2).trim();
95
+ const tagAt = rest.search(/[[{]/);
96
+ const name = (tagAt === -1 ? rest : rest.slice(0, tagAt)).trim();
97
+ if (!name)
98
+ throw new Error(`a twee passage header needs a name, got "${line}"`);
99
+ return name;
100
+ }
101
+ /** StoryData is JSON; only `start` matters to the runner, the rest is player furniture */
102
+ function readStart(body) {
103
+ let data;
104
+ try {
105
+ data = JSON.parse(body.trim());
106
+ }
107
+ catch {
108
+ throw new Error('StoryData must be JSON - check the braces');
109
+ }
110
+ if (typeof data !== 'object' || data === null || Array.isArray(data)) {
111
+ throw new Error('StoryData must be a JSON object');
112
+ }
113
+ const start = data.start;
114
+ if (start !== undefined && typeof start !== 'string') {
115
+ throw new Error('StoryData "start" must be a passage name');
116
+ }
117
+ return start;
118
+ }
119
+ /** text lines speak in order; the last one doubles as the prompt when links follow it */
120
+ function passageCommands(passage, body) {
121
+ const lines = [];
122
+ const choices = [];
123
+ for (const line of body.split('\n')) {
124
+ const text = extractLinks(line, choices, passage).replace(/\s+/g, ' ').trim();
125
+ if (text !== '')
126
+ lines.push(text);
127
+ }
128
+ if (choices.length === 0)
129
+ return lines.map((say) => ({ say }));
130
+ const prompt = lines.pop() ?? '';
131
+ return [...lines.map((say) => ({ say })), { ask: prompt, choices }];
132
+ }
133
+ /**
134
+ * Pulls `[[links]]` out of a line, leaving the surrounding text behind.
135
+ * Returns the line with the links removed.
136
+ */
137
+ function extractLinks(line, choices, passage) {
138
+ let out = '';
139
+ let rest = line;
140
+ for (;;) {
141
+ const open = rest.indexOf('[[');
142
+ if (open === -1)
143
+ return out + rest;
144
+ const close = rest.indexOf(']]', open);
145
+ if (close === -1) {
146
+ throw new Error(`passage "${passage}" has a "[[" with no closing "]]" in "${line.trim()}"`);
147
+ }
148
+ out += rest.slice(0, open);
149
+ choices.push(parseLink(rest.slice(open + 2, close), passage));
150
+ rest = rest.slice(close + 2);
151
+ }
152
+ }
153
+ function parseLink(inner, passage) {
154
+ if (inner.includes('[') || inner.includes(']')) {
155
+ throw new Error(`passage "${passage}" links with a setter ("${inner.trim()}") - ` +
156
+ 'story-format macros are not imported, so the link is refused rather than half-read');
157
+ }
158
+ const forward = inner.indexOf('->');
159
+ if (forward !== -1) {
160
+ return { text: inner.slice(0, forward).trim(), goto: inner.slice(forward + 2).trim() };
161
+ }
162
+ const backward = inner.indexOf('<-');
163
+ if (backward !== -1) {
164
+ return { text: inner.slice(backward + 2).trim(), goto: inner.slice(0, backward).trim() };
165
+ }
166
+ const target = inner.trim();
167
+ return { text: target, goto: target };
168
+ }
169
+ //# sourceMappingURL=twee.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,110 @@
1
+ import { Container } from 'pixi.js';
2
+ import type { Action } from '../core/Input.ts';
3
+ export interface IconGridItem {
4
+ /** the icon drawn in the cell, sized to fit it */
5
+ icon: Container;
6
+ /** a greyed-out cell can be looked at but not chosen */
7
+ disabled?: boolean;
8
+ /** anything the game wants to get back when the cell is chosen */
9
+ value?: unknown;
10
+ /** a stack count drawn as a small badge in the corner; 1 or omitted draws no badge */
11
+ quantity?: number;
12
+ }
13
+ export interface IconGridOptions {
14
+ width: number;
15
+ height: number;
16
+ /** cells per row */
17
+ columns: number;
18
+ items?: IconGridItem[];
19
+ /** side length of one cell; defaults to the width divided evenly across `columns` */
20
+ cellSize?: number;
21
+ /** seconds a cell must be held before it fires `onQuickslot` instead of a tap */
22
+ longPressDuration?: number;
23
+ onSelect?: (item: IconGridItem, index: number) => void;
24
+ onHighlight?: (item: IconGridItem, index: number) => void;
25
+ /** a cell held past `longPressDuration` - assigning it to a hotbar, typically */
26
+ onQuickslot?: (item: IconGridItem, index: number) => void;
27
+ /** one cell tapped, then a second - the game's own call what reordering means */
28
+ onReorder?: (fromIndex: number, toIndex: number) => void;
29
+ }
30
+ /**
31
+ * A grid of icons, driven by the keyboard or the pointer.
32
+ *
33
+ * `ListView` is a menu; this is a bag. SPD-sized item counts read better as rows of icons
34
+ * than as a scrolling list of names, and a grid is what supports two cells apart in the same
35
+ * row being adjacent choices rather than everything being one long column.
36
+ *
37
+ * Reordering is tap-then-tap, not a continuously-dragged ghost sprite: touch one cell to
38
+ * pick it up, touch a second to swap them. It reads as "drag and drop" to a player and costs
39
+ * none of the drag-threshold and global-pointer-tracking fragility an actually-followed ghost
40
+ * sprite would - and unlike a live drag, every step of it is a plain method call a test can
41
+ * drive without simulating pointer events at all.
42
+ */
43
+ export declare class IconGrid extends Container {
44
+ private items;
45
+ private cells;
46
+ private cellsLayer;
47
+ private highlight;
48
+ private pickupHighlight;
49
+ private mask_;
50
+ private viewWidth;
51
+ private viewHeight;
52
+ private columns;
53
+ private cellSize;
54
+ private longPressDuration;
55
+ private index;
56
+ private scrollRow;
57
+ /** the cell a first tap picked up, awaiting a second tap to swap with */
58
+ private pickedUp;
59
+ private pressedIndex;
60
+ private pressTimer;
61
+ onSelect: ((item: IconGridItem, index: number) => void) | null;
62
+ onHighlight: ((item: IconGridItem, index: number) => void) | null;
63
+ onQuickslot: ((item: IconGridItem, index: number) => void) | null;
64
+ onReorder: ((fromIndex: number, toIndex: number) => void) | null;
65
+ constructor(options: IconGridOptions);
66
+ private drawMask;
67
+ get visibleRows(): number;
68
+ get rows(): number;
69
+ get selectedIndex(): number;
70
+ get selected(): IconGridItem | null;
71
+ get length(): number;
72
+ setItems(items: IconGridItem[]): void;
73
+ private releaseCell;
74
+ resize(width: number, height: number): void;
75
+ /**
76
+ * A frame-driven long-press timer, the same shape as `WindowStack.update` - no raw
77
+ * `setTimeout`, so a test can drive it exactly by calling `update` rather than waiting on
78
+ * a real clock.
79
+ */
80
+ update(dt: number): void;
81
+ /** first tap on a cell picks it up; a second tap on another swaps the two */
82
+ tapCell(index: number): void;
83
+ /**
84
+ * Swaps two cells' contents in place, rather than rebuilding through `setItems`.
85
+ *
86
+ * An icon is a `Container` the caller owns and hands in once; `setItems`'s teardown
87
+ * destroys a cell's children on the way out; rebuilding through it after a swap would
88
+ * destroy the very icons the swap means to keep. Moving each cell's children to the
89
+ * other cell sidesteps that - nothing is ever destroyed, so the icon and its quantity
90
+ * badge survive together, wherever the swap sends them.
91
+ */
92
+ private swapCells;
93
+ /** cancels a pending pick-up without swapping anything - what `cancel` should do */
94
+ cancelPickup(): void;
95
+ /**
96
+ * Moves the highlight by a row/column step, skipping disabled cells.
97
+ *
98
+ * Wraps at both ends of the grid, the same as `ListView.move`. `dx`/`dy` step by one cell
99
+ * each; a caller wanting arrow-key navigation passes `(±1, 0)` or `(0, ±1)`.
100
+ */
101
+ move(dx: number, dy: number): boolean;
102
+ select(index: number): void;
103
+ confirm(): boolean;
104
+ /** @returns true when the action was used */
105
+ handleAction(action: Action): boolean;
106
+ /** the pixel rect a cell index occupies within `cellsLayer` */
107
+ private cellRect;
108
+ private refresh;
109
+ }
110
+ //# sourceMappingURL=IconGrid.d.ts.map
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@@ -0,0 +1,284 @@
1
+ import { Container, Graphics } from 'pixi.js';
2
+ import { Label } from './Label.js';
3
+ import { theme } from './theme.js';
4
+ /**
5
+ * A grid of icons, driven by the keyboard or the pointer.
6
+ *
7
+ * `ListView` is a menu; this is a bag. SPD-sized item counts read better as rows of icons
8
+ * than as a scrolling list of names, and a grid is what supports two cells apart in the same
9
+ * row being adjacent choices rather than everything being one long column.
10
+ *
11
+ * Reordering is tap-then-tap, not a continuously-dragged ghost sprite: touch one cell to
12
+ * pick it up, touch a second to swap them. It reads as "drag and drop" to a player and costs
13
+ * none of the drag-threshold and global-pointer-tracking fragility an actually-followed ghost
14
+ * sprite would - and unlike a live drag, every step of it is a plain method call a test can
15
+ * drive without simulating pointer events at all.
16
+ */
17
+ export class IconGrid extends Container {
18
+ constructor(options) {
19
+ super();
20
+ this.items = [];
21
+ this.cells = [];
22
+ this.cellsLayer = new Container();
23
+ this.highlight = new Graphics();
24
+ this.pickupHighlight = new Graphics();
25
+ this.mask_ = new Graphics();
26
+ this.index = 0;
27
+ this.scrollRow = 0;
28
+ /** the cell a first tap picked up, awaiting a second tap to swap with */
29
+ this.pickedUp = null;
30
+ this.pressedIndex = null;
31
+ this.pressTimer = 0;
32
+ this.viewWidth = options.width;
33
+ this.viewHeight = options.height;
34
+ this.columns = Math.max(1, options.columns);
35
+ this.cellSize = options.cellSize ?? Math.floor(this.viewWidth / this.columns);
36
+ this.longPressDuration = options.longPressDuration ?? 0.6;
37
+ this.onSelect = options.onSelect ?? null;
38
+ this.onHighlight = options.onHighlight ?? null;
39
+ this.onQuickslot = options.onQuickslot ?? null;
40
+ this.onReorder = options.onReorder ?? null;
41
+ this.addChild(this.highlight);
42
+ this.addChild(this.pickupHighlight);
43
+ this.addChild(this.cellsLayer);
44
+ //cells below the window are clipped rather than drawn over the frame
45
+ this.addChild(this.mask_);
46
+ this.cellsLayer.mask = this.mask_;
47
+ this.drawMask();
48
+ this.setItems(options.items ?? []);
49
+ }
50
+ drawMask() {
51
+ this.mask_.clear().rect(0, 0, this.viewWidth, this.viewHeight).fill({ color: 0xffffff });
52
+ }
53
+ get visibleRows() {
54
+ return Math.max(1, Math.floor(this.viewHeight / this.cellSize));
55
+ }
56
+ get rows() {
57
+ return Math.max(1, Math.ceil(this.items.length / this.columns));
58
+ }
59
+ get selectedIndex() {
60
+ return this.index;
61
+ }
62
+ get selected() {
63
+ return this.items[this.index] ?? null;
64
+ }
65
+ get length() {
66
+ return this.items.length;
67
+ }
68
+ setItems(items) {
69
+ this.items = items;
70
+ this.pickedUp = null;
71
+ this.pressedIndex = null;
72
+ for (const cell of this.cells)
73
+ cell.destroy({ children: true });
74
+ this.cells = [];
75
+ this.cellsLayer.removeChildren();
76
+ const t = theme();
77
+ items.forEach((item, i) => {
78
+ const row = Math.floor(i / this.columns);
79
+ const col = i % this.columns;
80
+ const cell = new Container();
81
+ cell.x = col * this.cellSize;
82
+ cell.y = row * this.cellSize;
83
+ cell.eventMode = 'static';
84
+ cell.cursor = item.disabled ? 'default' : 'pointer';
85
+ item.icon.x = Math.round((this.cellSize - item.icon.width) / 2);
86
+ item.icon.y = Math.round((this.cellSize - item.icon.height) / 2);
87
+ if (item.disabled)
88
+ item.icon.alpha = 0.4;
89
+ cell.addChild(item.icon);
90
+ if ((item.quantity ?? 1) > 1) {
91
+ const badge = new Label({ text: String(item.quantity), size: 10, color: t.color.textHighlight });
92
+ badge.x = this.cellSize - badge.width - 2;
93
+ badge.y = this.cellSize - badge.height - 1;
94
+ cell.addChild(badge);
95
+ }
96
+ cell.on('pointerdown', () => {
97
+ this.pressedIndex = i;
98
+ this.pressTimer = 0;
99
+ });
100
+ cell.on('pointerup', () => this.releaseCell(i));
101
+ cell.on('pointerupoutside', () => this.releaseCell(i));
102
+ this.cells.push(cell);
103
+ this.cellsLayer.addChild(cell);
104
+ });
105
+ this.index = this.items.findIndex((item) => !item.disabled);
106
+ if (this.index === -1)
107
+ this.index = 0;
108
+ this.scrollRow = 0;
109
+ this.refresh();
110
+ }
111
+ releaseCell(index) {
112
+ if (this.pressedIndex !== index)
113
+ return;
114
+ this.pressedIndex = null;
115
+ //still under the long-press threshold when released - a tap, not a quickslot
116
+ if (!this.items[index]?.disabled)
117
+ this.tapCell(index);
118
+ }
119
+ resize(width, height) {
120
+ this.viewWidth = width;
121
+ this.viewHeight = height;
122
+ this.drawMask();
123
+ this.refresh();
124
+ }
125
+ /**
126
+ * A frame-driven long-press timer, the same shape as `WindowStack.update` - no raw
127
+ * `setTimeout`, so a test can drive it exactly by calling `update` rather than waiting on
128
+ * a real clock.
129
+ */
130
+ update(dt) {
131
+ if (this.pressedIndex === null)
132
+ return;
133
+ this.pressTimer += dt;
134
+ if (this.pressTimer < this.longPressDuration)
135
+ return;
136
+ const index = this.pressedIndex;
137
+ this.pressedIndex = null; //fires once; releasing afterwards is not also a tap
138
+ const item = this.items[index];
139
+ if (item && !item.disabled)
140
+ this.onQuickslot?.(item, index);
141
+ }
142
+ /** first tap on a cell picks it up; a second tap on another swaps the two */
143
+ tapCell(index) {
144
+ if (index < 0 || index >= this.items.length)
145
+ return;
146
+ if (this.pickedUp === null) {
147
+ if (this.items[index].disabled)
148
+ return;
149
+ this.pickedUp = index;
150
+ this.refresh();
151
+ return;
152
+ }
153
+ const from = this.pickedUp;
154
+ this.pickedUp = null;
155
+ if (from !== index) {
156
+ this.swapCells(from, index);
157
+ this.onReorder?.(from, index);
158
+ }
159
+ this.refresh();
160
+ }
161
+ /**
162
+ * Swaps two cells' contents in place, rather than rebuilding through `setItems`.
163
+ *
164
+ * An icon is a `Container` the caller owns and hands in once; `setItems`'s teardown
165
+ * destroys a cell's children on the way out; rebuilding through it after a swap would
166
+ * destroy the very icons the swap means to keep. Moving each cell's children to the
167
+ * other cell sidesteps that - nothing is ever destroyed, so the icon and its quantity
168
+ * badge survive together, wherever the swap sends them.
169
+ */
170
+ swapCells(a, b) {
171
+ [this.items[a], this.items[b]] = [this.items[b], this.items[a]];
172
+ const cellA = this.cells[a];
173
+ const cellB = this.cells[b];
174
+ const childrenA = cellA.removeChildren();
175
+ const childrenB = cellB.removeChildren();
176
+ for (const child of childrenB)
177
+ cellA.addChild(child);
178
+ for (const child of childrenA)
179
+ cellB.addChild(child);
180
+ cellA.cursor = this.items[a].disabled ? 'default' : 'pointer';
181
+ cellB.cursor = this.items[b].disabled ? 'default' : 'pointer';
182
+ }
183
+ /** cancels a pending pick-up without swapping anything - what `cancel` should do */
184
+ cancelPickup() {
185
+ this.pickedUp = null;
186
+ this.refresh();
187
+ }
188
+ /**
189
+ * Moves the highlight by a row/column step, skipping disabled cells.
190
+ *
191
+ * Wraps at both ends of the grid, the same as `ListView.move`. `dx`/`dy` step by one cell
192
+ * each; a caller wanting arrow-key navigation passes `(±1, 0)` or `(0, ±1)`.
193
+ */
194
+ move(dx, dy) {
195
+ if (this.items.length === 0)
196
+ return false;
197
+ const total = this.items.length;
198
+ const rows = this.rows;
199
+ let row = Math.floor(this.index / this.columns);
200
+ let col = this.index % this.columns;
201
+ //at most one full pass over the grid, so an all-disabled grid terminates
202
+ for (let step = 0; step < rows * this.columns; step++) {
203
+ col = (col + dx + this.columns) % this.columns;
204
+ row = (row + dy + rows) % rows;
205
+ const next = row * this.columns + col;
206
+ if (next < total && !this.items[next].disabled) {
207
+ this.index = next;
208
+ this.refresh();
209
+ this.onHighlight?.(this.items[next], next);
210
+ return true;
211
+ }
212
+ }
213
+ return false;
214
+ }
215
+ select(index) {
216
+ if (index < 0 || index >= this.items.length || this.items[index].disabled)
217
+ return;
218
+ this.index = index;
219
+ this.refresh();
220
+ this.onHighlight?.(this.items[index], index);
221
+ }
222
+ confirm() {
223
+ const item = this.selected;
224
+ if (!item || item.disabled)
225
+ return false;
226
+ this.onSelect?.(item, this.index);
227
+ return true;
228
+ }
229
+ /** @returns true when the action was used */
230
+ handleAction(action) {
231
+ switch (action) {
232
+ case 'up':
233
+ return this.move(0, -1);
234
+ case 'down':
235
+ return this.move(0, 1);
236
+ case 'left':
237
+ return this.move(-1, 0);
238
+ case 'right':
239
+ return this.move(1, 0);
240
+ case 'confirm':
241
+ return this.confirm();
242
+ case 'cancel':
243
+ if (this.pickedUp === null)
244
+ return false;
245
+ this.cancelPickup();
246
+ return true;
247
+ default:
248
+ return false;
249
+ }
250
+ }
251
+ /** the pixel rect a cell index occupies within `cellsLayer` */
252
+ cellRect(index) {
253
+ return {
254
+ x: (index % this.columns) * this.cellSize,
255
+ y: Math.floor(index / this.columns) * this.cellSize,
256
+ };
257
+ }
258
+ refresh() {
259
+ const visible = this.visibleRows;
260
+ const selectedRow = Math.floor(this.index / this.columns);
261
+ if (selectedRow < this.scrollRow) {
262
+ this.scrollRow = selectedRow;
263
+ }
264
+ else if (selectedRow >= this.scrollRow + visible) {
265
+ this.scrollRow = selectedRow - visible + 1;
266
+ }
267
+ this.scrollRow = Math.max(0, Math.min(this.scrollRow, Math.max(0, this.rows - visible)));
268
+ this.cellsLayer.y = -this.scrollRow * this.cellSize;
269
+ const t = theme();
270
+ this.pickupHighlight.clear();
271
+ if (this.pickedUp !== null) {
272
+ const { x, y } = this.cellRect(this.pickedUp);
273
+ this.pickupHighlight
274
+ .rect(x, y, this.cellSize, this.cellSize)
275
+ .stroke({ color: t.color.textHighlight, width: 2 });
276
+ }
277
+ this.highlight.clear();
278
+ if (this.items.length > 0) {
279
+ const { x, y } = this.cellRect(this.index);
280
+ this.highlight.rect(x, y, this.cellSize, this.cellSize).fill({ color: t.color.selection });
281
+ }
282
+ }
283
+ }
284
+ //# sourceMappingURL=IconGrid.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,26 @@
1
+ import { Text } from 'pixi.js';
2
+ export interface LabelOptions {
3
+ text?: string;
4
+ color?: number;
5
+ size?: number;
6
+ /** wraps at this width in pixels; omit for a single unwrapped line */
7
+ wrapWidth?: number;
8
+ align?: 'left' | 'center' | 'right';
9
+ bold?: boolean;
10
+ }
11
+ /**
12
+ * A piece of text, styled from the theme.
13
+ *
14
+ * This is a thin wrapper over Pixi's `Text`, and its job is to stop every call site from
15
+ * repeating a style object. Pixi renders text to its own texture, so changing the string
16
+ * costs a re-render — cheap enough for a label, wasteful for something updated every
17
+ * frame, where a value that only changes on whole numbers should be guarded.
18
+ */
19
+ export declare class Label extends Text {
20
+ constructor(options?: LabelOptions | string);
21
+ /** changes the colour without rebuilding the style object */
22
+ setColor(color: number): void;
23
+ /** avoids the re-render when the text has not actually changed */
24
+ setText(value: string): void;
25
+ }
26
+ //# sourceMappingURL=Label.d.ts.map
@@ -0,0 +1 @@
1
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