@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 @@
1
+ {"version":3,"file":"Move.d.ts","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,WAAW,IAAI,CAAC,OAAO,GAAG,OAAO;IACtC,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IAEb,yEAAyE;IACzE,IAAI,CAAC,EAAE,MAAM,CAAC;IAEd,uFAAuF;IACvF,MAAM,EAAE,MAAM,CAAC;IAEf,OAAO,CAAC,EAAE,OAAO,CAAC;CAClB;AAED,MAAM,WAAW,YAAY,CAAC,CAAC,GAAG,OAAO;IACxC,KAAK,EAAE,CAAC,CAAC;IACT,KAAK,EAAE,MAAM,CAAC;IAEd,qEAAqE;IACrE,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,CAAC,SAAS;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;CAAE,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,GAAG,CAAC,EAAE,CAEtG"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Turn order by speed, with move priority overriding it - one round's worth of ordering,
3
+ * not a persistent queue. `mwg/roguelike`'s `Scheduler` already covers continuous
4
+ * energy-cost time for a dungeon; a battle round picks everyone's action first and then
5
+ * needs only this, a single stable sort.
6
+ */
7
+ export function battleOrder(actions) {
8
+ return [...actions].sort((a, b) => (b.priority ?? 0) - (a.priority ?? 0) || b.speed - a.speed);
9
+ }
10
+ //# sourceMappingURL=Move.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Move.js","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AA2BA;;;;;GAKG;AACH,MAAM,UAAU,WAAW,CAAiD,OAAqB;IAChG,OAAO,CAAC,GAAG,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAChG,CAAC"}
@@ -0,0 +1,21 @@
1
+ /**
2
+ * A roster with a limited active lineup and unlimited off-party storage - a box, a PC,
3
+ * whatever a game calls it. Active slots can hold a gap (a fainted, withdrawn, or simply
4
+ * empty slot); storage is just an overflow list in the order creatures were added to it.
5
+ */
6
+ export declare class Party<C> {
7
+ private active;
8
+ private storage;
9
+ constructor(activeSize: number);
10
+ get members(): readonly (C | null)[];
11
+ get boxed(): readonly C[];
12
+ /** the first empty active slot, or storage when the lineup is full */
13
+ add(creature: C): void;
14
+ /** moves an active member to storage, leaving its slot empty */
15
+ store(index: number): void;
16
+ /** brings a boxed creature into a specific active slot, swapping out whatever was there */
17
+ withdraw(storageIndex: number, activeSlot: number): void;
18
+ /** every active, non-empty member */
19
+ get activeMembers(): C[];
20
+ }
21
+ //# sourceMappingURL=Party.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Party.d.ts","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,qBAAa,KAAK,CAAC,CAAC;IACnB,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAW;IAE1B,YAAY,UAAU,EAAE,MAAM,EAE7B;IAED,IAAI,OAAO,IAAI,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAEnC;IAED,IAAI,KAAK,IAAI,SAAS,CAAC,EAAE,CAExB;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAQ,EAAE,CAAC,GAAG,IAAI,CAIrB;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAMzB;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CAQvD;IAED,qCAAqC;IACrC,IAAI,aAAa,IAAI,CAAC,EAAE,CAEvB;CACD"}
@@ -0,0 +1,49 @@
1
+ /**
2
+ * A roster with a limited active lineup and unlimited off-party storage - a box, a PC,
3
+ * whatever a game calls it. Active slots can hold a gap (a fainted, withdrawn, or simply
4
+ * empty slot); storage is just an overflow list in the order creatures were added to it.
5
+ */
6
+ export class Party {
7
+ constructor(activeSize) {
8
+ this.storage = [];
9
+ this.active = new Array(activeSize).fill(null);
10
+ }
11
+ get members() {
12
+ return this.active;
13
+ }
14
+ get boxed() {
15
+ return this.storage;
16
+ }
17
+ /** the first empty active slot, or storage when the lineup is full */
18
+ add(creature) {
19
+ const slot = this.active.indexOf(null);
20
+ if (slot !== -1)
21
+ this.active[slot] = creature;
22
+ else
23
+ this.storage.push(creature);
24
+ }
25
+ /** moves an active member to storage, leaving its slot empty */
26
+ store(index) {
27
+ const creature = this.active[index];
28
+ if (!creature)
29
+ return;
30
+ this.active[index] = null;
31
+ this.storage.push(creature);
32
+ }
33
+ /** brings a boxed creature into a specific active slot, swapping out whatever was there */
34
+ withdraw(storageIndex, activeSlot) {
35
+ const creature = this.storage[storageIndex];
36
+ if (!creature)
37
+ return;
38
+ this.storage.splice(storageIndex, 1);
39
+ const displaced = this.active[activeSlot];
40
+ this.active[activeSlot] = creature;
41
+ if (displaced)
42
+ this.storage.push(displaced);
43
+ }
44
+ /** every active, non-empty member */
45
+ get activeMembers() {
46
+ return this.active.filter((c) => c !== null);
47
+ }
48
+ }
49
+ //# sourceMappingURL=Party.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Party.js","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,OAAO,KAAK;IAIjB,YAAY,UAAkB;QAFtB,YAAO,GAAQ,EAAE,CAAC;QAGzB,IAAI,CAAC,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED,IAAI,OAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAW;QACd,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,IAAI,KAAK,CAAC,CAAC;YAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC;;YACzC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClC,CAAC;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAa;QAClB,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACpC,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC7B,CAAC;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAoB,EAAE,UAAkB;QAChD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;QAC5C,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QACrC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QAC1C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC;QACnC,IAAI,SAAS;YAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7C,CAAC;IAED,qCAAqC;IACrC,IAAI,aAAa;QAChB,OAAO,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAU,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC;IACtD,CAAC;CACD"}
@@ -0,0 +1,40 @@
1
+ import { StatBlock } from '../actors/StatBlock.ts';
2
+ import { Progression, type GrowthCurve } from '../actors/Progression.ts';
3
+ /**
4
+ * A species, defined as data - `mwg` supplies no type chart and no species of its own;
5
+ * copying any particular game's would be both wrong and useless to anyone else.
6
+ */
7
+ export interface Species {
8
+ id: string;
9
+ types: readonly string[];
10
+ /** stats at level 1; how they scale with level is `deriveStats` below, the game's own rule */
11
+ baseStats: Record<string, number>;
12
+ growth?: GrowthCurve;
13
+ }
14
+ export interface CreatureOptions {
15
+ species: Species;
16
+ level?: number;
17
+ /**
18
+ * Turns a species' base stats and a level into this individual's actual stats - the
19
+ * "per-individual stats derived from" species data the capability spec promises.
20
+ * Without one, stats are simply the species' base stats at every level.
21
+ */
22
+ deriveStats?: (base: Readonly<Record<string, number>>, level: number) => Record<string, number>;
23
+ }
24
+ /**
25
+ * One individual: a species, a level and experience (via `mwg/actors`' `Progression`), and
26
+ * a `StatBlock` so it can carry the same equipment modifiers any other actor can. Reuses
27
+ * both rather than reimplementing them, since a creature's stats are not a different shape
28
+ * from a character's - a level and a growth curve, feeding a `StatBlock`.
29
+ */
30
+ export declare class Creature {
31
+ readonly species: Species;
32
+ readonly stats: StatBlock;
33
+ readonly progression: Progression;
34
+ private deriveStats?;
35
+ constructor(options: CreatureOptions);
36
+ /** recomputes base stats for the current level - call after a level gained mid-battle */
37
+ refreshStats(): void;
38
+ private computeBase;
39
+ }
40
+ //# sourceMappingURL=Species.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Species.d.ts","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAc,KAAK,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAErF;;;GAGG;AACH,MAAM,WAAW,OAAO;IACvB,EAAE,EAAE,MAAM,CAAC;IACX,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IAEzB,8FAA8F;IAC9F,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAElC,MAAM,CAAC,EAAE,WAAW,CAAC;CACrB;AAED,MAAM,WAAW,eAAe;IAC/B,OAAO,EAAE,OAAO,CAAC;IACjB,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf;;;;OAIG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;CAChG;AAKD;;;;;GAKG;AACH,qBAAa,QAAQ;IACpB,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,KAAK,EAAE,SAAS,CAAC;IAC1B,QAAQ,CAAC,WAAW,EAAE,WAAW,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,CAAiC;IAErD,YAAY,OAAO,EAAE,eAAe,EAOnC;IAED,yFAAyF;IACzF,YAAY,IAAI,IAAI,CAGnB;IAED,OAAO,CAAC,WAAW;CAInB"}
@@ -0,0 +1,31 @@
1
+ import { StatBlock } from '../actors/StatBlock.js';
2
+ import { Progression, powerCurve } from '../actors/Progression.js';
3
+ /** the growth curve a creature gets if its species names none: a modest, capped default */
4
+ const DEFAULT_GROWTH = powerCurve(20, 2, 100);
5
+ /**
6
+ * One individual: a species, a level and experience (via `mwg/actors`' `Progression`), and
7
+ * a `StatBlock` so it can carry the same equipment modifiers any other actor can. Reuses
8
+ * both rather than reimplementing them, since a creature's stats are not a different shape
9
+ * from a character's - a level and a growth curve, feeding a `StatBlock`.
10
+ */
11
+ export class Creature {
12
+ constructor(options) {
13
+ this.species = options.species;
14
+ this.deriveStats = options.deriveStats;
15
+ this.progression = new Progression(options.species.growth ?? DEFAULT_GROWTH, {
16
+ level: options.level ?? 1,
17
+ });
18
+ this.stats = new StatBlock({ base: this.computeBase() });
19
+ }
20
+ /** recomputes base stats for the current level - call after a level gained mid-battle */
21
+ refreshStats() {
22
+ const base = this.computeBase();
23
+ for (const [name, value] of Object.entries(base))
24
+ this.stats.setBase(name, value);
25
+ }
26
+ computeBase() {
27
+ const level = this.progression.level;
28
+ return this.deriveStats ? this.deriveStats(this.species.baseStats, level) : { ...this.species.baseStats };
29
+ }
30
+ }
31
+ //# sourceMappingURL=Species.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Species.js","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAoB,MAAM,0BAA0B,CAAC;AA4BrF,2FAA2F;AAC3F,MAAM,cAAc,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAE9C;;;;;GAKG;AACH,MAAM,OAAO,QAAQ;IAMpB,YAAY,OAAwB;QACnC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,IAAI,cAAc,EAAE;YAC5E,KAAK,EAAE,OAAO,CAAC,KAAK,IAAI,CAAC;SACzB,CAAC,CAAC;QACH,IAAI,CAAC,KAAK,GAAG,IAAI,SAAS,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC;IAC1D,CAAC;IAED,yFAAyF;IACzF,YAAY;QACX,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QAChC,KAAK,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACnF,CAAC;IAEO,WAAW;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC;QACrC,OAAO,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;IAC3G,CAAC;CACD"}
@@ -0,0 +1,38 @@
1
+ import type { StatBlock } from '../actors/StatBlock.ts';
2
+ /**
3
+ * A bounded, symmetric stage ladder over a `StatBlock` stat - the Swords Dance/Screech
4
+ * shape, where a stat is boosted or lowered in discrete steps, capped at some number of
5
+ * steps either direction, and reset entirely on switch-out. `StatBlock`'s own modifiers are
6
+ * unbounded and unstructured by design (right for equipment, wrong for this), so this is the
7
+ * seam that shape needed: `mwg` supplies the clamp and the one-modifier-per-stat bookkeeping,
8
+ * a game supplies `multiplier` - there is no "official" stage-to-multiplier curve to default
9
+ * to without copying a specific existing game's numbers.
10
+ */
11
+ export interface StatStagesOptions {
12
+ /** the furthest a stage can go, either direction (Infinity for no cap at all) */
13
+ max: number;
14
+ /** the multiplier a given stage (negative, zero, or positive) resolves to */
15
+ multiplier: (stage: number) => number;
16
+ }
17
+ export declare class StatStages {
18
+ private stats;
19
+ private max;
20
+ private multiplierFor;
21
+ private stages;
22
+ private modifiers;
23
+ constructor(stats: StatBlock, options: StatStagesOptions);
24
+ /** a stat's current stage; 0 for one never changed */
25
+ get(stat: string): number;
26
+ /**
27
+ * Raises (or, given a negative `delta`, lowers) `stat`'s stage, clamped to ±`max`.
28
+ *
29
+ * @returns the actual change applied - less than `delta` once clamping bites, and 0 for a
30
+ * stat already at its cap - so a game can tell "Attack won't go any higher!" from a real
31
+ * change
32
+ */
33
+ change(stat: string, delta: number): number;
34
+ private applyModifier;
35
+ /** resets every stage to 0, removing every modifier this applied - the switch-out rule */
36
+ resetAll(): void;
37
+ }
38
+ //# sourceMappingURL=StatStages.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"StatStages.d.ts","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAY,MAAM,wBAAwB,CAAC;AAElE;;;;;;;;GAQG;AACH,MAAM,WAAW,iBAAiB;IACjC,iFAAiF;IACjF,GAAG,EAAE,MAAM,CAAC;IAEZ,6EAA6E;IAC7E,UAAU,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC;CACtC;AAED,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAY;IACzB,OAAO,CAAC,GAAG,CAAS;IACpB,OAAO,CAAC,aAAa,CAA4B;IAEjD,OAAO,CAAC,MAAM,CAA6B;IAC3C,OAAO,CAAC,SAAS,CAA+B;IAEhD,YAAY,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,iBAAiB,EAIvD;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAExB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAS1C;IAED,OAAO,CAAC,aAAa;IAcrB,0FAA0F;IAC1F,QAAQ,IAAI,IAAI,CAIf;CACD"}
@@ -0,0 +1,50 @@
1
+ export class StatStages {
2
+ constructor(stats, options) {
3
+ this.stages = new Map();
4
+ this.modifiers = new Map();
5
+ this.stats = stats;
6
+ this.max = options.max;
7
+ this.multiplierFor = options.multiplier;
8
+ }
9
+ /** a stat's current stage; 0 for one never changed */
10
+ get(stat) {
11
+ return this.stages.get(stat) ?? 0;
12
+ }
13
+ /**
14
+ * Raises (or, given a negative `delta`, lowers) `stat`'s stage, clamped to ±`max`.
15
+ *
16
+ * @returns the actual change applied - less than `delta` once clamping bites, and 0 for a
17
+ * stat already at its cap - so a game can tell "Attack won't go any higher!" from a real
18
+ * change
19
+ */
20
+ change(stat, delta) {
21
+ const current = this.get(stat);
22
+ const next = Math.max(-this.max, Math.min(this.max, current + delta));
23
+ const applied = next - current;
24
+ if (applied === 0)
25
+ return 0;
26
+ this.stages.set(stat, next);
27
+ this.applyModifier(stat, next);
28
+ return applied;
29
+ }
30
+ applyModifier(stat, stage) {
31
+ const existing = this.modifiers.get(stat);
32
+ if (existing)
33
+ this.stats.removeModifier(existing);
34
+ if (stage === 0) {
35
+ this.modifiers.delete(stat);
36
+ return;
37
+ }
38
+ const modifier = { stat, op: 'multiply', value: this.multiplierFor(stage) };
39
+ this.stats.addModifier(modifier);
40
+ this.modifiers.set(stat, modifier);
41
+ }
42
+ /** resets every stage to 0, removing every modifier this applied - the switch-out rule */
43
+ resetAll() {
44
+ for (const modifier of this.modifiers.values())
45
+ this.stats.removeModifier(modifier);
46
+ this.modifiers.clear();
47
+ this.stages.clear();
48
+ }
49
+ }
50
+ //# sourceMappingURL=StatStages.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"StatStages.js","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAmBA,MAAM,OAAO,UAAU;IAQtB,YAAY,KAAgB,EAAE,OAA0B;QAHhD,WAAM,GAAG,IAAI,GAAG,EAAkB,CAAC;QACnC,cAAS,GAAG,IAAI,GAAG,EAAoB,CAAC;QAG/C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,UAAU,CAAC;IACzC,CAAC;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAY,EAAE,KAAa;QACjC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QACtE,MAAM,OAAO,GAAG,IAAI,GAAG,OAAO,CAAC;QAC/B,IAAI,OAAO,KAAK,CAAC;YAAE,OAAO,CAAC,CAAC;QAE5B,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC5B,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC/B,OAAO,OAAO,CAAC;IAChB,CAAC;IAEO,aAAa,CAAC,IAAY,EAAE,KAAa;QAChD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC1C,IAAI,QAAQ;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QAElD,IAAI,KAAK,KAAK,CAAC,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC5B,OAAO;QACR,CAAC;QAED,MAAM,QAAQ,GAAa,EAAE,IAAI,EAAE,EAAE,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,CAAC;QACtF,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACpC,CAAC;IAED,0FAA0F;IAC1F,QAAQ;QACP,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QACpF,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QACvB,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;IACrB,CAAC;CACD"}
@@ -0,0 +1,14 @@
1
+ /**
2
+ * An effectiveness matrix between arbitrary types - `mwg` supplies the matrix, not a type
3
+ * chart. Type names are whatever strings a game defines; an unset pairing multiplies by 1,
4
+ * so a matrix only has to name the pairings that are not neutral.
5
+ */
6
+ export declare class TypeMatrix {
7
+ private multipliers;
8
+ private key;
9
+ set(attacking: string, defending: string, multiplier: number): void;
10
+ get(attacking: string, defending: string): number;
11
+ /** the combined multiplier of one attacking type against every one of a target's types */
12
+ multiplierFor(attacking: string, defendingTypes: readonly string[]): number;
13
+ }
14
+ //# sourceMappingURL=TypeMatrix.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TypeMatrix.d.ts","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,WAAW,CAA6B;IAEhD,OAAO,CAAC,GAAG;IAIX,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CAElE;IAED,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM,CAEhD;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAS,EAAE,MAAM,EAAE,cAAc,EAAE,SAAS,MAAM,EAAE,GAAG,MAAM,CAE1E;CACD"}
@@ -0,0 +1,24 @@
1
+ /**
2
+ * An effectiveness matrix between arbitrary types - `mwg` supplies the matrix, not a type
3
+ * chart. Type names are whatever strings a game defines; an unset pairing multiplies by 1,
4
+ * so a matrix only has to name the pairings that are not neutral.
5
+ */
6
+ export class TypeMatrix {
7
+ constructor() {
8
+ this.multipliers = new Map();
9
+ }
10
+ key(attacking, defending) {
11
+ return `${attacking}:${defending}`;
12
+ }
13
+ set(attacking, defending, multiplier) {
14
+ this.multipliers.set(this.key(attacking, defending), multiplier);
15
+ }
16
+ get(attacking, defending) {
17
+ return this.multipliers.get(this.key(attacking, defending)) ?? 1;
18
+ }
19
+ /** the combined multiplier of one attacking type against every one of a target's types */
20
+ multiplierFor(attacking, defendingTypes) {
21
+ return defendingTypes.reduce((total, defending) => total * this.get(attacking, defending), 1);
22
+ }
23
+ }
24
+ //# sourceMappingURL=TypeMatrix.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TypeMatrix.js","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAAvB;QACS,gBAAW,GAAG,IAAI,GAAG,EAAkB,CAAC;IAkBjD,CAAC;IAhBQ,GAAG,CAAC,SAAiB,EAAE,SAAiB;QAC/C,OAAO,GAAG,SAAS,IAAI,SAAS,EAAE,CAAC;IACpC,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB,EAAE,UAAkB;QAC3D,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,UAAU,CAAC,CAAC;IAClE,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB;QACvC,OAAO,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,CAAC;IAClE,CAAC;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAiB,EAAE,cAAiC;QACjE,OAAO,cAAc,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,SAAS,EAAE,EAAE,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/F,CAAC;CACD"}
@@ -0,0 +1,16 @@
1
+ export { Creature } from './Species.ts';
2
+ export type { Species, CreatureOptions } from './Species.ts';
3
+ export { TypeMatrix } from './TypeMatrix.ts';
4
+ export { Party } from './Party.ts';
5
+ export { battleOrder } from './Move.ts';
6
+ export type { Move, BattleAction } from './Move.ts';
7
+ export { checkEvolution } from './Evolution.ts';
8
+ export type { EvolutionRule } from './Evolution.ts';
9
+ export { StatStages } from './StatStages.ts';
10
+ export type { StatStagesOptions } from './StatStages.ts';
11
+ export { chooseMove, chooseSwitch } from './BattleAI.ts';
12
+ export { BattleHooks } from './Hooks.ts';
13
+ export type { BattleHook } from './Hooks.ts';
14
+ export { Field } from './Field.ts';
15
+ export type { FieldCondition } from './Field.ts';
16
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/battle/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AACxC,YAAY,EAAE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC7D,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AACxC,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAChD,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,YAAY,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AACzD,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AACzC,YAAY,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,YAAY,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC"}
@@ -0,0 +1,10 @@
1
+ export { Creature } from './Species.js';
2
+ export { TypeMatrix } from './TypeMatrix.js';
3
+ export { Party } from './Party.js';
4
+ export { battleOrder } from './Move.js';
5
+ export { checkEvolution } from './Evolution.js';
6
+ export { StatStages } from './StatStages.js';
7
+ export { chooseMove, chooseSwitch } from './BattleAI.js';
8
+ export { BattleHooks } from './Hooks.js';
9
+ export { Field } from './Field.js';
10
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/battle/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AAExC,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AAExC,OAAO,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAEhD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAEzC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC"}
@@ -0,0 +1,123 @@
1
+ export type BoardOwner = string;
2
+ export interface BoardPiece<K = string> {
3
+ id: string;
4
+ owner: BoardOwner;
5
+ kind: K;
6
+ count?: number;
7
+ }
8
+ export declare class BoardGrid<P> {
9
+ readonly cells: Array<P | null>;
10
+ readonly width: number;
11
+ readonly height: number;
12
+ constructor(width: number, height: number, cells?: readonly (P | null)[]);
13
+ index(x: number, y: number): number;
14
+ inside(x: number, y: number): boolean;
15
+ get(x: number, y: number): P | null;
16
+ set(x: number, y: number, piece: P | null): void;
17
+ move(from: {
18
+ x: number;
19
+ y: number;
20
+ }, to: {
21
+ x: number;
22
+ y: number;
23
+ }): P;
24
+ }
25
+ export type CheckersSide = 'red' | 'black';
26
+ export interface CheckersPiece {
27
+ side: CheckersSide;
28
+ king: boolean;
29
+ }
30
+ export interface CheckersMove {
31
+ from: number;
32
+ to: number;
33
+ captures: number[];
34
+ }
35
+ export interface CheckersState {
36
+ board: Array<CheckersPiece | null>;
37
+ turn: CheckersSide;
38
+ forcedFrom: number | null;
39
+ }
40
+ export declare function startingCheckers(): CheckersState;
41
+ export declare function checkersMoves(state: CheckersState): CheckersMove[];
42
+ export declare function applyCheckersMove(state: CheckersState, move: CheckersMove): void;
43
+ export type GoStone = 'black' | 'white';
44
+ export interface GoState {
45
+ size: number;
46
+ board: Array<GoStone | null>;
47
+ turn: GoStone;
48
+ ko: number | null;
49
+ passes: number;
50
+ }
51
+ export declare function startingGo(size?: number): GoState;
52
+ export declare function playGo(state: GoState, x: number, y: number): void;
53
+ export declare function passGo(state: GoState): void;
54
+ export declare function goResult(state: GoState): 'ongoing' | 'finished';
55
+ export declare function goScore(state: GoState): {
56
+ black: number;
57
+ white: number;
58
+ };
59
+ export interface BackgammonState {
60
+ points: number[];
61
+ bar: {
62
+ white: number;
63
+ black: number;
64
+ };
65
+ off: {
66
+ white: number;
67
+ black: number;
68
+ };
69
+ turn: 'white' | 'black';
70
+ }
71
+ export interface BackgammonMove {
72
+ from: number | 'bar';
73
+ to: number | 'off';
74
+ die: number;
75
+ }
76
+ export declare function startingBackgammon(): BackgammonState;
77
+ export declare function rollBackgammonDice(): number[];
78
+ export declare function backgammonMoves(state: BackgammonState, dice: readonly number[]): BackgammonMove[];
79
+ export declare function applyBackgammonMove(state: BackgammonState, move: BackgammonMove): void;
80
+ export type CardSuit = 'clubs' | 'diamonds' | 'hearts' | 'spades';
81
+ export type CardRank = 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13;
82
+ export interface Card {
83
+ suit: CardSuit;
84
+ rank: CardRank;
85
+ }
86
+ export declare function createDeck(jokers?: number): Card[];
87
+ export declare function shuffleDeck(deck: Card[]): Card[];
88
+ export declare function deal<T>(deck: T[], hands: number, cardsEach: number): T[][];
89
+ export interface TrickPlay<O = string> {
90
+ owner: O;
91
+ card: Card;
92
+ }
93
+ /** Highest card of the trump suit wins; failing that, highest card of whoever led. Ace (rank 1) ranks lowest, as in belote/tarot/bridge follow-suit play. */
94
+ export declare function trickWinner<O = string>(plays: TrickPlay<O>[], trumpSuit?: CardSuit): O;
95
+ export interface SolitaireState {
96
+ stock: Card[];
97
+ waste: Card[];
98
+ tableau: Array<{
99
+ down: Card[];
100
+ up: Card[];
101
+ }>;
102
+ foundations: Card[][];
103
+ }
104
+ export declare function dealSolitaire(seed?: number): SolitaireState;
105
+ export declare function drawSolitaire(state: SolitaireState): Card | null;
106
+ export declare function moveSolitaireTableau(state: SolitaireState, from: number, to: number, count?: number): void;
107
+ export declare function moveSolitaireToFoundation(state: SolitaireState, source: 'waste' | number): void;
108
+ export declare function solitaireWon(state: SolitaireState): boolean;
109
+ export declare function rollDice(count: number, sides: number): number[];
110
+ export declare function rollExpression(expression: string): number;
111
+ export declare class DiceCup {
112
+ readonly values: number[];
113
+ readonly count: number;
114
+ readonly sides: number;
115
+ private kept;
116
+ constructor(count: number, sides: number);
117
+ reRoll(): void;
118
+ keep(index: number): void;
119
+ clearKept(): void;
120
+ }
121
+ export type DiceCategory = 'ones' | 'twos' | 'threes' | 'fours' | 'fives' | 'sixes' | 'threeKind' | 'fourKind' | 'fullHouse' | 'smallStraight' | 'largeStraight' | 'yahtzee' | 'chance';
122
+ export declare function scoreDice(values: readonly number[], category: DiceCategory): number;
123
+ //# sourceMappingURL=Classics.d.ts.map
@@ -0,0 +1 @@
1
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