@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 +1,67 @@
1
+ /**
2
+ * Chess: legal-move rules, no opponent.
3
+ *
4
+ * Two players across one screen, or puzzles with known solutions, is what this
5
+ * covers: a position, every legal move in it, and whether it ends the game. An
6
+ * AI that picks one is a separate, much larger question and lives nowhere here.
7
+ * Draws by fifty moves, repetition or dead material are not detected either -
8
+ * claims, not rules of movement, and a minigame ends on mate or stalemate.
9
+ */
10
+ export type ChessSide = 'white' | 'black';
11
+ export type ChessKind = 'pawn' | 'knight' | 'bishop' | 'rook' | 'queen' | 'king';
12
+ export interface ChessPiece {
13
+ side: ChessSide;
14
+ kind: ChessKind;
15
+ }
16
+ /** a square 0-63: `file + rank * 8`, a1 is 0, h8 is 63 */
17
+ export type ChessSquare = number;
18
+ export type PromotionKind = 'knight' | 'bishop' | 'rook' | 'queen';
19
+ export interface ChessMove {
20
+ from: ChessSquare;
21
+ to: ChessSquare;
22
+ promotion?: PromotionKind;
23
+ }
24
+ export interface ChessCastling {
25
+ whiteKingside: boolean;
26
+ whiteQueenside: boolean;
27
+ blackKingside: boolean;
28
+ blackQueenside: boolean;
29
+ }
30
+ export interface ChessState {
31
+ board: Array<ChessPiece | null>;
32
+ turn: ChessSide;
33
+ castling: ChessCastling;
34
+ /** a square a pawn could capture onto, left behind by a double push */
35
+ enPassant: ChessSquare | null;
36
+ }
37
+ export type ChessResult = 'ongoing' | 'white-wins' | 'black-wins' | 'stalemate';
38
+ /** 'e4' to 28 and back - tests read `sq('e4')` rather than bare numbers */
39
+ export declare function sq(name: string): ChessSquare;
40
+ export declare function squareName(sq: ChessSquare): string;
41
+ /**
42
+ * Reads a position in Forsyth-Edwards Notation - the shape puzzles come in.
43
+ *
44
+ * Placement, side to move, castling rights and the en passant square are read;
45
+ * the halfmove clock and move number are not (draw claims are out of scope),
46
+ * and both kings must be present or there is nothing to judge.
47
+ */
48
+ export declare function parseFen(fen: string): ChessState;
49
+ /** the standard opening array, white to move with every right intact */
50
+ export declare function startingChess(): ChessState;
51
+ /** an independent copy, for searching a move without playing it */
52
+ export declare function cloneChess(state: ChessState): ChessState;
53
+ export declare function inCheck(state: ChessState, side: ChessSide): boolean;
54
+ /**
55
+ * Every legal move for the side to play: pseudo-moves that leave their own king
56
+ * safe. Kingside castling sorts before queenside, promotions queen-first - a
57
+ * stable order puzzles and tests can rely on.
58
+ */
59
+ export declare function legalMoves(state: ChessState): ChessMove[];
60
+ /**
61
+ * Plays a move, mutating the position. Refuses anything `legalMoves` would not
62
+ * list - a silent illegal move is how a minigame corrupts its own board.
63
+ */
64
+ export declare function applyMove(state: ChessState, move: ChessMove): void;
65
+ /** mate, stalemate, or more game: whoever just moved is judged through the side to play */
66
+ export declare function gameResult(state: ChessState): ChessResult;
67
+ //# sourceMappingURL=chess.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chess.d.ts","sourceRoot":"","sources":["../../src/board/chess.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,OAAO,CAAC;AAC1C,MAAM,MAAM,SAAS,GAAG,MAAM,GAAG,QAAQ,GAAG,QAAQ,GAAG,MAAM,GAAG,OAAO,GAAG,MAAM,CAAC;AAEjF,MAAM,WAAW,UAAU;IAC1B,IAAI,EAAE,SAAS,CAAC;IAChB,IAAI,EAAE,SAAS,CAAC;CAChB;AAED,0DAA0D;AAC1D,MAAM,MAAM,WAAW,GAAG,MAAM,CAAC;AAEjC,MAAM,MAAM,aAAa,GAAG,QAAQ,GAAG,QAAQ,GAAG,MAAM,GAAG,OAAO,CAAC;AAEnE,MAAM,WAAW,SAAS;IACzB,IAAI,EAAE,WAAW,CAAC;IAClB,EAAE,EAAE,WAAW,CAAC;IAChB,SAAS,CAAC,EAAE,aAAa,CAAC;CAC1B;AAED,MAAM,WAAW,aAAa;IAC7B,aAAa,EAAE,OAAO,CAAC;IACvB,cAAc,EAAE,OAAO,CAAC;IACxB,aAAa,EAAE,OAAO,CAAC;IACvB,cAAc,EAAE,OAAO,CAAC;CACxB;AAED,MAAM,WAAW,UAAU;IAC1B,KAAK,EAAE,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC,CAAC;IAChC,IAAI,EAAE,SAAS,CAAC;IAChB,QAAQ,EAAE,aAAa,CAAC;IACxB,uEAAuE;IACvE,SAAS,EAAE,WAAW,GAAG,IAAI,CAAC;CAC9B;AAED,MAAM,MAAM,WAAW,GAAG,SAAS,GAAG,YAAY,GAAG,YAAY,GAAG,WAAW,CAAC;AAEhF,2EAA2E;AAC3E,wBAAgB,EAAE,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,CAO5C;AAED,wBAAgB,UAAU,CAAC,EAAE,EAAE,WAAW,GAAG,MAAM,CAElD;AAED;;;;;;GAMG;AACH,wBAAgB,QAAQ,CAAC,GAAG,EAAE,MAAM,GAAG,UAAU,CAgDhD;AAkBD,wEAAwE;AACxE,wBAAgB,aAAa,IAAI,UAAU,CAe1C;AAED,mEAAmE;AACnE,wBAAgB,UAAU,CAAC,KAAK,EAAE,UAAU,GAAG,UAAU,CAOxD;AA6FD,wBAAgB,OAAO,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,SAAS,GAAG,OAAO,CAEnE;AAwLD;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,KAAK,EAAE,UAAU,GAAG,SAAS,EAAE,CAYzD;AAED;;;GAGG;AACH,wBAAgB,SAAS,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,SAAS,GAAG,IAAI,CAelE;AAED,2FAA2F;AAC3F,wBAAgB,UAAU,CAAC,KAAK,EAAE,UAAU,GAAG,WAAW,CAIzD"}
@@ -0,0 +1,439 @@
1
+ /**
2
+ * Chess: legal-move rules, no opponent.
3
+ *
4
+ * Two players across one screen, or puzzles with known solutions, is what this
5
+ * covers: a position, every legal move in it, and whether it ends the game. An
6
+ * AI that picks one is a separate, much larger question and lives nowhere here.
7
+ * Draws by fifty moves, repetition or dead material are not detected either -
8
+ * claims, not rules of movement, and a minigame ends on mate or stalemate.
9
+ */
10
+ /** 'e4' to 28 and back - tests read `sq('e4')` rather than bare numbers */
11
+ export function sq(name) {
12
+ const file = name.charCodeAt(0) - 97;
13
+ const rank = name.charCodeAt(1) - 49;
14
+ if (file < 0 || file > 7 || rank < 0 || rank > 7 || name.length !== 2) {
15
+ throw new Error(`not a square: "${name}"`);
16
+ }
17
+ return rank * 8 + file;
18
+ }
19
+ export function squareName(sq) {
20
+ return String.fromCharCode(97 + (sq & 7)) + String.fromCharCode(49 + (sq >> 3));
21
+ }
22
+ /**
23
+ * Reads a position in Forsyth-Edwards Notation - the shape puzzles come in.
24
+ *
25
+ * Placement, side to move, castling rights and the en passant square are read;
26
+ * the halfmove clock and move number are not (draw claims are out of scope),
27
+ * and both kings must be present or there is nothing to judge.
28
+ */
29
+ export function parseFen(fen) {
30
+ const parts = fen.trim().split(/\s+/);
31
+ if (parts.length < 4)
32
+ throw new Error(`not a FEN string: "${fen}"`);
33
+ const board = new Array(64).fill(null);
34
+ const rows = parts[0].split('/');
35
+ if (rows.length !== 8)
36
+ throw new Error(`a FEN placement needs 8 ranks: "${fen}"`);
37
+ rows.forEach((row, i) => {
38
+ const rank = 7 - i;
39
+ let file = 0;
40
+ for (const c of row) {
41
+ if (c >= '1' && c <= '8') {
42
+ file += c.charCodeAt(0) - 48;
43
+ }
44
+ else {
45
+ const side = c === c.toUpperCase() ? 'white' : 'black';
46
+ const kind = { p: 'pawn', n: 'knight', b: 'bishop', r: 'rook', q: 'queen', k: 'king' }[c.toLowerCase()];
47
+ if (!kind || file > 7)
48
+ throw new Error(`bad FEN rank "${row}" in "${fen}"`);
49
+ board[rank * 8 + file] = { side, kind };
50
+ file++;
51
+ }
52
+ }
53
+ if (file !== 8)
54
+ throw new Error(`bad FEN rank "${row}" in "${fen}"`);
55
+ });
56
+ if (parts[1] !== 'w' && parts[1] !== 'b')
57
+ throw new Error(`a FEN side is "w" or "b": "${fen}"`);
58
+ const castling = { whiteKingside: false, whiteQueenside: false, blackKingside: false, blackQueenside: false };
59
+ if (parts[2] !== '-') {
60
+ for (const c of parts[2]) {
61
+ if (c === 'K')
62
+ castling.whiteKingside = true;
63
+ else if (c === 'Q')
64
+ castling.whiteQueenside = true;
65
+ else if (c === 'k')
66
+ castling.blackKingside = true;
67
+ else if (c === 'q')
68
+ castling.blackQueenside = true;
69
+ else
70
+ throw new Error(`bad FEN castling "${parts[2]}" in "${fen}"`);
71
+ }
72
+ }
73
+ const enPassant = parts[3] === '-' ? null : sq(parts[3]);
74
+ if (enPassant !== null) {
75
+ //a capture lands on rank 6 against black's push, rank 3 against white's
76
+ const home = parts[1] === 'w' ? 5 : 2;
77
+ if (rankOf(enPassant) !== home)
78
+ throw new Error(`bad FEN en passant square "${parts[3]}" in "${fen}"`);
79
+ }
80
+ const state = { board, turn: parts[1] === 'w' ? 'white' : 'black', castling, enPassant };
81
+ findKing(board, 'white');
82
+ findKing(board, 'black');
83
+ return state;
84
+ }
85
+ function other(side) {
86
+ return side === 'white' ? 'black' : 'white';
87
+ }
88
+ function fileOf(sq) {
89
+ return sq & 7;
90
+ }
91
+ function rankOf(sq) {
92
+ return sq >> 3;
93
+ }
94
+ function onBoard(file, rank) {
95
+ return file >= 0 && file < 8 && rank >= 0 && rank < 8;
96
+ }
97
+ /** the standard opening array, white to move with every right intact */
98
+ export function startingChess() {
99
+ const back = ['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook'];
100
+ const board = new Array(64).fill(null);
101
+ for (let file = 0; file < 8; file++) {
102
+ board[file] = { side: 'white', kind: back[file] };
103
+ board[8 + file] = { side: 'white', kind: 'pawn' };
104
+ board[48 + file] = { side: 'black', kind: 'pawn' };
105
+ board[56 + file] = { side: 'black', kind: back[file] };
106
+ }
107
+ return {
108
+ board,
109
+ turn: 'white',
110
+ castling: { whiteKingside: true, whiteQueenside: true, blackKingside: true, blackQueenside: true },
111
+ enPassant: null,
112
+ };
113
+ }
114
+ /** an independent copy, for searching a move without playing it */
115
+ export function cloneChess(state) {
116
+ return {
117
+ board: state.board.map((p) => (p ? { side: p.side, kind: p.kind } : null)),
118
+ turn: state.turn,
119
+ castling: { ...state.castling },
120
+ enPassant: state.enPassant,
121
+ };
122
+ }
123
+ const KNIGHT_STEPS = [
124
+ [1, 2],
125
+ [2, 1],
126
+ [2, -1],
127
+ [1, -2],
128
+ [-1, -2],
129
+ [-2, -1],
130
+ [-2, 1],
131
+ [-1, 2],
132
+ ];
133
+ const KING_STEPS = [
134
+ [1, 0],
135
+ [1, 1],
136
+ [0, 1],
137
+ [-1, 1],
138
+ [-1, 0],
139
+ [-1, -1],
140
+ [0, -1],
141
+ [1, -1],
142
+ ];
143
+ const DIAGONALS = [
144
+ [1, 1],
145
+ [-1, 1],
146
+ [-1, -1],
147
+ [1, -1],
148
+ ];
149
+ const STRAIGHTS = [
150
+ [1, 0],
151
+ [0, 1],
152
+ [-1, 0],
153
+ [0, -1],
154
+ ];
155
+ /** true when `by` attacks `sq`, whatever `by`'s own king thinks of the move */
156
+ function attacks(board, sq, by) {
157
+ const file = fileOf(sq);
158
+ const rank = rankOf(sq);
159
+ //pawns attack one step diagonally towards the other side
160
+ const pawnRank = by === 'white' ? rank - 1 : rank + 1;
161
+ for (const df of [-1, 1]) {
162
+ if (!onBoard(file + df, pawnRank))
163
+ continue;
164
+ const p = board[pawnRank * 8 + file + df];
165
+ if (p && p.side === by && p.kind === 'pawn')
166
+ return true;
167
+ }
168
+ for (const [df, dr] of KNIGHT_STEPS) {
169
+ if (!onBoard(file + df, rank + dr))
170
+ continue;
171
+ const p = board[(rank + dr) * 8 + file + df];
172
+ if (p && p.side === by && p.kind === 'knight')
173
+ return true;
174
+ }
175
+ for (const [df, dr] of KING_STEPS) {
176
+ if (!onBoard(file + df, rank + dr))
177
+ continue;
178
+ const p = board[(rank + dr) * 8 + file + df];
179
+ if (p && p.side === by && p.kind === 'king')
180
+ return true;
181
+ }
182
+ //sliders see until something stands in the way
183
+ const rays = [
184
+ { steps: DIAGONALS, kinds: ['bishop', 'queen'] },
185
+ { steps: STRAIGHTS, kinds: ['rook', 'queen'] },
186
+ ];
187
+ for (const { steps, kinds } of rays) {
188
+ for (const [df, dr] of steps) {
189
+ let f = file + df;
190
+ let r = rank + dr;
191
+ while (onBoard(f, r)) {
192
+ const p = board[r * 8 + f];
193
+ if (p) {
194
+ if (p.side === by && kinds.includes(p.kind))
195
+ return true;
196
+ break;
197
+ }
198
+ f += df;
199
+ r += dr;
200
+ }
201
+ }
202
+ }
203
+ return false;
204
+ }
205
+ function findKing(board, side) {
206
+ const king = board.findIndex((p) => p !== null && p.side === side && p.kind === 'king');
207
+ if (king === -1)
208
+ throw new Error(`a position without a ${side} king cannot be judged`);
209
+ return king;
210
+ }
211
+ export function inCheck(state, side) {
212
+ return attacks(state.board, findKing(state.board, side), other(side));
213
+ }
214
+ /** every move the piece could make ignoring its own king - checks filter later */
215
+ function pseudoMoves(state, from) {
216
+ const piece = state.board[from];
217
+ if (!piece || piece.side !== state.turn)
218
+ return [];
219
+ const out = [];
220
+ const file = fileOf(from);
221
+ const rank = rankOf(from);
222
+ const slide = (steps) => {
223
+ for (const [df, dr] of steps) {
224
+ let f = file + df;
225
+ let r = rank + dr;
226
+ while (onBoard(f, r)) {
227
+ const target = r * 8 + f;
228
+ const found = state.board[target];
229
+ if (!found)
230
+ out.push({ from, to: target });
231
+ else {
232
+ if (found.side !== piece.side)
233
+ out.push({ from, to: target });
234
+ break;
235
+ }
236
+ f += df;
237
+ r += dr;
238
+ }
239
+ }
240
+ };
241
+ switch (piece.kind) {
242
+ case 'pawn': {
243
+ const dir = piece.side === 'white' ? 1 : -1;
244
+ const home = piece.side === 'white' ? 1 : 6;
245
+ const last = piece.side === 'white' ? 7 : 0;
246
+ //one step, and two from home, into empty squares
247
+ if (onBoard(file, rank + dir) && !state.board[(rank + dir) * 8 + file]) {
248
+ const to = (rank + dir) * 8 + file;
249
+ if (rank + dir === last) {
250
+ for (const promotion of ['knight', 'bishop', 'rook', 'queen']) {
251
+ out.push({ from, to, promotion });
252
+ }
253
+ }
254
+ else {
255
+ out.push({ from, to });
256
+ if (rank === home && !state.board[(rank + 2 * dir) * 8 + file]) {
257
+ out.push({ from, to: (rank + 2 * dir) * 8 + file });
258
+ }
259
+ }
260
+ }
261
+ //captures, including onto the en passant square
262
+ for (const df of [-1, 1]) {
263
+ if (!onBoard(file + df, rank + dir))
264
+ continue;
265
+ const to = (rank + dir) * 8 + file + df;
266
+ const found = state.board[to];
267
+ if (found && found.side !== piece.side) {
268
+ if (rank + dir === last) {
269
+ for (const promotion of ['knight', 'bishop', 'rook', 'queen']) {
270
+ out.push({ from, to, promotion });
271
+ }
272
+ }
273
+ else {
274
+ out.push({ from, to });
275
+ }
276
+ }
277
+ else if (!found && to === state.enPassant) {
278
+ out.push({ from, to, enPassantTake: (rank * 8 + file + df) });
279
+ }
280
+ }
281
+ break;
282
+ }
283
+ case 'knight':
284
+ for (const [df, dr] of KNIGHT_STEPS) {
285
+ if (!onBoard(file + df, rank + dr))
286
+ continue;
287
+ const to = (rank + dr) * 8 + file + df;
288
+ const found = state.board[to];
289
+ if (!found || found.side !== piece.side)
290
+ out.push({ from, to });
291
+ }
292
+ break;
293
+ case 'bishop':
294
+ slide(DIAGONALS);
295
+ break;
296
+ case 'rook':
297
+ slide(STRAIGHTS);
298
+ break;
299
+ case 'queen':
300
+ slide(DIAGONALS);
301
+ slide(STRAIGHTS);
302
+ break;
303
+ case 'king': {
304
+ for (const [df, dr] of KING_STEPS) {
305
+ if (!onBoard(file + df, rank + dr))
306
+ continue;
307
+ const to = (rank + dr) * 8 + file + df;
308
+ const found = state.board[to];
309
+ if (found && found.side === piece.side)
310
+ continue;
311
+ //never capture the other king: kings are never adjacent after a legal move
312
+ if (found && found.kind === 'king')
313
+ continue;
314
+ out.push({ from, to });
315
+ }
316
+ //castling: rights, empty passage, and no check on the way over
317
+ const home = piece.side === 'white' ? 0 : 56;
318
+ const rights = piece.side === 'white'
319
+ ? { king: state.castling.whiteKingside, queen: state.castling.whiteQueenside }
320
+ : { king: state.castling.blackKingside, queen: state.castling.blackQueenside };
321
+ if (from === home + 4 && !inCheck(state, piece.side)) {
322
+ if (rights.king &&
323
+ !state.board[home + 5] &&
324
+ !state.board[home + 6] &&
325
+ !attacks(state.board, home + 5, other(piece.side)) &&
326
+ !attacks(state.board, home + 6, other(piece.side))) {
327
+ out.push({ from, to: home + 6, castle: 'kingside' });
328
+ }
329
+ if (rights.queen &&
330
+ !state.board[home + 3] &&
331
+ !state.board[home + 2] &&
332
+ !state.board[home + 1] &&
333
+ !attacks(state.board, home + 3, other(piece.side)) &&
334
+ !attacks(state.board, home + 2, other(piece.side))) {
335
+ out.push({ from, to: home + 2, castle: 'queenside' });
336
+ }
337
+ }
338
+ break;
339
+ }
340
+ }
341
+ return out;
342
+ }
343
+ function playRaw(state, move) {
344
+ const piece = state.board[move.from];
345
+ if (!piece)
346
+ throw new Error(`no piece on ${squareName(move.from)} to move`);
347
+ //castling rights die with the king's first step, a rook's, or a captured rook's.
348
+ //A rook on its home corner never moved, so its rights are still alive to kill.
349
+ const homeCorner = (side, sq) => {
350
+ const base = side === 'white' ? 0 : 56;
351
+ return sq === base || sq === base + 7;
352
+ };
353
+ if (piece.kind === 'king') {
354
+ if (piece.side === 'white')
355
+ state.castling.whiteKingside = state.castling.whiteQueenside = false;
356
+ else
357
+ state.castling.blackKingside = state.castling.blackQueenside = false;
358
+ }
359
+ if (piece.kind === 'rook' && homeCorner(piece.side, move.from)) {
360
+ state.castling[rightName(piece.side, move.from)] = false;
361
+ }
362
+ const taken = state.board[move.to];
363
+ if (taken && taken.kind === 'rook' && homeCorner(taken.side, move.to)) {
364
+ state.castling[rightName(taken.side, move.to)] = false;
365
+ }
366
+ state.board[move.to] = move.promotion ? { side: piece.side, kind: move.promotion } : piece;
367
+ state.board[move.from] = null;
368
+ if (move.enPassantTake !== undefined)
369
+ state.board[move.enPassantTake] = null;
370
+ if (move.castle) {
371
+ const rank = piece.side === 'white' ? 0 : 56;
372
+ if (move.castle === 'kingside') {
373
+ state.board[rank + 5] = state.board[rank + 7];
374
+ state.board[rank + 7] = null;
375
+ }
376
+ else {
377
+ state.board[rank + 3] = state.board[rank];
378
+ state.board[rank] = null;
379
+ }
380
+ }
381
+ //a double pawn push leaves a square behind it; anything else clears the old one
382
+ state.enPassant =
383
+ piece.kind === 'pawn' && Math.abs(move.to - move.from) === 16 ? (move.from + move.to) / 2 : null;
384
+ state.turn = other(piece.side);
385
+ }
386
+ function rightName(side, rookFrom) {
387
+ const kingside = fileOf(rookFrom) === 7;
388
+ if (side === 'white')
389
+ return kingside ? 'whiteKingside' : 'whiteQueenside';
390
+ return kingside ? 'blackKingside' : 'blackQueenside';
391
+ }
392
+ /**
393
+ * Every legal move for the side to play: pseudo-moves that leave their own king
394
+ * safe. Kingside castling sorts before queenside, promotions queen-first - a
395
+ * stable order puzzles and tests can rely on.
396
+ */
397
+ export function legalMoves(state) {
398
+ const out = [];
399
+ for (let from = 0; from < 64; from++) {
400
+ if (!state.board[from] || state.board[from]?.side !== state.turn)
401
+ continue;
402
+ for (const move of pseudoMoves(state, from)) {
403
+ const trial = cloneChess(state);
404
+ playRaw(trial, move);
405
+ if (inCheck(trial, state.turn))
406
+ continue;
407
+ out.push({ from: move.from, to: move.to, ...(move.promotion ? { promotion: move.promotion } : {}) });
408
+ }
409
+ }
410
+ return out;
411
+ }
412
+ /**
413
+ * Plays a move, mutating the position. Refuses anything `legalMoves` would not
414
+ * list - a silent illegal move is how a minigame corrupts its own board.
415
+ */
416
+ export function applyMove(state, move) {
417
+ const piece = state.board[move.from];
418
+ if (!piece || piece.side !== state.turn) {
419
+ throw new Error(`no ${state.turn} piece on ${squareName(move.from)} to move`);
420
+ }
421
+ const raw = pseudoMoves(state, move.from).find((m) => m.to === move.to && (m.promotion ?? null) === (move.promotion ?? null));
422
+ if (!raw)
423
+ throw new Error(`${squareName(move.from)}-${squareName(move.to)} is not a legal move here`);
424
+ const trial = cloneChess(state);
425
+ playRaw(trial, raw);
426
+ if (inCheck(trial, state.turn)) {
427
+ throw new Error(`${squareName(move.from)}-${squareName(move.to)} leaves the king in check`);
428
+ }
429
+ playRaw(state, raw);
430
+ }
431
+ /** mate, stalemate, or more game: whoever just moved is judged through the side to play */
432
+ export function gameResult(state) {
433
+ if (legalMoves(state).length > 0)
434
+ return 'ongoing';
435
+ if (inCheck(state, state.turn))
436
+ return state.turn === 'white' ? 'black-wins' : 'white-wins';
437
+ return 'stalemate';
438
+ }
439
+ //# sourceMappingURL=chess.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,9 @@
1
+ export { startingChess, parseFen, cloneChess, legalMoves, applyMove, inCheck, gameResult, sq, squareName, } from './chess.ts';
2
+ export type { ChessSide, ChessKind, ChessPiece, ChessSquare, PromotionKind, ChessMove, ChessCastling, ChessState, ChessResult, } from './chess.ts';
3
+ export { chooseMove, search } from './Engine.ts';
4
+ export type { ChessEngineOptions, ChessSearchResult } from './Engine.ts';
5
+ export { BoardGrid, startingCheckers, checkersMoves, applyCheckersMove, startingGo, playGo, passGo, goResult, goScore, startingBackgammon, rollBackgammonDice, backgammonMoves, applyBackgammonMove, createDeck, shuffleDeck, deal, trickWinner, dealSolitaire, drawSolitaire, moveSolitaireTableau, moveSolitaireToFoundation, solitaireWon, rollDice, rollExpression, DiceCup, scoreDice, } from './Classics.ts';
6
+ export type { BoardOwner, BoardPiece, CheckersSide, CheckersPiece, CheckersMove, CheckersState, GoStone, GoState, DiceCategory, TrickPlay, BackgammonState, BackgammonMove, CardSuit, CardRank, Card, SolitaireState, } from './Classics.ts';
7
+ export { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit, setTacticalOverwatch, triggerTacticalOverwatch, tacticalAttack, endTacticalTurn } from './Tactics.ts';
8
+ export type { TacticalShape, TacticalCell, TacticalUnit, TacticalState, TacticalMove, TacticalAttack } from './Tactics.ts';
9
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/board/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACN,aAAa,EACb,QAAQ,EACR,UAAU,EACV,UAAU,EACV,SAAS,EACT,OAAO,EACP,UAAU,EACV,EAAE,EACF,UAAU,GACV,MAAM,YAAY,CAAC;AACpB,YAAY,EACX,SAAS,EACT,SAAS,EACT,UAAU,EACV,WAAW,EACX,aAAa,EACb,SAAS,EACT,aAAa,EACb,UAAU,EACV,WAAW,GACX,MAAM,YAAY,CAAC;AACpB,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACjD,YAAY,EAAE,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,aAAa,CAAC;AACzE,OAAO,EACN,SAAS,EACT,gBAAgB,EAChB,aAAa,EACb,iBAAiB,EACjB,UAAU,EACV,MAAM,EACN,MAAM,EACN,QAAQ,EACR,OAAO,EACP,kBAAkB,EAClB,kBAAkB,EAClB,eAAe,EACf,mBAAmB,EACnB,UAAU,EACV,WAAW,EACX,IAAI,EACJ,WAAW,EACX,aAAa,EACb,aAAa,EACb,oBAAoB,EACpB,yBAAyB,EACzB,YAAY,EACZ,QAAQ,EACR,cAAc,EACd,OAAO,EACP,SAAS,GACT,MAAM,eAAe,CAAC;AACvB,YAAY,EACX,UAAU,EACV,UAAU,EACV,YAAY,EACZ,aAAa,EACb,YAAY,EACZ,aAAa,EACb,OAAO,EACP,OAAO,EACP,YAAY,EACZ,SAAS,EACT,eAAe,EACf,cAAc,EACd,QAAQ,EACR,QAAQ,EACR,IAAI,EACJ,cAAc,GACd,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,eAAe,EAAE,eAAe,EAAE,aAAa,EAAE,gBAAgB,EAAE,oBAAoB,EAAE,wBAAwB,EAAE,cAAc,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAClL,YAAY,EAAE,aAAa,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC"}
@@ -0,0 +1,5 @@
1
+ export { startingChess, parseFen, cloneChess, legalMoves, applyMove, inCheck, gameResult, sq, squareName, } from './chess.js';
2
+ export { chooseMove, search } from './Engine.js';
3
+ export { BoardGrid, startingCheckers, checkersMoves, applyCheckersMove, startingGo, playGo, passGo, goResult, goScore, startingBackgammon, rollBackgammonDice, backgammonMoves, applyBackgammonMove, createDeck, shuffleDeck, deal, trickWinner, dealSolitaire, drawSolitaire, moveSolitaireTableau, moveSolitaireToFoundation, solitaireWon, rollDice, rollExpression, DiceCup, scoreDice, } from './Classics.js';
4
+ export { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit, setTacticalOverwatch, triggerTacticalOverwatch, tacticalAttack, endTacticalTurn } from './Tactics.js';
5
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,53 @@
1
+ /**
2
+ * Achievements: named milestones unlocked by counters crossing a target - monsters
3
+ * slain, gold collected, floors descended, runs won.
4
+ *
5
+ * The shape every badge/achievement list shares: a definition names a counter and the
6
+ * value that earns it, the game increments counters as things happen, and unlocking is
7
+ * derived (a counter at or past its target), never stored separately - so a counter
8
+ * can only ever move one way and an unlocked achievement can never disagree with the
9
+ * count behind it. Descriptions are display text `mwg` never reads; persistence is the
10
+ * usual definitions-fresh, progress-saved split (`QuestLog`'s own convention).
11
+ */
12
+ export interface AchievementDef {
13
+ id: string;
14
+ /** the counter this watches, incremented by the game as things happen */
15
+ counter: string;
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+ /** the counter value that earns this */
17
+ target: number;
18
+ /** shown on an achievement screen; `mwg` never reads this itself */
19
+ description?: string;
20
+ }
21
+ export declare class Achievements {
22
+ private definitions;
23
+ private counts;
24
+ /** every achievement id unlocked since the last `drainNew` call, oldest first */
25
+ private fresh;
26
+ define(definition: AchievementDef): void;
27
+ /** the current value of a counter; 0 for one nothing has touched yet */
28
+ count(counter: string): number;
29
+ /**
30
+ * Adds to a counter, unlocking whatever that newly earns.
31
+ *
32
+ * @returns the ids unlocked by exactly this increment, so a game can announce each
33
+ * one once ("Achievement unlocked: ...") rather than re-scanning everything
34
+ */
35
+ increment(counter: string, amount?: number): string[];
36
+ /** whether an achievement's counter has reached its target - throws for an unknown id */
37
+ unlocked(id: string): boolean;
38
+ /** progress towards an achievement: current count and target - throws for an unknown id */
39
+ progress(id: string): {
40
+ count: number;
41
+ target: number;
42
+ };
43
+ /** every id unlocked but not yet announced, clearing the queue as it reads */
44
+ drainNew(): string[];
45
+ toJSON(): {
46
+ counts: [string, number][];
47
+ };
48
+ /** rebuilds achievements from save data - definitions are supplied fresh, the same as `QuestLog` */
49
+ static fromJSON(definitions: AchievementDef[], data: {
50
+ counts: [string, number][];
51
+ }): Achievements;
52
+ }
53
+ //# sourceMappingURL=Achievements.d.ts.map
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