@datamoc/mw_games 0.11.0 → 0.13.0

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Files changed (63) hide show
  1. package/CHANGELOG.md +84 -0
  2. package/dist/audio/Playable.d.ts +2 -0
  3. package/dist/audio/Playable.d.ts.map +1 -1
  4. package/dist/audio/Playable.js.map +1 -1
  5. package/dist/audio/Sound.d.ts +7 -1
  6. package/dist/audio/Sound.d.ts.map +1 -1
  7. package/dist/audio/Sound.js +8 -1
  8. package/dist/audio/Sound.js.map +1 -1
  9. package/dist/core/DialogueText.d.ts +47 -0
  10. package/dist/core/DialogueText.d.ts.map +1 -0
  11. package/dist/core/DialogueText.js +43 -0
  12. package/dist/core/DialogueText.js.map +1 -0
  13. package/dist/core/Twee.d.ts +67 -0
  14. package/dist/core/Twee.d.ts.map +1 -0
  15. package/dist/core/Twee.js +140 -0
  16. package/dist/core/Twee.js.map +1 -0
  17. package/dist/core/index.d.ts +4 -0
  18. package/dist/core/index.d.ts.map +1 -1
  19. package/dist/core/index.js +2 -0
  20. package/dist/core/index.js.map +1 -1
  21. package/dist/mw_games.global.js +116 -115
  22. package/dist/rpg/EventRunner.d.ts +24 -0
  23. package/dist/rpg/EventRunner.d.ts.map +1 -1
  24. package/dist/rpg/EventRunner.js +56 -15
  25. package/dist/rpg/EventRunner.js.map +1 -1
  26. package/dist/rpg/GridMover.d.ts +6 -0
  27. package/dist/rpg/GridMover.d.ts.map +1 -1
  28. package/dist/rpg/GridMover.js +17 -0
  29. package/dist/rpg/GridMover.js.map +1 -1
  30. package/dist/rpg/MoveRoute.d.ts +87 -0
  31. package/dist/rpg/MoveRoute.d.ts.map +1 -0
  32. package/dist/rpg/MoveRoute.js +110 -0
  33. package/dist/rpg/MoveRoute.js.map +1 -0
  34. package/dist/rpg/dialogue-text.d.ts +81 -0
  35. package/dist/rpg/dialogue-text.d.ts.map +1 -0
  36. package/dist/rpg/dialogue-text.js +88 -0
  37. package/dist/rpg/dialogue-text.js.map +1 -0
  38. package/dist/rpg/index.d.ts +6 -1
  39. package/dist/rpg/index.d.ts.map +1 -1
  40. package/dist/rpg/index.js +3 -0
  41. package/dist/rpg/index.js.map +1 -1
  42. package/dist/rpg/twee-events.d.ts +48 -0
  43. package/dist/rpg/twee-events.d.ts.map +1 -0
  44. package/dist/rpg/twee-events.js +35 -0
  45. package/dist/rpg/twee-events.js.map +1 -0
  46. package/dist/two-d/stage/dialogue-text.d.ts +81 -0
  47. package/dist/two-d/stage/dialogue-text.d.ts.map +1 -0
  48. package/dist/two-d/stage/dialogue-text.js +95 -0
  49. package/dist/two-d/stage/dialogue-text.js.map +1 -0
  50. package/dist/two-d/stage/index.d.ts +1 -0
  51. package/dist/two-d/stage/index.d.ts.map +1 -1
  52. package/dist/two-d/stage/index.js +1 -0
  53. package/dist/two-d/stage/index.js.map +1 -1
  54. package/dist/two-d/stage/twee.d.ts +7 -25
  55. package/dist/two-d/stage/twee.d.ts.map +1 -1
  56. package/dist/two-d/stage/twee.js +10 -162
  57. package/dist/two-d/stage/twee.js.map +1 -1
  58. package/dist/two-d/ui/EventDialogue.d.ts.map +1 -1
  59. package/dist/two-d/ui/EventDialogue.js +7 -1
  60. package/dist/two-d/ui/EventDialogue.js.map +1 -1
  61. package/dist/version.d.ts +1 -1
  62. package/dist/version.js +1 -1
  63. package/package.json +2 -2
@@ -0,0 +1,88 @@
1
+ import { parseDialogueLines } from '../core/DialogueText.js';
2
+ /**
3
+ * A terse, line-based text format for straight (non-branching) dialogue - the format a
4
+ * text-only RPG (`core` plus `rpg`, no renderer at all) can use for its own `EventCommand`
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+ * scripts without depending on `two-d` for anything. `two-d/stage` has its own wrapper
6
+ * around the same parsing engine (`core.parseDialogueLines`) targeting `StageCommand`
7
+ * instead - declared separately for the same reason `EventChoice` is declared separately
8
+ * from `two-d/ui`'s `Choice`: a Pixi-based visual novel that never touches `rpg`'s map
9
+ * events should not have to pull the whole module in just to parse dialogue text, and a
10
+ * text-only RPG should not have to pull in Pixi either. The actual `@id`/`-` parsing logic
11
+ * lives once in `core.parseDialogueLines`, not copied between the two - only the final
12
+ * command shape (`speaker` here, `as` in `two-d/stage`) differs.
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+ *
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+ * Three kinds of line:
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+ *
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+ * - `@id text` names who is speaking and says `text`; `@id` alone (no text) just registers
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+ * the speaker, without saying anything yet.
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+ * - `- text` continues the two-speaker exchange the first two `@id` lines opened,
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+ * alternating speaker on every line: the first `-` after the two openers goes to
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+ * whichever of them did not speak last, and so on.
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+ * - any other non-blank line narrates, with no speaker.
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+ *
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+ * ```
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+ * @alice Hello.
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+ * @bob Hi!
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+ * - How are you?
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+ * - Fine, and you?
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+ * ```
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+ *
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+ * The `-` shorthand is deliberately capped at two speakers: it exists for the two-character
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+ * back-and-forth, not as a guess at which of three or more people talks next. A third
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+ * distinct `@id` anywhere in the source is a parse error rather than a silent guess; a scene
33
+ * with more than two speakers writes `@id` on every line instead, same as it does today.
34
+ *
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+ * Lines reach `EventCommand.say` as plain, untranslated text - a game's own translation step
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+ * decides how that text reaches a player, the same seam MWL's own `_("...")`-marked strings
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+ * use (the source text doubles as the catalog key). `extractDialogueCatalog` builds that
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+ * catalog the same way MWL's `extractCatalog` does, for a game that wants a translator-ready
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+ * file to start from.
40
+ *
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+ * @example
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+ * ```ts
43
+ * import { parseDialogueText, EventRunner, GameState } from '@datamoc/mw_games/rpg';
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+ *
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+ * declare const game: GameState;
46
+ *
47
+ * const runner = new EventRunner({
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+ * game,
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+ * present: async (request) => {
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+ * console.log(request.speaker ? `${request.speaker}: ${request.text}` : request.text);
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+ * },
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+ * });
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+ * const commands = parseDialogueText(`
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+ * @alice Hello.
55
+ * @bob Hi!
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+ * - How are you?
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+ * - Fine, and you?
58
+ * `);
59
+ * await runner.run(commands);
60
+ * ```
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+ */
62
+ export function parseDialogueText(source) {
63
+ return parseDialogueLines(source).map((line) => line.speaker === undefined ? { say: line.text } : { say: line.text, speaker: line.speaker });
64
+ }
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+ /**
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+ * Collects every `say`/`ask` line's text into an identity catalog - each key mapping to
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+ * itself, the same shape MWL's own `extractCatalog` builds from `_("...")`-marked strings -
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+ * so a translator has real entries to work from instead of a wall of untranslated dialogue.
69
+ *
70
+ * @example
71
+ * ```ts
72
+ * import { parseDialogueText, extractDialogueCatalog } from '@datamoc/mw_games/rpg';
73
+ *
74
+ * const commands = parseDialogueText('@alice Hello.\n');
75
+ * console.log(extractDialogueCatalog(commands).messages); // { 'Hello.': 'Hello.' }
76
+ * ```
77
+ */
78
+ export function extractDialogueCatalog(commands, options = {}) {
79
+ const messages = {};
80
+ for (const command of commands) {
81
+ if ('say' in command)
82
+ messages[command.say] = command.say;
83
+ else if ('ask' in command)
84
+ messages[command.ask] = command.ask;
85
+ }
86
+ return { locale: options.locale ?? 'en', direction: options.direction ?? 'ltr', messages };
87
+ }
88
+ //# sourceMappingURL=dialogue-text.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dialogue-text.js","sourceRoot":"","sources":["../../src/rpg/dialogue-text.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAI7D;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAc;IAC/C,OAAO,kBAAkB,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAC9C,IAAI,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,CAC3F,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,sBAAsB,CACrC,QAAiC,EACjC,OAAO,GAA+C,EAAE;IAExD,MAAM,QAAQ,GAA2B,EAAE,CAAC;IAC5C,KAAK,MAAM,OAAO,IAAI,QAAQ,EAAE,CAAC;QAChC,IAAI,KAAK,IAAI,OAAO;YAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;aACrD,IAAI,KAAK,IAAI,OAAO;YAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;IAChE,CAAC;IACD,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,SAAS,EAAE,OAAO,CAAC,SAAS,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC5F,CAAC"}
@@ -6,9 +6,11 @@ export { GameState } from './GameState.ts';
6
6
  export { activePage, conditionHolds } from './Event.ts';
7
7
  export type { EventTrigger, EventCondition, EventPage, MapEvent } from './Event.ts';
8
8
  export { EventRunner } from './EventRunner.ts';
9
- export type { EventCommand, EventRunnerState, EventRunnerOptions, MoveStep, DialoguePresenter, DialogueRequest, EventChoice, } from './EventRunner.ts';
9
+ export type { EventCommand, EventStoryScript, EventRunnerState, EventRunnerOptions, MoveStep, DialoguePresenter, DialogueRequest, EventChoice, } from './EventRunner.ts';
10
10
  export { GridMover } from './GridMover.ts';
11
11
  export type { GridMoverOptions, Direction4 } from './GridMover.ts';
12
+ export { MoveRouteRunner } from './MoveRoute.ts';
13
+ export type { MoveRoute, MoveRouteStep, MoveRouteOptions } from './MoveRoute.ts';
12
14
  export { FreeMover } from './FreeMover.ts';
13
15
  export type { FreeMoverOptions } from './FreeMover.ts';
14
16
  export { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from './Collision.ts';
@@ -17,4 +19,7 @@ export { QuestLog, questsFromRows } from './Quest.ts';
17
19
  export type { QuestStage, QuestDefinition, QuestStatus, QuestMarker, QuestStageRow } from './Quest.ts';
18
20
  export { decodeMarshal, encodeMarshal, RubySymbol, hashDefaultOf, withHashDefault } from './Marshal.ts';
19
21
  export type { RubyObject, RubyUserDefined } from './Marshal.ts';
22
+ export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.ts';
23
+ export { importTwee } from './twee-events.ts';
24
+ export type { EventTwineStory } from './twee-events.ts';
20
25
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,WAAW,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC/E,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AACtD,YAAY,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACxD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AACxD,YAAY,EAAE,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACpF,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EACX,YAAY,EACZ,gBAAgB,EAChB,kBAAkB,EAClB,QAAQ,EACR,iBAAiB,EACjB,eAAe,EACf,WAAW,GACX,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AACxG,YAAY,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AACtF,OAAO,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AACtD,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AACvG,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AACxG,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,WAAW,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC/E,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AACtD,YAAY,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACxD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AACxD,YAAY,EAAE,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACpF,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EACX,YAAY,EACZ,gBAAgB,EAChB,gBAAgB,EAChB,kBAAkB,EAClB,QAAQ,EACR,iBAAiB,EACjB,eAAe,EACf,WAAW,GACX,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AACnE,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,SAAS,EAAE,aAAa,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACjF,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AACxG,YAAY,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AACtF,OAAO,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AACtD,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AACvG,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AACxG,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC"}
package/dist/rpg/index.js CHANGED
@@ -4,8 +4,11 @@ export { GameState } from './GameState.js';
4
4
  export { activePage, conditionHolds } from './Event.js';
5
5
  export { EventRunner } from './EventRunner.js';
6
6
  export { GridMover } from './GridMover.js';
7
+ export { MoveRouteRunner } from './MoveRoute.js';
7
8
  export { FreeMover } from './FreeMover.js';
8
9
  export { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from './Collision.js';
9
10
  export { QuestLog, questsFromRows } from './Quest.js';
10
11
  export { decodeMarshal, encodeMarshal, RubySymbol, hashDefaultOf, withHashDefault } from './Marshal.js';
12
+ export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.js';
13
+ export { importTwee } from './twee-events.js';
11
14
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAW/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAEjD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AAExG,OAAO,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAEtD,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAExG,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC"}
@@ -0,0 +1,48 @@
1
+ import type { EventStoryScript } from './EventRunner.ts';
2
+ /**
3
+ * A story imported from Twine's Twee notation, ready for `EventRunner.runStory`.
4
+ *
5
+ * The `two-d/stage` counterpart, `importTwee`, targets `StageCommand`/`StoryScript` instead -
6
+ * declared independently here for the same reason `EventChoice` already duplicates
7
+ * `two-d/ui`'s `Choice`: a text-only RPG (`core` plus `rpg`, no renderer at all) should not
8
+ * have to depend on `two-d` just to import a branching Twee story, and a Pixi-based visual
9
+ * novel that never touches map events should not have to depend on `rpg` either.
10
+ */
11
+ export interface EventTwineStory {
12
+ story: EventStoryScript;
13
+ /** `StoryData`'s start passage when the file names one, else the first passage */
14
+ start: string;
15
+ /** the `StoryTitle` passage, when the file has one */
16
+ title?: string;
17
+ }
18
+ /**
19
+ * Reads a `.twee` file into an `EventStoryScript`.
20
+ *
21
+ * The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
22
+ * `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
23
+ * way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
24
+ *
25
+ * @example
26
+ * ```ts
27
+ * import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
28
+ *
29
+ * declare const present: DialoguePresenter;
30
+ *
31
+ * const story = importTwee(`:: Start
32
+ * You stand at a crossroads.
33
+ *
34
+ * [[Take the left path->Left]]
35
+ * [[Take the right path->Right]]
36
+ *
37
+ * :: Left
38
+ * The path ends at a wall.
39
+ *
40
+ * :: Right
41
+ * An open road.
42
+ * `);
43
+ * const runner = new EventRunner({ present, game: new GameState() });
44
+ * await runner.runStory(story.story, story.start);
45
+ * ```
46
+ */
47
+ export declare function importTwee(source: string): EventTwineStory;
48
+ //# sourceMappingURL=twee-events.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"twee-events.d.ts","sourceRoot":"","sources":["../../src/rpg/twee-events.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEzD;;;;;;;;GAQG;AACH,MAAM,WAAW,eAAe;IAC/B,KAAK,EAAE,gBAAgB,CAAC;IACxB,kFAAkF;IAClF,KAAK,EAAE,MAAM,CAAC;IACd,sDAAsD;IACtD,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe,CAG1D"}
@@ -0,0 +1,35 @@
1
+ import { parseTwee } from '../core/Twee.js';
2
+ /**
3
+ * Reads a `.twee` file into an `EventStoryScript`.
4
+ *
5
+ * The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
6
+ * `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
7
+ * way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
12
+ *
13
+ * declare const present: DialoguePresenter;
14
+ *
15
+ * const story = importTwee(`:: Start
16
+ * You stand at a crossroads.
17
+ *
18
+ * [[Take the left path->Left]]
19
+ * [[Take the right path->Right]]
20
+ *
21
+ * :: Left
22
+ * The path ends at a wall.
23
+ *
24
+ * :: Right
25
+ * An open road.
26
+ * `);
27
+ * const runner = new EventRunner({ present, game: new GameState() });
28
+ * await runner.runStory(story.story, story.start);
29
+ * ```
30
+ */
31
+ export function importTwee(source) {
32
+ const { story, start, title } = parseTwee(source);
33
+ return title === undefined ? { story, start } : { story, start, title };
34
+ }
35
+ //# sourceMappingURL=twee-events.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"twee-events.js","sourceRoot":"","sources":["../../src/rpg/twee-events.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAoB5C;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,UAAU,UAAU,CAAC,MAAc;IACxC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;IAClD,OAAO,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACzE,CAAC"}
@@ -0,0 +1,81 @@
1
+ import type { Catalog, Direction } from '../../i18n/index.ts';
2
+ import type { StageCommand, StoryScript } from './script.ts';
3
+ /**
4
+ * A terse, line-based text format for straight (non-branching) dialogue - the
5
+ * counterpart to `twee.ts`'s passage graphs, for the common case of a scene
6
+ * that is just a sequence of lines. `rpg` has its own wrapper around the same
7
+ * parsing engine (`core.parseDialogueLines`) for a text-only RPG's map events
8
+ * (`rpg.parseDialogueText`, targeting `EventCommand`) - declared separately
9
+ * here for the same reason `EventChoice` is declared separately from this
10
+ * module's own `Choice`: a text-only RPG built on `core` and `rpg` alone
11
+ * should not have to depend on `two-d` (and its Pixi peer dependency) just to
12
+ * parse dialogue text, and a Pixi-based visual novel that never touches map
13
+ * events should not have to pull in `rpg` either. The actual `@id`/`-`
14
+ * parsing logic lives once in `core.parseDialogueLines`, not copied between
15
+ * the two - only the final command shape (`as` here, `speaker` in `rpg`)
16
+ * differs. Three kinds of line:
17
+ *
18
+ * - `@id text` names who is speaking and says `text`; `@id` alone (no text)
19
+ * just registers the speaker, without saying anything yet.
20
+ * - `- text` continues the two-speaker exchange the first two `@id` lines
21
+ * opened, alternating speaker on every line: the first `-` after the two
22
+ * openers goes to whichever of them did not speak last, and so on.
23
+ * - any other non-blank line narrates, with no speaker.
24
+ *
25
+ * ```
26
+ * @alice Hello.
27
+ * @bob Hi!
28
+ * - How are you?
29
+ * - Fine, and you?
30
+ * ```
31
+ *
32
+ * The `-` shorthand is deliberately capped at two speakers: it exists for the
33
+ * two-character back-and-forth, not as a guess at which of three or more
34
+ * people talks next. A third distinct `@id` anywhere in the source is a
35
+ * parse error rather than a silent guess; a scene with more than two
36
+ * speakers writes `@id` on every line instead, same as it does today.
37
+ *
38
+ * Like `twee.ts`, lines reach `StageCommand.say` as plain, untranslated
39
+ * text - a game's own translation step decides how that text reaches a
40
+ * player, the same seam MWL's own `_("...")`-marked strings use (the source
41
+ * text doubles as the catalog key). `extractDialogueCatalog` builds that
42
+ * catalog the same way MWL's `extractCatalog` does, for a game that wants a
43
+ * translator-ready file to start from.
44
+ *
45
+ * @example
46
+ * ```ts
47
+ * import { parseDialogueText, StageScript } from '@datamoc/mw_games/two-d';
48
+ *
49
+ * declare const script: StageScript;
50
+ *
51
+ * const commands = parseDialogueText(`
52
+ * @alice Hello.
53
+ * @bob Hi!
54
+ * - How are you?
55
+ * - Fine, and you?
56
+ * `);
57
+ * await script.run(commands);
58
+ * ```
59
+ */
60
+ export declare function parseDialogueText(source: string): StageCommand[];
61
+ /**
62
+ * Collects every `say`/`ask` line's text into an identity catalog - each key
63
+ * mapping to itself, the same shape MWL's own `extractCatalog` builds from
64
+ * `_("...")`-marked strings - so a translator has real entries to work from
65
+ * instead of a wall of untranslated dialogue. Accepts either a flat command
66
+ * list (`parseDialogueText`'s own output) or a `StoryScript` graph
67
+ * (`importTwee`'s), so the same extraction step covers both dialogue paths.
68
+ *
69
+ * @example
70
+ * ```ts
71
+ * import { parseDialogueText, extractDialogueCatalog } from '@datamoc/mw_games/two-d';
72
+ *
73
+ * const commands = parseDialogueText('@alice Hello.\n');
74
+ * console.log(extractDialogueCatalog(commands).messages); // { 'Hello.': 'Hello.' }
75
+ * ```
76
+ */
77
+ export declare function extractDialogueCatalog(commands: readonly StageCommand[] | StoryScript, options?: {
78
+ locale?: string;
79
+ direction?: Direction;
80
+ }): Catalog;
81
+ //# sourceMappingURL=dialogue-text.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dialogue-text.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/dialogue-text.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAC9D,OAAO,KAAK,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE7D;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwDG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,MAAM,GAAG,YAAY,EAAE,CAIhE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,sBAAsB,CACrC,QAAQ,EAAE,SAAS,YAAY,EAAE,GAAG,WAAW,EAC/C,OAAO,GAAE;IAAE,MAAM,CAAC,EAAE,MAAM,CAAC;IAAC,SAAS,CAAC,EAAE,SAAS,CAAA;CAAO,GACtD,OAAO,CAYT"}
@@ -0,0 +1,95 @@
1
+ import { parseDialogueLines } from '../../core/DialogueText.js';
2
+ /**
3
+ * A terse, line-based text format for straight (non-branching) dialogue - the
4
+ * counterpart to `twee.ts`'s passage graphs, for the common case of a scene
5
+ * that is just a sequence of lines. `rpg` has its own wrapper around the same
6
+ * parsing engine (`core.parseDialogueLines`) for a text-only RPG's map events
7
+ * (`rpg.parseDialogueText`, targeting `EventCommand`) - declared separately
8
+ * here for the same reason `EventChoice` is declared separately from this
9
+ * module's own `Choice`: a text-only RPG built on `core` and `rpg` alone
10
+ * should not have to depend on `two-d` (and its Pixi peer dependency) just to
11
+ * parse dialogue text, and a Pixi-based visual novel that never touches map
12
+ * events should not have to pull in `rpg` either. The actual `@id`/`-`
13
+ * parsing logic lives once in `core.parseDialogueLines`, not copied between
14
+ * the two - only the final command shape (`as` here, `speaker` in `rpg`)
15
+ * differs. Three kinds of line:
16
+ *
17
+ * - `@id text` names who is speaking and says `text`; `@id` alone (no text)
18
+ * just registers the speaker, without saying anything yet.
19
+ * - `- text` continues the two-speaker exchange the first two `@id` lines
20
+ * opened, alternating speaker on every line: the first `-` after the two
21
+ * openers goes to whichever of them did not speak last, and so on.
22
+ * - any other non-blank line narrates, with no speaker.
23
+ *
24
+ * ```
25
+ * @alice Hello.
26
+ * @bob Hi!
27
+ * - How are you?
28
+ * - Fine, and you?
29
+ * ```
30
+ *
31
+ * The `-` shorthand is deliberately capped at two speakers: it exists for the
32
+ * two-character back-and-forth, not as a guess at which of three or more
33
+ * people talks next. A third distinct `@id` anywhere in the source is a
34
+ * parse error rather than a silent guess; a scene with more than two
35
+ * speakers writes `@id` on every line instead, same as it does today.
36
+ *
37
+ * Like `twee.ts`, lines reach `StageCommand.say` as plain, untranslated
38
+ * text - a game's own translation step decides how that text reaches a
39
+ * player, the same seam MWL's own `_("...")`-marked strings use (the source
40
+ * text doubles as the catalog key). `extractDialogueCatalog` builds that
41
+ * catalog the same way MWL's `extractCatalog` does, for a game that wants a
42
+ * translator-ready file to start from.
43
+ *
44
+ * @example
45
+ * ```ts
46
+ * import { parseDialogueText, StageScript } from '@datamoc/mw_games/two-d';
47
+ *
48
+ * declare const script: StageScript;
49
+ *
50
+ * const commands = parseDialogueText(`
51
+ * @alice Hello.
52
+ * @bob Hi!
53
+ * - How are you?
54
+ * - Fine, and you?
55
+ * `);
56
+ * await script.run(commands);
57
+ * ```
58
+ */
59
+ export function parseDialogueText(source) {
60
+ return parseDialogueLines(source).map((line) => line.speaker === undefined ? { say: line.text } : { say: line.text, as: line.speaker });
61
+ }
62
+ /**
63
+ * Collects every `say`/`ask` line's text into an identity catalog - each key
64
+ * mapping to itself, the same shape MWL's own `extractCatalog` builds from
65
+ * `_("...")`-marked strings - so a translator has real entries to work from
66
+ * instead of a wall of untranslated dialogue. Accepts either a flat command
67
+ * list (`parseDialogueText`'s own output) or a `StoryScript` graph
68
+ * (`importTwee`'s), so the same extraction step covers both dialogue paths.
69
+ *
70
+ * @example
71
+ * ```ts
72
+ * import { parseDialogueText, extractDialogueCatalog } from '@datamoc/mw_games/two-d';
73
+ *
74
+ * const commands = parseDialogueText('@alice Hello.\n');
75
+ * console.log(extractDialogueCatalog(commands).messages); // { 'Hello.': 'Hello.' }
76
+ * ```
77
+ */
78
+ export function extractDialogueCatalog(commands, options = {}) {
79
+ const messages = {};
80
+ const collect = (list) => {
81
+ for (const command of list) {
82
+ if ('say' in command)
83
+ messages[command.say] = command.say;
84
+ else if ('ask' in command)
85
+ messages[command.ask] = command.ask;
86
+ }
87
+ };
88
+ if (Array.isArray(commands))
89
+ collect(commands);
90
+ else
91
+ for (const list of Object.values(commands))
92
+ collect(list);
93
+ return { locale: options.locale ?? 'en', direction: options.direction ?? 'ltr', messages };
94
+ }
95
+ //# sourceMappingURL=dialogue-text.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dialogue-text.js","sourceRoot":"","sources":["../../../src/two-d/stage/dialogue-text.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,4BAA4B,CAAC;AAIhE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwDG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAc;IAC/C,OAAO,kBAAkB,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAC9C,IAAI,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,CACtF,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,sBAAsB,CACrC,QAA+C,EAC/C,OAAO,GAA+C,EAAE;IAExD,MAAM,QAAQ,GAA2B,EAAE,CAAC;IAC5C,MAAM,OAAO,GAAG,CAAC,IAA6B,EAAQ,EAAE;QACvD,KAAK,MAAM,OAAO,IAAI,IAAI,EAAE,CAAC;YAC5B,IAAI,KAAK,IAAI,OAAO;gBAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;iBACrD,IAAI,KAAK,IAAI,OAAO;gBAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;QAChE,CAAC;IACF,CAAC,CAAC;IACF,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC;QAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;;QAC1C,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC;YAAE,OAAO,CAAC,IAAI,CAAC,CAAC;IAE/D,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,SAAS,EAAE,OAAO,CAAC,SAAS,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC5F,CAAC"}
@@ -4,6 +4,7 @@ export { StageScript } from './script.ts';
4
4
  export type { StageCommand, StageChoice, StoryScript, ScriptOptions, ScriptState, HistoryEntry } from './script.ts';
5
5
  export { importTwee } from './twee.ts';
6
6
  export type { TwineStory } from './twee.ts';
7
+ export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.ts';
7
8
  export { StoryScreen, StorySequence } from './StoryScreen.ts';
8
9
  export type { StoryBeat, StoryScreenOptions } from './StoryScreen.ts';
9
10
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,mBAAmB,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAErF,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AACpH,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AACvC,YAAY,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,YAAY,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,mBAAmB,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAErF,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AACpH,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AACvC,YAAY,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAC5C,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAE/E,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,YAAY,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC"}
@@ -1,5 +1,6 @@
1
1
  export { DialogueStage } from './DialogueStage.js';
2
2
  export { StageScript } from './script.js';
3
3
  export { importTwee } from './twee.js';
4
+ export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.js';
4
5
  export { StoryScreen, StorySequence } from './StoryScreen.js';
5
6
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE1C,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAGvC,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE1C,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAEvC,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAE/E,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC"}
@@ -12,31 +12,13 @@ export interface TwineStory {
12
12
  /**
13
13
  * Reads a `.twee` file into a `StoryScript`.
14
14
  *
15
- * Twee was chosen over Twine's `<tw-passagedata>` HTML export on purpose: it is
16
- * plain text, so this stays a pure string parser with no DOM - testable under
17
- * `node --test` and loadable through `mwg/assets` like any other text asset.
18
- *
19
- * Only structure is imported, and that answers the format question the roadmap
20
- * left open: each passage's text lines become `say` commands and its
21
- * `[[links]]` become one closing `ask` whose choices jump (`[[text]]`,
22
- * `[[text->target]]` and `[[target<-text]]`) - the last text line doubles as
23
- * the question, since a choice box needs a prompt and repeating it works.
24
- * No story-format macro language
25
- * (Harlowe, SugarCube, Chapbook) is interpreted - body text reaches the stage
26
- * untouched, and a link carrying a setter throws instead of silently dropping
27
- * the behaviour the setter described.
28
- *
29
- * ```twee
30
- * :: Start
31
- * You stand at a crossroads.
32
- *
33
- * [[Take the left path->Left]]
34
- * [[Take the right path->Right]]
35
- *
36
- * :: Left
37
- * The path ends at a wall.
38
- * [[Go back->Start]]
39
- * ```
15
+ * The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
16
+ * `core.parseTwee` - `rpg.importTwee` is the same wrapper around the same engine, targeting
17
+ * `EventStoryScript` instead, declared separately for the same reason `EventChoice` already
18
+ * duplicates `two-d/ui`'s `Choice`: a text-only RPG should not have to depend on `two-d` just
19
+ * to import a branching Twee story, and a Pixi-based visual novel that never touches map
20
+ * events should not have to depend on `rpg` either. `core.parseTwee`'s own doc comment covers
21
+ * the notation itself (passages, links, what a macro-carrying link does).
40
22
  *
41
23
  * @example
42
24
  * ```ts
@@ -1 +1 @@
1
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1
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