@datamoc/mw_games 0.3.1 → 0.4.1

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 (770) hide show
  1. package/README.md +401 -395
  2. package/dist/actors/Advancement.d.ts +17 -0
  3. package/dist/actors/Advancement.d.ts.map +1 -1
  4. package/dist/actors/Advancement.js +17 -0
  5. package/dist/actors/Advancement.js.map +1 -1
  6. package/dist/actors/Affix.d.ts +46 -0
  7. package/dist/actors/Affix.d.ts.map +1 -1
  8. package/dist/actors/Affix.js +32 -1
  9. package/dist/actors/Affix.js.map +1 -1
  10. package/dist/actors/Appearances.d.ts +12 -0
  11. package/dist/actors/Appearances.d.ts.map +1 -1
  12. package/dist/actors/Appearances.js +12 -0
  13. package/dist/actors/Appearances.js.map +1 -1
  14. package/dist/actors/Aura.d.ts +16 -0
  15. package/dist/actors/Aura.d.ts.map +1 -1
  16. package/dist/actors/Aura.js +16 -0
  17. package/dist/actors/Aura.js.map +1 -1
  18. package/dist/actors/Barrier.d.ts +60 -0
  19. package/dist/actors/Barrier.d.ts.map +1 -0
  20. package/dist/actors/Barrier.js +70 -0
  21. package/dist/actors/Barrier.js.map +1 -0
  22. package/dist/actors/Charges.d.ts +35 -0
  23. package/dist/actors/Charges.d.ts.map +1 -1
  24. package/dist/actors/Charges.js +26 -0
  25. package/dist/actors/Charges.js.map +1 -1
  26. package/dist/actors/Equipment.d.ts +48 -0
  27. package/dist/actors/Equipment.d.ts.map +1 -1
  28. package/dist/actors/Equipment.js +51 -1
  29. package/dist/actors/Equipment.js.map +1 -1
  30. package/dist/actors/Inventory.d.ts +70 -3
  31. package/dist/actors/Inventory.d.ts.map +1 -1
  32. package/dist/actors/Inventory.js +109 -5
  33. package/dist/actors/Inventory.js.map +1 -1
  34. package/dist/actors/ItemState.d.ts +24 -2
  35. package/dist/actors/ItemState.d.ts.map +1 -1
  36. package/dist/actors/ItemState.js +31 -2
  37. package/dist/actors/ItemState.js.map +1 -1
  38. package/dist/actors/ItemStatusEffect.d.ts +13 -0
  39. package/dist/actors/ItemStatusEffect.d.ts.map +1 -1
  40. package/dist/actors/ItemStatusEffect.js +13 -0
  41. package/dist/actors/ItemStatusEffect.js.map +1 -1
  42. package/dist/actors/Loot.d.ts +15 -1
  43. package/dist/actors/Loot.d.ts.map +1 -1
  44. package/dist/actors/Loot.js +16 -2
  45. package/dist/actors/Loot.js.map +1 -1
  46. package/dist/actors/Progression.d.ts +23 -1
  47. package/dist/actors/Progression.d.ts.map +1 -1
  48. package/dist/actors/Progression.js +21 -1
  49. package/dist/actors/Progression.js.map +1 -1
  50. package/dist/actors/Resource.d.ts +30 -0
  51. package/dist/actors/Resource.d.ts.map +1 -1
  52. package/dist/actors/Resource.js +22 -0
  53. package/dist/actors/Resource.js.map +1 -1
  54. package/dist/actors/Scaling.d.ts +8 -0
  55. package/dist/actors/Scaling.d.ts.map +1 -1
  56. package/dist/actors/Scaling.js.map +1 -1
  57. package/dist/actors/Shop.d.ts +15 -0
  58. package/dist/actors/Shop.d.ts.map +1 -1
  59. package/dist/actors/Shop.js.map +1 -1
  60. package/dist/actors/SkillPoints.d.ts +27 -0
  61. package/dist/actors/SkillPoints.d.ts.map +1 -1
  62. package/dist/actors/SkillPoints.js +29 -0
  63. package/dist/actors/SkillPoints.js.map +1 -1
  64. package/dist/actors/StatBlock.d.ts +16 -0
  65. package/dist/actors/StatBlock.d.ts.map +1 -1
  66. package/dist/actors/StatBlock.js +21 -0
  67. package/dist/actors/StatBlock.js.map +1 -1
  68. package/dist/actors/StatusEffect.d.ts +18 -0
  69. package/dist/actors/StatusEffect.d.ts.map +1 -1
  70. package/dist/actors/StatusEffect.js +18 -0
  71. package/dist/actors/StatusEffect.js.map +1 -1
  72. package/dist/actors/Support.d.ts +13 -2
  73. package/dist/actors/Support.d.ts.map +1 -1
  74. package/dist/actors/Support.js +13 -2
  75. package/dist/actors/Support.js.map +1 -1
  76. package/dist/actors/Traits.d.ts +14 -0
  77. package/dist/actors/Traits.d.ts.map +1 -1
  78. package/dist/actors/Traits.js +14 -0
  79. package/dist/actors/Traits.js.map +1 -1
  80. package/dist/actors/craft.d.ts +16 -0
  81. package/dist/actors/craft.d.ts.map +1 -1
  82. package/dist/actors/craft.js +16 -0
  83. package/dist/actors/craft.js.map +1 -1
  84. package/dist/actors/index.d.ts +8 -5
  85. package/dist/actors/index.d.ts.map +1 -1
  86. package/dist/actors/index.js +3 -2
  87. package/dist/actors/index.js.map +1 -1
  88. package/dist/actors/skillCheck.d.ts +8 -0
  89. package/dist/actors/skillCheck.d.ts.map +1 -1
  90. package/dist/actors/skillCheck.js +8 -0
  91. package/dist/actors/skillCheck.js.map +1 -1
  92. package/dist/assets/ByteProgress.d.ts +37 -0
  93. package/dist/assets/ByteProgress.d.ts.map +1 -0
  94. package/dist/assets/ByteProgress.js +54 -0
  95. package/dist/assets/ByteProgress.js.map +1 -0
  96. package/dist/assets/Streaming.d.ts +11 -1
  97. package/dist/assets/Streaming.d.ts.map +1 -1
  98. package/dist/assets/Streaming.js +11 -1
  99. package/dist/assets/Streaming.js.map +1 -1
  100. package/dist/assets/index.d.ts +11 -52
  101. package/dist/assets/index.d.ts.map +1 -1
  102. package/dist/assets/index.js +9 -80
  103. package/dist/assets/index.js.map +1 -1
  104. package/dist/assets/loader.d.ts +45 -0
  105. package/dist/assets/loader.d.ts.map +1 -0
  106. package/dist/assets/loader.js +72 -0
  107. package/dist/assets/loader.js.map +1 -0
  108. package/dist/assets/paths.d.ts +50 -0
  109. package/dist/assets/paths.d.ts.map +1 -0
  110. package/dist/assets/paths.js +59 -0
  111. package/dist/assets/paths.js.map +1 -0
  112. package/dist/audio/Captions.d.ts +13 -1
  113. package/dist/audio/Captions.d.ts.map +1 -1
  114. package/dist/audio/Captions.js +13 -1
  115. package/dist/audio/Captions.js.map +1 -1
  116. package/dist/audio/Midi.d.ts +19 -1
  117. package/dist/audio/Midi.d.ts.map +1 -1
  118. package/dist/audio/Midi.js +19 -1
  119. package/dist/audio/Midi.js.map +1 -1
  120. package/dist/audio/Music.d.ts +11 -0
  121. package/dist/audio/Music.d.ts.map +1 -1
  122. package/dist/audio/Music.js +11 -0
  123. package/dist/audio/Music.js.map +1 -1
  124. package/dist/audio/Orchestrator.d.ts +14 -0
  125. package/dist/audio/Orchestrator.d.ts.map +1 -1
  126. package/dist/audio/Orchestrator.js +14 -0
  127. package/dist/audio/Orchestrator.js.map +1 -1
  128. package/dist/audio/Playable.d.ts +11 -1
  129. package/dist/audio/Playable.d.ts.map +1 -1
  130. package/dist/audio/Playable.js +12 -2
  131. package/dist/audio/Playable.js.map +1 -1
  132. package/dist/audio/Sound.d.ts +8 -0
  133. package/dist/audio/Sound.d.ts.map +1 -1
  134. package/dist/audio/Sound.js +8 -0
  135. package/dist/audio/Sound.js.map +1 -1
  136. package/dist/audio/Synth.d.ts +15 -0
  137. package/dist/audio/Synth.d.ts.map +1 -1
  138. package/dist/audio/Synth.js +15 -0
  139. package/dist/audio/Synth.js.map +1 -1
  140. package/dist/battle/BattleAI.d.ts +18 -2
  141. package/dist/battle/BattleAI.d.ts.map +1 -1
  142. package/dist/battle/BattleAI.js +18 -2
  143. package/dist/battle/BattleAI.js.map +1 -1
  144. package/dist/battle/Evolution.d.ts +12 -0
  145. package/dist/battle/Evolution.d.ts.map +1 -1
  146. package/dist/battle/Evolution.js +12 -0
  147. package/dist/battle/Evolution.js.map +1 -1
  148. package/dist/battle/Field.d.ts +13 -2
  149. package/dist/battle/Field.d.ts.map +1 -1
  150. package/dist/battle/Field.js +3 -3
  151. package/dist/battle/Field.js.map +1 -1
  152. package/dist/battle/Hooks.d.ts +23 -13
  153. package/dist/battle/Hooks.d.ts.map +1 -1
  154. package/dist/battle/Hooks.js +36 -18
  155. package/dist/battle/Hooks.js.map +1 -1
  156. package/dist/battle/Move.d.ts +13 -0
  157. package/dist/battle/Move.d.ts.map +1 -1
  158. package/dist/battle/Move.js +13 -0
  159. package/dist/battle/Move.js.map +1 -1
  160. package/dist/battle/Party.d.ts +11 -0
  161. package/dist/battle/Party.d.ts.map +1 -1
  162. package/dist/battle/Party.js +11 -0
  163. package/dist/battle/Party.js.map +1 -1
  164. package/dist/battle/Species.d.ts +10 -0
  165. package/dist/battle/Species.d.ts.map +1 -1
  166. package/dist/battle/Species.js +10 -0
  167. package/dist/battle/Species.js.map +1 -1
  168. package/dist/battle/StatStages.d.ts +14 -0
  169. package/dist/battle/StatStages.d.ts.map +1 -1
  170. package/dist/battle/StatStages.js.map +1 -1
  171. package/dist/battle/TypeMatrix.d.ts +11 -0
  172. package/dist/battle/TypeMatrix.d.ts.map +1 -1
  173. package/dist/battle/TypeMatrix.js +11 -0
  174. package/dist/battle/TypeMatrix.js.map +1 -1
  175. package/dist/core/Achievements.d.ts +15 -0
  176. package/dist/core/Achievements.d.ts.map +1 -1
  177. package/dist/core/Achievements.js +15 -0
  178. package/dist/core/Achievements.js.map +1 -1
  179. package/dist/core/Collection.d.ts +12 -0
  180. package/dist/core/Collection.d.ts.map +1 -1
  181. package/dist/core/Collection.js +12 -0
  182. package/dist/core/Collection.js.map +1 -1
  183. package/dist/core/Entity.d.ts +42 -0
  184. package/dist/core/Entity.d.ts.map +1 -0
  185. package/dist/core/Entity.js +47 -0
  186. package/dist/core/Entity.js.map +1 -0
  187. package/dist/core/Feedback.d.ts +11 -1
  188. package/dist/core/Feedback.d.ts.map +1 -1
  189. package/dist/core/Feedback.js +11 -1
  190. package/dist/core/Feedback.js.map +1 -1
  191. package/dist/core/Hex.d.ts +14 -0
  192. package/dist/core/Hex.d.ts.map +1 -1
  193. package/dist/core/Hex.js +14 -0
  194. package/dist/core/Hex.js.map +1 -1
  195. package/dist/core/Hooks.d.ts +48 -0
  196. package/dist/core/Hooks.d.ts.map +1 -0
  197. package/dist/core/Hooks.js +33 -0
  198. package/dist/core/Hooks.js.map +1 -0
  199. package/dist/core/Input.d.ts +53 -0
  200. package/dist/core/Input.d.ts.map +1 -1
  201. package/dist/core/Input.js +126 -21
  202. package/dist/core/Input.js.map +1 -1
  203. package/dist/core/Loading.d.ts +17 -0
  204. package/dist/core/Loading.d.ts.map +1 -1
  205. package/dist/core/Loading.js +17 -0
  206. package/dist/core/Loading.js.map +1 -1
  207. package/dist/core/Log.d.ts +9 -0
  208. package/dist/core/Log.d.ts.map +1 -1
  209. package/dist/core/Log.js +9 -0
  210. package/dist/core/Log.js.map +1 -1
  211. package/dist/core/Multiplayer.d.ts +12 -0
  212. package/dist/core/Multiplayer.d.ts.map +1 -1
  213. package/dist/core/Multiplayer.js +12 -0
  214. package/dist/core/Multiplayer.js.map +1 -1
  215. package/dist/core/News.d.ts +12 -0
  216. package/dist/core/News.d.ts.map +1 -1
  217. package/dist/core/News.js.map +1 -1
  218. package/dist/core/PlayerInput.d.ts +19 -0
  219. package/dist/core/PlayerInput.d.ts.map +1 -1
  220. package/dist/core/PlayerInput.js +25 -0
  221. package/dist/core/PlayerInput.js.map +1 -1
  222. package/dist/core/Presentation.d.ts +56 -0
  223. package/dist/core/Presentation.d.ts.map +1 -0
  224. package/dist/core/Presentation.js +78 -0
  225. package/dist/core/Presentation.js.map +1 -0
  226. package/dist/core/Random.d.ts +38 -5
  227. package/dist/core/Random.d.ts.map +1 -1
  228. package/dist/core/Random.js +38 -5
  229. package/dist/core/Random.js.map +1 -1
  230. package/dist/core/Replay.d.ts +31 -0
  231. package/dist/core/Replay.d.ts.map +1 -1
  232. package/dist/core/Replay.js +31 -0
  233. package/dist/core/Replay.js.map +1 -1
  234. package/dist/core/RunHistory.d.ts +12 -0
  235. package/dist/core/RunHistory.d.ts.map +1 -1
  236. package/dist/core/RunHistory.js.map +1 -1
  237. package/dist/core/Sanitize.d.ts +18 -0
  238. package/dist/core/Sanitize.d.ts.map +1 -1
  239. package/dist/core/Sanitize.js +18 -0
  240. package/dist/core/Sanitize.js.map +1 -1
  241. package/dist/core/Save.d.ts.map +1 -1
  242. package/dist/core/Save.js +13 -0
  243. package/dist/core/Save.js.map +1 -1
  244. package/dist/core/SaveSync.d.ts +14 -0
  245. package/dist/core/SaveSync.d.ts.map +1 -1
  246. package/dist/core/SaveSync.js.map +1 -1
  247. package/dist/core/Scene.d.ts +29 -6
  248. package/dist/core/Scene.d.ts.map +1 -1
  249. package/dist/core/Scene.js +31 -6
  250. package/dist/core/Scene.js.map +1 -1
  251. package/dist/core/SceneStack.d.ts +28 -4
  252. package/dist/core/SceneStack.d.ts.map +1 -1
  253. package/dist/core/SceneStack.js +24 -0
  254. package/dist/core/SceneStack.js.map +1 -1
  255. package/dist/core/Scramble.d.ts +8 -0
  256. package/dist/core/Scramble.d.ts.map +1 -1
  257. package/dist/core/Scramble.js +8 -0
  258. package/dist/core/Scramble.js.map +1 -1
  259. package/dist/core/Session.d.ts +10 -0
  260. package/dist/core/Session.d.ts.map +1 -1
  261. package/dist/core/Session.js.map +1 -1
  262. package/dist/core/Signal.d.ts +11 -0
  263. package/dist/core/Signal.d.ts.map +1 -1
  264. package/dist/core/Signal.js.map +1 -1
  265. package/dist/core/Spawner.d.ts +17 -0
  266. package/dist/core/Spawner.d.ts.map +1 -1
  267. package/dist/core/Spawner.js +17 -0
  268. package/dist/core/Spawner.js.map +1 -1
  269. package/dist/core/Stats.d.ts +14 -0
  270. package/dist/core/Stats.d.ts.map +1 -1
  271. package/dist/core/Stats.js +14 -0
  272. package/dist/core/Stats.js.map +1 -1
  273. package/dist/core/Telemetry.d.ts +11 -0
  274. package/dist/core/Telemetry.d.ts.map +1 -1
  275. package/dist/core/Telemetry.js +11 -0
  276. package/dist/core/Telemetry.js.map +1 -1
  277. package/dist/core/Tween.d.ts +16 -1
  278. package/dist/core/Tween.d.ts.map +1 -1
  279. package/dist/core/Tween.js +16 -1
  280. package/dist/core/Tween.js.map +1 -1
  281. package/dist/core/UndoHistory.d.ts +15 -0
  282. package/dist/core/UndoHistory.d.ts.map +1 -1
  283. package/dist/core/UndoHistory.js.map +1 -1
  284. package/dist/core/index.d.ts +7 -2
  285. package/dist/core/index.d.ts.map +1 -1
  286. package/dist/core/index.js +3 -1
  287. package/dist/core/index.js.map +1 -1
  288. package/dist/i18n/Format.d.ts +25 -0
  289. package/dist/i18n/Format.d.ts.map +1 -0
  290. package/dist/i18n/Format.js +32 -0
  291. package/dist/i18n/Format.js.map +1 -0
  292. package/dist/i18n/SemanticMessage.d.ts +71 -0
  293. package/dist/i18n/SemanticMessage.d.ts.map +1 -0
  294. package/dist/i18n/SemanticMessage.js +40 -0
  295. package/dist/i18n/SemanticMessage.js.map +1 -0
  296. package/dist/i18n/Validate.d.ts +56 -0
  297. package/dist/i18n/Validate.d.ts.map +1 -0
  298. package/dist/i18n/Validate.js +65 -0
  299. package/dist/i18n/Validate.js.map +1 -0
  300. package/dist/i18n/index.d.ts +39 -0
  301. package/dist/i18n/index.d.ts.map +1 -1
  302. package/dist/i18n/index.js +48 -1
  303. package/dist/i18n/index.js.map +1 -1
  304. package/dist/index.d.ts +4 -5
  305. package/dist/index.d.ts.map +1 -1
  306. package/dist/index.js +4 -5
  307. package/dist/index.js.map +1 -1
  308. package/dist/mw_games.global.js +153 -88
  309. package/dist/roguelike/Blob.d.ts +11 -0
  310. package/dist/roguelike/Blob.d.ts.map +1 -1
  311. package/dist/roguelike/Blob.js +11 -0
  312. package/dist/roguelike/Blob.js.map +1 -1
  313. package/dist/roguelike/Boss.d.ts +16 -4
  314. package/dist/roguelike/Boss.d.ts.map +1 -1
  315. package/dist/roguelike/Boss.js +18 -6
  316. package/dist/roguelike/Boss.js.map +1 -1
  317. package/dist/roguelike/Combat.d.ts +23 -11
  318. package/dist/roguelike/Combat.d.ts.map +1 -1
  319. package/dist/roguelike/Combat.js +22 -16
  320. package/dist/roguelike/Combat.js.map +1 -1
  321. package/dist/roguelike/ContentRoll.d.ts +53 -0
  322. package/dist/roguelike/ContentRoll.d.ts.map +1 -0
  323. package/dist/roguelike/ContentRoll.js +48 -0
  324. package/dist/roguelike/ContentRoll.js.map +1 -0
  325. package/dist/roguelike/Doors.d.ts +13 -0
  326. package/dist/roguelike/Doors.d.ts.map +1 -1
  327. package/dist/roguelike/Doors.js +13 -0
  328. package/dist/roguelike/Doors.js.map +1 -1
  329. package/dist/roguelike/DungeonParity.d.ts +57 -0
  330. package/dist/roguelike/DungeonParity.d.ts.map +1 -0
  331. package/dist/roguelike/DungeonParity.js +78 -0
  332. package/dist/roguelike/DungeonParity.js.map +1 -0
  333. package/dist/roguelike/Elevation.d.ts +15 -0
  334. package/dist/roguelike/Elevation.d.ts.map +1 -1
  335. package/dist/roguelike/Elevation.js +15 -0
  336. package/dist/roguelike/Elevation.js.map +1 -1
  337. package/dist/roguelike/Features.d.ts +59 -0
  338. package/dist/roguelike/Features.d.ts.map +1 -0
  339. package/dist/roguelike/Features.js +76 -0
  340. package/dist/roguelike/Features.js.map +1 -0
  341. package/dist/roguelike/FieldOfView.d.ts +13 -0
  342. package/dist/roguelike/FieldOfView.d.ts.map +1 -1
  343. package/dist/roguelike/FieldOfView.js +13 -0
  344. package/dist/roguelike/FieldOfView.js.map +1 -1
  345. package/dist/roguelike/Level.d.ts +26 -1
  346. package/dist/roguelike/Level.d.ts.map +1 -1
  347. package/dist/roguelike/Level.js +26 -1
  348. package/dist/roguelike/Level.js.map +1 -1
  349. package/dist/roguelike/MonsterAI.d.ts +14 -0
  350. package/dist/roguelike/MonsterAI.d.ts.map +1 -1
  351. package/dist/roguelike/MonsterAI.js +15 -1
  352. package/dist/roguelike/MonsterAI.js.map +1 -1
  353. package/dist/roguelike/MultiStageAbility.d.ts +59 -0
  354. package/dist/roguelike/MultiStageAbility.d.ts.map +1 -0
  355. package/dist/roguelike/MultiStageAbility.js +76 -0
  356. package/dist/roguelike/MultiStageAbility.js.map +1 -0
  357. package/dist/roguelike/Pathfinder.d.ts +23 -2
  358. package/dist/roguelike/Pathfinder.d.ts.map +1 -1
  359. package/dist/roguelike/Pathfinder.js +23 -2
  360. package/dist/roguelike/Pathfinder.js.map +1 -1
  361. package/dist/roguelike/RoomBuilders.d.ts +60 -0
  362. package/dist/roguelike/RoomBuilders.d.ts.map +1 -0
  363. package/dist/roguelike/RoomBuilders.js +57 -0
  364. package/dist/roguelike/RoomBuilders.js.map +1 -0
  365. package/dist/roguelike/Scheduler.d.ts +48 -1
  366. package/dist/roguelike/Scheduler.d.ts.map +1 -1
  367. package/dist/roguelike/Scheduler.js +58 -1
  368. package/dist/roguelike/Scheduler.js.map +1 -1
  369. package/dist/roguelike/Secrets.d.ts +13 -0
  370. package/dist/roguelike/Secrets.d.ts.map +1 -1
  371. package/dist/roguelike/Secrets.js +13 -0
  372. package/dist/roguelike/Secrets.js.map +1 -1
  373. package/dist/roguelike/Stealth.d.ts +13 -0
  374. package/dist/roguelike/Stealth.d.ts.map +1 -1
  375. package/dist/roguelike/Stealth.js +13 -0
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  377. package/dist/roguelike/Targeting.d.ts +67 -1
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  716. package/dist/ui/RebindScreen.d.ts.map +0 -1
  717. package/dist/ui/RebindScreen.js.map +0 -1
  718. package/dist/ui/StatsScreen.d.ts.map +0 -1
  719. package/dist/ui/StatsScreen.js.map +0 -1
  720. package/dist/ui/Toast.d.ts.map +0 -1
  721. package/dist/ui/Toast.js.map +0 -1
  722. package/dist/ui/VerticalLabel.d.ts.map +0 -1
  723. package/dist/ui/VerticalLabel.js.map +0 -1
  724. package/dist/ui/Window.d.ts.map +0 -1
  725. package/dist/ui/Window.js.map +0 -1
  726. package/dist/ui/WindowStack.d.ts.map +0 -1
  727. package/dist/ui/WindowStack.js.map +0 -1
  728. package/dist/ui/index.d.ts.map +0 -1
  729. package/dist/ui/index.js.map +0 -1
  730. package/dist/ui/theme.d.ts.map +0 -1
  731. package/dist/ui/theme.js.map +0 -1
  732. /package/dist/{render → two-d/render}/ActorAnimator.d.ts +0 -0
  733. /package/dist/{render → two-d/render}/ActorAnimator.js +0 -0
  734. /package/dist/{render → two-d/render}/AnimatedSprite.js +0 -0
  735. /package/dist/{render → two-d/render}/Autotile.d.ts +0 -0
  736. /package/dist/{render → two-d/render}/Autotile.js +0 -0
  737. /package/dist/{render → two-d/render}/Camera.d.ts +0 -0
  738. /package/dist/{render → two-d/render}/Capabilities.d.ts +0 -0
  739. /package/dist/{render → two-d/render}/Capabilities.js +0 -0
  740. /package/dist/{render → two-d/render}/ColorBlindness.d.ts +0 -0
  741. /package/dist/{render → two-d/render}/ColorBlindness.js +0 -0
  742. /package/dist/{render → two-d/render}/LayeredSprite.js +0 -0
  743. /package/dist/{render → two-d/render}/Minimap.d.ts +0 -0
  744. /package/dist/{render → two-d/render}/Projectile.d.ts +0 -0
  745. /package/dist/{render → two-d/render}/Projectile.js +0 -0
  746. /package/dist/{render → two-d/render}/StatusVisuals.d.ts +0 -0
  747. /package/dist/{render → two-d/render}/StatusVisuals.js +0 -0
  748. /package/dist/{render → two-d/render}/TileMap.d.ts +0 -0
  749. /package/dist/{render → two-d/render}/Viewport.d.ts +0 -0
  750. /package/dist/{render → two-d/render}/Viewport.js +0 -0
  751. /package/dist/{stage → two-d/stage}/index.d.ts +0 -0
  752. /package/dist/{stage → two-d/stage}/index.js +0 -0
  753. /package/dist/{ui → two-d/ui}/Bar.d.ts +0 -0
  754. /package/dist/{ui → two-d/ui}/Bar.js +0 -0
  755. /package/dist/{ui → two-d/ui}/BitmapLabel.d.ts +0 -0
  756. /package/dist/{ui → two-d/ui}/BitmapLabel.js +0 -0
  757. /package/dist/{ui → two-d/ui}/FloatingText.d.ts +0 -0
  758. /package/dist/{ui → two-d/ui}/FloatingText.js +0 -0
  759. /package/dist/{ui → two-d/ui}/HelpScreen.js +0 -0
  760. /package/dist/{ui → two-d/ui}/IconGrid.js +0 -0
  761. /package/dist/{ui → two-d/ui}/Label.d.ts +0 -0
  762. /package/dist/{ui → two-d/ui}/Label.js +0 -0
  763. /package/dist/{ui → two-d/ui}/ListView.js +0 -0
  764. /package/dist/{ui → two-d/ui}/LoadingScreen.js +0 -0
  765. /package/dist/{ui → two-d/ui}/MessageBox.js +0 -0
  766. /package/dist/{ui → two-d/ui}/StatsScreen.d.ts +0 -0
  767. /package/dist/{ui → two-d/ui}/StatsScreen.js +0 -0
  768. /package/dist/{ui → two-d/ui}/VerticalLabel.d.ts +0 -0
  769. /package/dist/{ui → two-d/ui}/VerticalLabel.js +0 -0
  770. /package/dist/{ui → two-d/ui}/WindowStack.d.ts +0 -0
@@ -7,6 +7,17 @@
7
7
  * or corrode whoever stands there). Per-creature timers (`applyStatusEffect`) already
8
8
  * cover "this victim burns for 3 turns"; this covers the other half, "this *place*
9
9
  * burns until it burns out".
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { Blob } from '@datamoc/mw_games/roguelike';
14
+ *
15
+ * const fire = new Blob(20, 20);
16
+ * fire.seed(5, 5, 10); // a fireball lands
17
+ *
18
+ * fire.spread((x, y) => x >= 0 && y >= 0 && x < 20 && y < 20, 0.25, 0.9); // one turn of spreading
19
+ * for (const cell of fire.cellsAbove(0.5)) console.log('burning at', cell.x, cell.y);
20
+ * ```
10
21
  */
11
22
  export declare class Blob {
12
23
  readonly width: number;
@@ -1 +1 @@
1
- {"version":3,"file":"Blob.d.ts","sourceRoot":"","sources":["../../src/roguelike/Blob.ts"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AAEH,qBAAa,IAAI;IAChB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB,OAAO,CAAC,MAAM,CAAe;IAE7B,YAAY,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAIxC;IAED,4DAA4D;IAC5D,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAGrC;IAED,iFAAiF;IACjF,KAAK,IAAI,MAAM,CAId;IAED,2EAA2E;IAC3E,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAG/C;IAED;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,EAAE,MAAM,SAAO,EAAE,KAAK,SAAM,GAAG,IAAI,CAgCpF;IAED,qFAAqF;IACrF,UAAU,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK,CAAC;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC,CAS3E;IAED,MAAM,IAAI;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAA;KAAE,CAE5D;IAED,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAA;KAAE,GAAG,IAAI,CAI/E;CACD"}
1
+ {"version":3,"file":"Blob.d.ts","sourceRoot":"","sources":["../../src/roguelike/Blob.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,qBAAa,IAAI;IAChB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB,OAAO,CAAC,MAAM,CAAe;IAE7B,YAAY,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAIxC;IAED,4DAA4D;IAC5D,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAGrC;IAED,iFAAiF;IACjF,KAAK,IAAI,MAAM,CAId;IAED,2EAA2E;IAC3E,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAG/C;IAED;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,EAAE,MAAM,SAAO,EAAE,KAAK,SAAM,GAAG,IAAI,CAgCpF;IAED,qFAAqF;IACrF,UAAU,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK,CAAC;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC,CAS3E;IAED,MAAM,IAAI;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAA;KAAE,CAE5D;IAED,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAA;KAAE,GAAG,IAAI,CAI/E;CACD"}
@@ -8,6 +8,17 @@ import { neighbourOffsets } from './Level.js';
8
8
  * or corrode whoever stands there). Per-creature timers (`applyStatusEffect`) already
9
9
  * cover "this victim burns for 3 turns"; this covers the other half, "this *place*
10
10
  * burns until it burns out".
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Blob } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * const fire = new Blob(20, 20);
17
+ * fire.seed(5, 5, 10); // a fireball lands
18
+ *
19
+ * fire.spread((x, y) => x >= 0 && y >= 0 && x < 20 && y < 20, 0.25, 0.9); // one turn of spreading
20
+ * for (const cell of fire.cellsAbove(0.5)) console.log('burning at', cell.x, cell.y);
21
+ * ```
11
22
  */
12
23
  export class Blob {
13
24
  constructor(width, height) {
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Blob.js","sourceRoot":"","sources":["../../src/roguelike/Blob.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AAE9C;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,MAAM,OAAO,IAAI;IAMhB,YAAY,KAAa,EAAE,MAAc;QACxC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,MAAM,GAAG,IAAI,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC;IAChD,CAAC;IAED,4DAA4D;IAC5D,QAAQ,CAAC,CAAS,EAAE,CAAS;QAC5B,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,MAAM;YAAE,OAAO,CAAC,CAAC;QACpE,OAAO,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;IACxC,CAAC;IAED,iFAAiF;IACjF,KAAK;QACJ,IAAI,GAAG,GAAG,CAAC,CAAC;QACZ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE;YAAE,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QACnE,OAAO,GAAG,CAAC;IACZ,CAAC;IAED,2EAA2E;IAC3E,IAAI,CAAC,CAAS,EAAE,CAAS,EAAE,MAAc;QACxC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,IAAI,CAAC,MAAM;YAAE,OAAO;QAClE,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,MAAM,CAAC;IAC3C,CAAC;IAED;;;;;OAKG;IACH,MAAM,CAAC,QAA2C,EAAE,MAAM,GAAG,IAAI,EAAE,KAAK,GAAG,GAAG;QAC7E,MAAM,IAAI,GAAG,IAAI,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QAElD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;gBACrC,MAAM,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;gBAChC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;gBACjC,IAAI,MAAM,IAAI,CAAC;oBAAE,SAAS;gBAE1B,MAAM,IAAI,GAAa,EAAE,CAAC;gBAC1B,KAAK,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC;oBAC5C,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;oBAClB,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;oBAClB,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,IAAI,IAAI,CAAC,KAAK,IAAI,EAAE,IAAI,IAAI,CAAC,MAAM;wBAAE,SAAS;oBACxE,IAAI,QAAQ,CAAC,EAAE,EAAE,EAAE,CAAC;wBAAE,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;gBACvD,CAAC;gBAED,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;oBACvB,IAAI,CAAC,IAAI,CAAC,IAAI,MAAM,CAAC;gBACtB,CAAC;qBAAM,CAAC;oBACP,MAAM,KAAK,GAAG,CAAC,MAAM,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;oBAC9C,IAAI,CAAC,IAAI,CAAC,IAAI,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;oBAC3C,KAAK,MAAM,IAAI,IAAI,IAAI;wBAAE,IAAI,CAAC,IAAI,CAAC,IAAI,KAAK,CAAC;gBAC9C,CAAC;YACF,CAAC;QACF,CAAC;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;YAC7B,uEAAuE;YACvE,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC1C,CAAC;IACF,CAAC;IAED,qFAAqF;IACrF,UAAU,CAAC,OAAe;QACzB,MAAM,GAAG,GAAoD,EAAE,CAAC;QAChE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;gBACrC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;gBAC/C,IAAI,MAAM,IAAI,OAAO;oBAAE,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC;YACnD,CAAC;QACF,CAAC;QACD,OAAO,GAAG,CAAC;IACZ,CAAC;IAED,MAAM;QACL,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC;IAC7E,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,IAAyD;QACxE,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC/C,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC;QAC1D,OAAO,IAAI,CAAC;IACb,CAAC;CACD"}
@@ -8,6 +8,18 @@
8
8
  * tracks the ladder and the timers; what a phase *does* (relocate, spawn, change the
9
9
  * arena) and what an ability *is* stay the game's own code, fired from the hooks and
10
10
  * picks this returns.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { BossPhases, AbilityCycle } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * const phases = new BossPhases([0.66, 0.33]); // three stages
17
+ * const entered = phases.check(0.3); // [1, 2] if a massive hit skipped straight past phase 1
18
+ *
19
+ * const abilities = new AbilityCycle({ slam: 3, roar: 5 });
20
+ * abilities.advance(1); // one turn of cooldowns ticking down
21
+ * if (abilities.ready().includes('slam')) abilities.use('slam');
22
+ * ```
11
23
  */
12
24
  export declare class BossPhases {
13
25
  private thresholds;
@@ -27,7 +39,7 @@ export declare class BossPhases {
27
39
  * a game fires each phase's enter-hook exactly once; a single massive hit can enter
28
40
  * several at once, and all of them are reported
29
41
  */
30
- update(hpFraction: number): number[];
42
+ check(hpFraction: number): number[];
31
43
  /** restarts the fight at phase 0, for a rematch or a reused boss object */
32
44
  reset(): void;
33
45
  toJSON(): {
@@ -38,7 +50,7 @@ export declare class BossPhases {
38
50
  }): BossPhases;
39
51
  }
40
52
  /**
41
- * One ability per named slot, each with its own cooldown in turns: `tick()` counts every
53
+ * One ability per named slot, each with its own cooldown in turns: `advance()` counts every
42
54
  * cooldown down by one turn, `ready()` lists whatever may fire now, and `use(id)` spends
43
55
  * one - resetting its full cooldown - reporting whether it was actually ready, so a game
44
56
  * can tell "fired" from "still waiting" without tracking the counters itself.
@@ -47,8 +59,8 @@ export declare class AbilityCycle {
47
59
  private cooldowns;
48
60
  private remaining;
49
61
  constructor(cooldowns: Record<string, number>);
50
- /** counts every cooling-down ability one turn closer to ready */
51
- tick(): void;
62
+ /** counts every cooling-down ability `turns` closer to ready */
63
+ advance(turns?: number): void;
52
64
  /** ids that may fire right now, in definition order */
53
65
  ready(): string[];
54
66
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"Boss.d.ts","sourceRoot":"","sources":["../../src/roguelike/Boss.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,qBAAa,UAAU;IACtB,OAAO,CAAC,UAAU,CAAoB;IACtC,OAAO,CAAC,OAAO,CAAK;IAEpB;;;;OAIG;IACH,YAAY,UAAU,GAAE,SAAS,MAAM,EAAO,EAO7C;IAED,oFAAoF;IACpF,IAAI,KAAK,IAAI,MAAM,CAElB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,EAAE,CAUnC;IAED,2EAA2E;IAC3E,KAAK,IAAI,IAAI,CAEZ;IAED,MAAM,IAAI;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAE1B;IAED,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,SAAS,MAAM,EAAE,EAAE,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,UAAU,CAIlF;CACD;AAED;;;;;GAKG;AACH,qBAAa,YAAY;IACxB,OAAO,CAAC,SAAS,CAA8B;IAC/C,OAAO,CAAC,SAAS,CAA6B;IAE9C,YAAY,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,EAE5C;IAED,iEAAiE;IACjE,IAAI,IAAI,IAAI,CAKX;IAED,uDAAuD;IACvD,KAAK,IAAI,MAAM,EAAE,CAMhB;IAED;;;;OAIG;IACH,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAKvB;IAED,MAAM,IAAI;QAAE,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,CAE1C;IAED,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,IAAI,EAAE;QAAE,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,GAAG,YAAY,CAIxG;CACD"}
1
+ {"version":3,"file":"Boss.d.ts","sourceRoot":"","sources":["../../src/roguelike/Boss.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH,qBAAa,UAAU;IACtB,OAAO,CAAC,UAAU,CAAoB;IACtC,OAAO,CAAC,OAAO,CAAK;IAEpB;;;;OAIG;IACH,YAAY,UAAU,GAAE,SAAS,MAAM,EAAO,EAO7C;IAED,oFAAoF;IACpF,IAAI,KAAK,IAAI,MAAM,CAElB;IAED;;;;;;OAMG;IACH,KAAK,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM,EAAE,CAUlC;IAED,2EAA2E;IAC3E,KAAK,IAAI,IAAI,CAEZ;IAED,MAAM,IAAI;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,CAE1B;IAED,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,SAAS,MAAM,EAAE,EAAE,IAAI,EAAE;QAAE,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,UAAU,CAIlF;CACD;AAED;;;;;GAKG;AACH,qBAAa,YAAY;IACxB,OAAO,CAAC,SAAS,CAA8B;IAC/C,OAAO,CAAC,SAAS,CAA6B;IAE9C,YAAY,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,EAE5C;IAED,gEAAgE;IAChE,OAAO,CAAC,KAAK,SAAI,GAAG,IAAI,CAKvB;IAED,uDAAuD;IACvD,KAAK,IAAI,MAAM,EAAE,CAMhB;IAED;;;;OAIG;IACH,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAKvB;IAED,MAAM,IAAI;QAAE,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,CAE1C;IAED,MAAM,CAAC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,IAAI,EAAE;QAAE,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,GAAG,YAAY,CAIxG;CACD"}
@@ -8,6 +8,18 @@
8
8
  * tracks the ladder and the timers; what a phase *does* (relocate, spawn, change the
9
9
  * arena) and what an ability *is* stay the game's own code, fired from the hooks and
10
10
  * picks this returns.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { BossPhases, AbilityCycle } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * const phases = new BossPhases([0.66, 0.33]); // three stages
17
+ * const entered = phases.check(0.3); // [1, 2] if a massive hit skipped straight past phase 1
18
+ *
19
+ * const abilities = new AbilityCycle({ slam: 3, roar: 5 });
20
+ * abilities.advance(1); // one turn of cooldowns ticking down
21
+ * if (abilities.ready().includes('slam')) abilities.use('slam');
22
+ * ```
11
23
  */
12
24
  export class BossPhases {
13
25
  /**
@@ -35,7 +47,7 @@ export class BossPhases {
35
47
  * a game fires each phase's enter-hook exactly once; a single massive hit can enter
36
48
  * several at once, and all of them are reported
37
49
  */
38
- update(hpFraction) {
50
+ check(hpFraction) {
39
51
  let phase = 0;
40
52
  while (phase < this.thresholds.length && hpFraction <= this.thresholds[phase])
41
53
  phase++;
@@ -60,7 +72,7 @@ export class BossPhases {
60
72
  }
61
73
  }
62
74
  /**
63
- * One ability per named slot, each with its own cooldown in turns: `tick()` counts every
75
+ * One ability per named slot, each with its own cooldown in turns: `advance()` counts every
64
76
  * cooldown down by one turn, `ready()` lists whatever may fire now, and `use(id)` spends
65
77
  * one - resetting its full cooldown - reporting whether it was actually ready, so a game
66
78
  * can tell "fired" from "still waiting" without tracking the counters itself.
@@ -70,13 +82,13 @@ export class AbilityCycle {
70
82
  this.remaining = new Map();
71
83
  this.cooldowns = new Map(Object.entries(cooldowns));
72
84
  }
73
- /** counts every cooling-down ability one turn closer to ready */
74
- tick() {
85
+ /** counts every cooling-down ability `turns` closer to ready */
86
+ advance(turns = 1) {
75
87
  for (const [id, left] of this.remaining) {
76
- if (left <= 1)
88
+ if (left <= turns)
77
89
  this.remaining.delete(id);
78
90
  else
79
- this.remaining.set(id, left - 1);
91
+ this.remaining.set(id, left - turns);
80
92
  }
81
93
  }
82
94
  /** ids that may fire right now, in definition order */
@@ -1 +1 @@
1
- {"version":3,"file":"Boss.js","sourceRoot":"","sources":["../../src/roguelike/Boss.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,MAAM,OAAO,UAAU;IAItB;;;;OAIG;IACH,YAAY,UAAU,GAAsB,EAAE;QAPtC,YAAO,GAAG,CAAC,CAAC;QAQnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC5C,IAAI,UAAU,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;gBACxC,MAAM,IAAI,KAAK,CAAC,oCAAoC,CAAC,CAAC;YACvD,CAAC;QACF,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IAC9B,CAAC;IAED,oFAAoF;IACpF,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,UAAkB;QACxB,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,OAAO,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,UAAU,IAAI,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC;YAAE,KAAK,EAAE,CAAC;QAEvF,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,OAAO,IAAI,CAAC,OAAO,GAAG,KAAK,EAAE,CAAC;YAC7B,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC5B,CAAC;QACD,OAAO,OAAO,CAAC;IAChB,CAAC;IAED,2EAA2E;IAC3E,KAAK;QACJ,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;IAClB,CAAC;IAED,MAAM;QACL,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;IAChC,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,UAA6B,EAAE,IAAuB;QACrE,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC;QAC1C,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,OAAO,MAAM,CAAC;IACf,CAAC;CACD;AAED;;;;;GAKG;AACH,MAAM,OAAO,YAAY;IAIxB,YAAY,SAAiC;QAFrC,cAAS,GAAG,IAAI,GAAG,EAAkB,CAAC;QAG7C,IAAI,CAAC,SAAS,GAAG,IAAI,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC;IACrD,CAAC;IAED,iEAAiE;IACjE,IAAI;QACH,KAAK,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACzC,IAAI,IAAI,IAAI,CAAC;gBAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;;gBACpC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,GAAG,CAAC,CAAC,CAAC;QACvC,CAAC;IACF,CAAC;IAED,uDAAuD;IACvD,KAAK;QACJ,MAAM,GAAG,GAAa,EAAE,CAAC;QACzB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,EAAE,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC;gBAAE,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAC3C,CAAC;QACD,OAAO,GAAG,CAAC;IACZ,CAAC;IAED;;;;OAIG;IACH,GAAG,CAAC,EAAU;QACb,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACxC,IAAI,QAAQ,KAAK,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC;YAAE,OAAO,KAAK,CAAC;QACnE,IAAI,QAAQ,GAAG,CAAC;YAAE,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,CAAC,CAAC;QACnD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,MAAM;QACL,OAAO,EAAE,SAAS,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC;IAC3C,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,SAAiC,EAAE,IAAuC;QACzF,MAAM,KAAK,GAAG,IAAI,YAAY,CAAC,SAAS,CAAC,CAAC;QAC1C,KAAK,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS;YAAE,KAAK,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QACvE,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
1
+ {"version":3,"file":"Boss.js","sourceRoot":"","sources":["../../src/roguelike/Boss.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH,MAAM,OAAO,UAAU;IAItB;;;;OAIG;IACH,YAAY,UAAU,GAAsB,EAAE;QAPtC,YAAO,GAAG,CAAC,CAAC;QAQnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC5C,IAAI,UAAU,CAAC,CAAC,CAAC,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;gBACxC,MAAM,IAAI,KAAK,CAAC,oCAAoC,CAAC,CAAC;YACvD,CAAC;QACF,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IAC9B,CAAC;IAED,oFAAoF;IACpF,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED;;;;;;OAMG;IACH,KAAK,CAAC,UAAkB;QACvB,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,OAAO,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,UAAU,IAAI,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC;YAAE,KAAK,EAAE,CAAC;QAEvF,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,OAAO,IAAI,CAAC,OAAO,GAAG,KAAK,EAAE,CAAC;YAC7B,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC5B,CAAC;QACD,OAAO,OAAO,CAAC;IAChB,CAAC;IAED,2EAA2E;IAC3E,KAAK;QACJ,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;IAClB,CAAC;IAED,MAAM;QACL,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;IAChC,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,UAA6B,EAAE,IAAuB;QACrE,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,UAAU,CAAC,CAAC;QAC1C,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,OAAO,MAAM,CAAC;IACf,CAAC;CACD;AAED;;;;;GAKG;AACH,MAAM,OAAO,YAAY;IAIxB,YAAY,SAAiC;QAFrC,cAAS,GAAG,IAAI,GAAG,EAAkB,CAAC;QAG7C,IAAI,CAAC,SAAS,GAAG,IAAI,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC;IACrD,CAAC;IAED,gEAAgE;IAChE,OAAO,CAAC,KAAK,GAAG,CAAC;QAChB,KAAK,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACzC,IAAI,IAAI,IAAI,KAAK;gBAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;;gBACxC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,GAAG,KAAK,CAAC,CAAC;QAC3C,CAAC;IACF,CAAC;IAED,uDAAuD;IACvD,KAAK;QACJ,MAAM,GAAG,GAAa,EAAE,CAAC;QACzB,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,EAAE,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC;gBAAE,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAC3C,CAAC;QACD,OAAO,GAAG,CAAC;IACZ,CAAC;IAED;;;;OAIG;IACH,GAAG,CAAC,EAAU;QACb,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACxC,IAAI,QAAQ,KAAK,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,CAAC;YAAE,OAAO,KAAK,CAAC;QACnE,IAAI,QAAQ,GAAG,CAAC;YAAE,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,CAAC,CAAC;QACnD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,MAAM;QACL,OAAO,EAAE,SAAS,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC;IAC3C,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,SAAiC,EAAE,IAAuC;QACzF,MAAM,KAAK,GAAG,IAAI,YAAY,CAAC,SAAS,CAAC,CAAC;QAC1C,KAAK,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,SAAS;YAAE,KAAK,CAAC,SAAS,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;QACvE,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
@@ -1,3 +1,4 @@
1
+ import { HookRegistry } from '../core/Hooks.ts';
1
2
  export type CombatEvent = 'beforeAttack' | 'beforeDamage' | 'afterDamage' | 'onKill' | string;
2
3
  export interface DamageContext<C> {
3
4
  attacker: C;
@@ -6,18 +7,29 @@ export interface DamageContext<C> {
6
7
  prevented: boolean;
7
8
  [kind: string]: unknown;
8
9
  }
9
- export interface CombatHook<C> {
10
- event: CombatEvent;
11
- handler: (context: DamageContext<C>) => void;
12
- source?: unknown;
13
- }
14
- /** Generic combat lifecycle hooks; the game owns HP, formulas, and when each event fires. */
15
- export declare class CombatHooks<C> {
16
- private hooks;
17
- on(event: CombatEvent, handler: (context: DamageContext<C>) => void, source?: unknown): void;
18
- offSource(source: unknown): void;
19
- emit(event: CombatEvent, context: DamageContext<C>): void;
10
+ /**
11
+ * Generic combat lifecycle hooks; the game owns HP, formulas, and when each event fires.
12
+ *
13
+ * The registry is `core.HookRegistry`, the same one `battle.BattleHooks` uses - these were two
14
+ * copies of one class for a while. What is combat-specific is that a handler receives a single
15
+ * mutable `DamageContext`, and the `modifyDamage` seam below built on it.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * import { CombatHooks } from '@datamoc/mw_games/roguelike';
20
+ *
21
+ * const hooks = new CombatHooks<{ name: string }>();
22
+ * const invulnerability = {};
23
+ *
24
+ * hooks.on('beforeDamage', (ctx) => { ctx.amount = 0; }, invulnerability);
25
+ *
26
+ * const result = hooks.modifyDamage({ name: 'hero' }, { name: 'rat' }, 5);
27
+ * console.log(result.amount, result.prevented); // 0 true
28
+ * ```
29
+ */
30
+ export declare class CombatHooks<C> extends HookRegistry<[context: DamageContext<C>]> {
20
31
  /** Runs the pre-damage seam and clamps the resulting amount at zero. */
21
32
  modifyDamage(attacker: C, defender: C, amount: number): DamageContext<C>;
22
33
  }
34
+ export type { Hook as CombatHook } from '../core/Hooks.ts';
23
35
  //# sourceMappingURL=Combat.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Combat.d.ts","sourceRoot":"","sources":["../../src/roguelike/Combat.ts"],"names":[],"mappings":"AAAA,MAAM,MAAM,WAAW,GAAG,cAAc,GAAG,cAAc,GAAG,aAAa,GAAG,QAAQ,GAAG,MAAM,CAAC;AAE9F,MAAM,WAAW,aAAa,CAAC,CAAC;IAC/B,QAAQ,EAAE,CAAC,CAAC;IACZ,QAAQ,EAAE,CAAC,CAAC;IACZ,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,OAAO,CAAC;IACnB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC;CACxB;AAED,MAAM,WAAW,UAAU,CAAC,CAAC;IAC5B,KAAK,EAAE,WAAW,CAAC;IACnB,OAAO,EAAE,CAAC,OAAO,EAAE,aAAa,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC;IAC7C,MAAM,CAAC,EAAE,OAAO,CAAC;CACjB;AAED,6FAA6F;AAC7F,qBAAa,WAAW,CAAC,CAAC;IACzB,OAAO,CAAC,KAAK,CAAuB;IAEpC,EAAE,CAAC,KAAK,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC,OAAO,EAAE,aAAa,CAAC,CAAC,CAAC,KAAK,IAAI,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,IAAI,CAE3F;IAED,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,IAAI,CAE/B;IAED,IAAI,CAAC,KAAK,EAAE,WAAW,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC,CAAC,GAAG,IAAI,CAExD;IAED,wEAAwE;IACxE,YAAY,CAAC,QAAQ,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,aAAa,CAAC,CAAC,CAAC,CAMvE;CACD"}
1
+ {"version":3,"file":"Combat.d.ts","sourceRoot":"","sources":["../../src/roguelike/Combat.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD,MAAM,MAAM,WAAW,GAAG,cAAc,GAAG,cAAc,GAAG,aAAa,GAAG,QAAQ,GAAG,MAAM,CAAC;AAE9F,MAAM,WAAW,aAAa,CAAC,CAAC;IAC/B,QAAQ,EAAE,CAAC,CAAC;IACZ,QAAQ,EAAE,CAAC,CAAC;IACZ,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,OAAO,CAAC;IACnB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC;CACxB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qBAAa,WAAW,CAAC,CAAC,CAAE,SAAQ,YAAY,CAAC,CAAC,OAAO,EAAE,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC;IAC5E,wEAAwE;IACxE,YAAY,CAAC,QAAQ,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,aAAa,CAAC,CAAC,CAAC,CAMvE;CACD;AAED,YAAY,EAAE,IAAI,IAAI,UAAU,EAAE,MAAM,kBAAkB,CAAC"}
@@ -1,19 +1,25 @@
1
- /** Generic combat lifecycle hooks; the game owns HP, formulas, and when each event fires. */
2
- export class CombatHooks {
3
- constructor() {
4
- this.hooks = [];
5
- }
6
- on(event, handler, source) {
7
- this.hooks.push({ event, handler, source });
8
- }
9
- offSource(source) {
10
- this.hooks = this.hooks.filter((hook) => hook.source !== source);
11
- }
12
- emit(event, context) {
13
- for (const hook of this.hooks)
14
- if (hook.event === event)
15
- hook.handler(context);
16
- }
1
+ import { HookRegistry } from '../core/Hooks.js';
2
+ /**
3
+ * Generic combat lifecycle hooks; the game owns HP, formulas, and when each event fires.
4
+ *
5
+ * The registry is `core.HookRegistry`, the same one `battle.BattleHooks` uses - these were two
6
+ * copies of one class for a while. What is combat-specific is that a handler receives a single
7
+ * mutable `DamageContext`, and the `modifyDamage` seam below built on it.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { CombatHooks } from '@datamoc/mw_games/roguelike';
12
+ *
13
+ * const hooks = new CombatHooks<{ name: string }>();
14
+ * const invulnerability = {};
15
+ *
16
+ * hooks.on('beforeDamage', (ctx) => { ctx.amount = 0; }, invulnerability);
17
+ *
18
+ * const result = hooks.modifyDamage({ name: 'hero' }, { name: 'rat' }, 5);
19
+ * console.log(result.amount, result.prevented); // 0 true
20
+ * ```
21
+ */
22
+ export class CombatHooks extends HookRegistry {
17
23
  /** Runs the pre-damage seam and clamps the resulting amount at zero. */
18
24
  modifyDamage(attacker, defender, amount) {
19
25
  const context = { attacker, defender, amount, prevented: false };
@@ -1 +1 @@
1
- {"version":3,"file":"Combat.js","sourceRoot":"","sources":["../../src/roguelike/Combat.ts"],"names":[],"mappings":"AAgBA,6FAA6F;AAC7F,MAAM,OAAO,WAAW;IAAxB;QACS,UAAK,GAAoB,EAAE,CAAC;IAsBrC,CAAC;IApBA,EAAE,CAAC,KAAkB,EAAE,OAA4C,EAAE,MAAgB;QACpF,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,CAAC;IAC7C,CAAC;IAED,SAAS,CAAC,MAAe;QACxB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,KAAK,MAAM,CAAC,CAAC;IAClE,CAAC;IAED,IAAI,CAAC,KAAkB,EAAE,OAAyB;QACjD,KAAK,MAAM,IAAI,IAAI,IAAI,CAAC,KAAK;YAAE,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK;gBAAE,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;IAChF,CAAC;IAED,wEAAwE;IACxE,YAAY,CAAC,QAAW,EAAE,QAAW,EAAE,MAAc;QACpD,MAAM,OAAO,GAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC;QACnF,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,OAAO,CAAC,CAAC;QACnC,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAC7C,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC;QACnD,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
1
+ {"version":3,"file":"Combat.js","sourceRoot":"","sources":["../../src/roguelike/Combat.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAYhD;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,OAAO,WAAe,SAAQ,YAAyC;IAC5E,wEAAwE;IACxE,YAAY,CAAC,QAAW,EAAE,QAAW,EAAE,MAAc;QACpD,MAAM,OAAO,GAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC;QACnF,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,OAAO,CAAC,CAAC;QACnC,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAC7C,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC;QACnD,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
@@ -0,0 +1,53 @@
1
+ /**
2
+ * A weighted regular-roster entry, optionally swappable into a named alternative variant.
3
+ * `mwg` names none of `T` - a monster kind, an item id, anything a game's own roster holds.
4
+ */
5
+ export interface RosterEntry<T> {
6
+ value: T;
7
+ /** an alternative this entry may swap into once placed in the roster */
8
+ alternative?: {
9
+ value: T;
10
+ chance: number;
11
+ };
12
+ }
13
+ /** an extra entry that may or may not join the roster this roll, beyond the regular ones */
14
+ export interface RareEntry<T> {
15
+ value: T;
16
+ chance: number;
17
+ /**
18
+ * false skips this entry's roll entirely without consuming RNG - an explicit *deferred*
19
+ * roll, distinct from one that rolled and lost (`'skipped'`), so a parity trace can tell
20
+ * "this depth never asks" from "this depth asked and the roll failed"
21
+ */
22
+ enabled?: boolean;
23
+ }
24
+ export type RollOutcome = 'added' | 'skipped' | 'deferred' | 'swapped' | 'kept' | 'shuffled';
25
+ export interface RollTraceEntry {
26
+ step: 'rare' | 'alternative' | 'shuffle';
27
+ index: number;
28
+ outcome: RollOutcome;
29
+ }
30
+ export interface ContentRollResult<T> {
31
+ roster: T[];
32
+ trace: RollTraceEntry[];
33
+ }
34
+ /**
35
+ * Rolls a spawn/content roster: the regular entries, then whichever rare additions rolled in,
36
+ * then a per-entry alternative-variant swap over the regular entries only, then (unless
37
+ * disabled) a shuffle - the "add-rare, swap, shuffle" order a variant-spawn table commonly
38
+ * needs. Every roll, including a disabled rare entry's explicit non-roll, is recorded in
39
+ * `trace`, so two runs against the same seed can be diffed roll for roll rather than only by
40
+ * final roster.
41
+ *
42
+ * @example
43
+ * ```ts
44
+ * import { rollRoster } from '@datamoc/mw_games/roguelike';
45
+ *
46
+ * const { roster, trace } = rollRoster(
47
+ * [{ value: 'rat' }, { value: 'rat', alternative: { value: 'albino rat', chance: 0.02 } }],
48
+ * [{ value: 'boss-rat', chance: 0.01 }] // a rare addition, on top of the regulars
49
+ * );
50
+ * ```
51
+ */
52
+ export declare function rollRoster<T>(regular: readonly RosterEntry<T>[], rare?: readonly RareEntry<T>[], shuffleResult?: boolean): ContentRollResult<T>;
53
+ //# sourceMappingURL=ContentRoll.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ContentRoll.d.ts","sourceRoot":"","sources":["../../src/roguelike/ContentRoll.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,MAAM,WAAW,WAAW,CAAC,CAAC;IAC7B,KAAK,EAAE,CAAC,CAAC;IAET,wEAAwE;IACxE,WAAW,CAAC,EAAE;QAAE,KAAK,EAAE,CAAC,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC;CAC3C;AAED,4FAA4F;AAC5F,MAAM,WAAW,SAAS,CAAC,CAAC;IAC3B,KAAK,EAAE,CAAC,CAAC;IACT,MAAM,EAAE,MAAM,CAAC;IAEf;;;;OAIG;IACH,OAAO,CAAC,EAAE,OAAO,CAAC;CAClB;AAED,MAAM,MAAM,WAAW,GAAG,OAAO,GAAG,SAAS,GAAG,UAAU,GAAG,SAAS,GAAG,MAAM,GAAG,UAAU,CAAC;AAE7F,MAAM,WAAW,cAAc;IAC9B,IAAI,EAAE,MAAM,GAAG,aAAa,GAAG,SAAS,CAAC;IACzC,KAAK,EAAE,MAAM,CAAC;IACd,OAAO,EAAE,WAAW,CAAC;CACrB;AAED,MAAM,WAAW,iBAAiB,CAAC,CAAC;IACnC,MAAM,EAAE,CAAC,EAAE,CAAC;IACZ,KAAK,EAAE,cAAc,EAAE,CAAC;CACxB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,UAAU,CAAC,CAAC,EAAE,OAAO,EAAE,SAAS,WAAW,CAAC,CAAC,CAAC,EAAE,EAAE,IAAI,GAAE,SAAS,SAAS,CAAC,CAAC,CAAC,EAAO,EAAE,aAAa,UAAO,GAAG,iBAAiB,CAAC,CAAC,CAAC,CA8BhJ"}
@@ -0,0 +1,48 @@
1
+ import * as Random from '../core/Random.js';
2
+ /**
3
+ * Rolls a spawn/content roster: the regular entries, then whichever rare additions rolled in,
4
+ * then a per-entry alternative-variant swap over the regular entries only, then (unless
5
+ * disabled) a shuffle - the "add-rare, swap, shuffle" order a variant-spawn table commonly
6
+ * needs. Every roll, including a disabled rare entry's explicit non-roll, is recorded in
7
+ * `trace`, so two runs against the same seed can be diffed roll for roll rather than only by
8
+ * final roster.
9
+ *
10
+ * @example
11
+ * ```ts
12
+ * import { rollRoster } from '@datamoc/mw_games/roguelike';
13
+ *
14
+ * const { roster, trace } = rollRoster(
15
+ * [{ value: 'rat' }, { value: 'rat', alternative: { value: 'albino rat', chance: 0.02 } }],
16
+ * [{ value: 'boss-rat', chance: 0.01 }] // a rare addition, on top of the regulars
17
+ * );
18
+ * ```
19
+ */
20
+ export function rollRoster(regular, rare = [], shuffleResult = true) {
21
+ const trace = [];
22
+ const roster = regular.map((entry) => entry.value);
23
+ rare.forEach((entry, index) => {
24
+ if (entry.enabled === false) {
25
+ trace.push({ step: 'rare', index, outcome: 'deferred' });
26
+ return;
27
+ }
28
+ const rolled = Random.chance(entry.chance);
29
+ trace.push({ step: 'rare', index, outcome: rolled ? 'added' : 'skipped' });
30
+ if (rolled)
31
+ roster.push(entry.value);
32
+ });
33
+ for (let i = 0; i < regular.length; i++) {
34
+ const alternative = regular[i].alternative;
35
+ if (!alternative)
36
+ continue;
37
+ const rolled = Random.chance(alternative.chance);
38
+ trace.push({ step: 'alternative', index: i, outcome: rolled ? 'swapped' : 'kept' });
39
+ if (rolled)
40
+ roster[i] = alternative.value;
41
+ }
42
+ if (shuffleResult) {
43
+ Random.shuffle(roster);
44
+ trace.push({ step: 'shuffle', index: -1, outcome: 'shuffled' });
45
+ }
46
+ return { roster, trace };
47
+ }
48
+ //# sourceMappingURL=ContentRoll.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ContentRoll.js","sourceRoot":"","sources":["../../src/roguelike/ContentRoll.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,MAAM,mBAAmB,CAAC;AAuC5C;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,UAAU,CAAI,OAAkC,EAAE,IAAI,GAA4B,EAAE,EAAE,aAAa,GAAG,IAAI;IACzH,MAAM,KAAK,GAAqB,EAAE,CAAC;IACnC,MAAM,MAAM,GAAQ,OAAO,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;IAExD,IAAI,CAAC,OAAO,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE;QAC7B,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC;YAC7B,KAAK,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,UAAU,EAAE,CAAC,CAAC;YACzD,OAAO;QACR,CAAC;QAED,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;QAC3C,KAAK,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;QAC3E,IAAI,MAAM;YAAE,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;IACtC,CAAC,CAAC,CAAC;IAEH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QACzC,MAAM,WAAW,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC;QAC3C,IAAI,CAAC,WAAW;YAAE,SAAS;QAE3B,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QACjD,KAAK,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC;QACpF,IAAI,MAAM;YAAE,MAAM,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,KAAK,CAAC;IAC3C,CAAC;IAED,IAAI,aAAa,EAAE,CAAC;QACnB,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACvB,KAAK,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,OAAO,EAAE,UAAU,EAAE,CAAC,CAAC;IACjE,CAAC;IAED,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC1B,CAAC"}
@@ -8,6 +8,19 @@ import type { Level } from './Level.ts';
8
8
  * Locking is a separate flag from open/closed: a locked door is always closed and refuses to
9
9
  * open until `unlock` is called (typically once a game confirms the actor holds the right
10
10
  * key item), rather than open/closed and locked/unlocked being folded into one state.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Doors, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
17
+ * const doors = new Doors(level);
18
+ *
19
+ * doors.place(5, 5, { open: 1, closed: 0, locked: 'brass-key' });
20
+ * doors.unlock(5, 5); // once the player is confirmed to hold the key
21
+ * doors.open(5, 5);
22
+ * console.log(doors.isOpen(5, 5));
23
+ * ```
11
24
  */
12
25
  export declare class Doors {
13
26
  private level;
@@ -1 +1 @@
1
- {"version":3,"file":"Doors.d.ts","sourceRoot":"","sources":["../../src/roguelike/Doors.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;;;;;;;GASG;AACH,qBAAa,KAAK;IACjB,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,QAAQ,CAA6B;IAC7C,OAAO,CAAC,UAAU,CAA6B;IAC/C,OAAO,CAAC,QAAQ,CAA6B;IAC7C,OAAO,CAAC,KAAK,CAA8B;IAE3C,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,gFAAgF;IAChF,KAAK,CACJ,CAAC,EAAE,MAAM,EACT,CAAC,EAAE,MAAM,EACT,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,SAAS,CAAC,EAAE,OAAO,CAAA;KAAE,GAC7E,IAAI,CASN;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEpC;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEpC;IAED,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEtC;IAED,sFAAsF;IACtF,WAAW,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS,CAEpD;IAED,8FAA8F;IAC9F,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOlC;IAED,iFAAiF;IACjF,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOnC;IAED,4FAA4F;IAC5F,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAMpC;IAED,MAAM,IAAI;QAAE,KAAK,EAAE;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,MAAM,CAAC,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,OAAO,CAAA;SAAE,EAAE,CAAA;KAAE,CAYtG;IAED;;;OAGG;IACH,MAAM,CAAC,QAAQ,CACd,KAAK,EAAE,KAAK,EACZ,IAAI,EAAE;QAAE,KAAK,EAAE;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,MAAM,CAAC,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,OAAO,CAAA;SAAE,EAAE,CAAA;KAAE,GACjG,KAAK,CAaP;CACD"}
1
+ {"version":3,"file":"Doors.d.ts","sourceRoot":"","sources":["../../src/roguelike/Doors.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,qBAAa,KAAK;IACjB,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,QAAQ,CAA6B;IAC7C,OAAO,CAAC,UAAU,CAA6B;IAC/C,OAAO,CAAC,QAAQ,CAA6B;IAC7C,OAAO,CAAC,KAAK,CAA8B;IAE3C,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,gFAAgF;IAChF,KAAK,CACJ,CAAC,EAAE,MAAM,EACT,CAAC,EAAE,MAAM,EACT,OAAO,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,SAAS,CAAC,EAAE,OAAO,CAAA;KAAE,GAC7E,IAAI,CASN;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEpC;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEpC;IAED,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEtC;IAED,sFAAsF;IACtF,WAAW,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS,CAEpD;IAED,8FAA8F;IAC9F,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOlC;IAED,iFAAiF;IACjF,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOnC;IAED,4FAA4F;IAC5F,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAMpC;IAED,MAAM,IAAI;QAAE,KAAK,EAAE;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,MAAM,CAAC,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,OAAO,CAAA;SAAE,EAAE,CAAA;KAAE,CAYtG;IAED;;;OAGG;IACH,MAAM,CAAC,QAAQ,CACd,KAAK,EAAE,KAAK,EACZ,IAAI,EAAE;QAAE,KAAK,EAAE;YAAE,IAAI,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,MAAM,CAAC;YAAC,MAAM,CAAC,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,OAAO,CAAA;SAAE,EAAE,CAAA;KAAE,GACjG,KAAK,CAaP;CACD"}
@@ -7,6 +7,19 @@
7
7
  * Locking is a separate flag from open/closed: a locked door is always closed and refuses to
8
8
  * open until `unlock` is called (typically once a game confirms the actor holds the right
9
9
  * key item), rather than open/closed and locked/unlocked being folded into one state.
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { Doors, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
14
+ *
15
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
16
+ * const doors = new Doors(level);
17
+ *
18
+ * doors.place(5, 5, { open: 1, closed: 0, locked: 'brass-key' });
19
+ * doors.unlock(5, 5); // once the player is confirmed to hold the key
20
+ * doors.open(5, 5);
21
+ * console.log(doors.isOpen(5, 5));
22
+ * ```
10
23
  */
11
24
  export class Doors {
12
25
  constructor(level) {
@@ -1 +1 @@
1
- {"version":3,"file":"Doors.js","sourceRoot":"","sources":["../../src/roguelike/Doors.ts"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,MAAM,OAAO,KAAK;IAOjB,YAAY,KAAY;QALhB,aAAQ,GAAG,IAAI,GAAG,EAAkB,CAAC;QACrC,eAAU,GAAG,IAAI,GAAG,EAAkB,CAAC;QACvC,aAAQ,GAAG,IAAI,GAAG,EAAkB,CAAC;QACrC,UAAK,GAAG,IAAI,GAAG,EAAmB,CAAC;QAG1C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,CAAC;IAED,gFAAgF;IAChF,KAAK,CACJ,CAAS,EACT,CAAS,EACT,OAA+E;QAE/E,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAC1C,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,SAAS,IAAI,KAAK,CAAC,CAAC;QACjD,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS;YAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;;YACrE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAEhC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IAC5E,CAAC;IAED,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,OAAO,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAC/C,CAAC;IAED,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,OAAO,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC;IACxD,CAAC;IAED,QAAQ,CAAC,CAAS,EAAE,CAAS;QAC5B,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED,sFAAsF;IACtF,WAAW,CAAC,CAAS,EAAE,CAAS;QAC/B,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED,8FAA8F;IAC9F,IAAI,CAAC,CAAS,EAAE,CAAS;QACxB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAE3F,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC3B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC,CAAC;QAC/C,OAAO,IAAI,CAAC;IACb,CAAC;IAED,iFAAiF;IACjF,KAAK,CAAC,CAAS,EAAE,CAAS;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAEjE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC,CAAC;QACjD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,4FAA4F;IAC5F,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAE3C,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC3B,OAAO,IAAI,CAAC;IACb,CAAC;IAED,MAAM;QACL,MAAM,KAAK,GAAuF,EAAE,CAAC;QACrG,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1C,KAAK,CAAC,IAAI,CAAC;gBACV,IAAI;gBACJ,IAAI;gBACJ,MAAM,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAE;gBAClC,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;gBAC/B,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI;aACrC,CAAC,CAAC;QACJ,CAAC;QACD,OAAO,EAAE,KAAK,EAAE,CAAC;IAClB,CAAC;IAED;;;OAGG;IACH,MAAM,CAAC,QAAQ,CACd,KAAY,EACZ,IAAmG;QAEnG,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,CAAC;QAC/B,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YAChC,MAAM,CAAC,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAChC,MAAM,CAAC,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAChC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE;gBACjB,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,MAAM,EAAE,KAAK,CAAC,MAAM;gBACpB,MAAM,EAAE,KAAK,CAAC,MAAM;gBACpB,SAAS,EAAE,KAAK,CAAC,MAAM;aACvB,CAAC,CAAC;QACJ,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
1
+ {"version":3,"file":"Doors.js","sourceRoot":"","sources":["../../src/roguelike/Doors.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,OAAO,KAAK;IAOjB,YAAY,KAAY;QALhB,aAAQ,GAAG,IAAI,GAAG,EAAkB,CAAC;QACrC,eAAU,GAAG,IAAI,GAAG,EAAkB,CAAC;QACvC,aAAQ,GAAG,IAAI,GAAG,EAAkB,CAAC;QACrC,UAAK,GAAG,IAAI,GAAG,EAAmB,CAAC;QAG1C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,CAAC;IAED,gFAAgF;IAChF,KAAK,CACJ,CAAS,EACT,CAAS,EACT,OAA+E;QAE/E,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;QACtC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;QAC1C,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,SAAS,IAAI,KAAK,CAAC,CAAC;QACjD,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS;YAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;;YACrE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAEhC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IAC5E,CAAC;IAED,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,OAAO,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAC/C,CAAC;IAED,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,OAAO,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC;IACxD,CAAC;IAED,QAAQ,CAAC,CAAS,EAAE,CAAS;QAC5B,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED,sFAAsF;IACtF,WAAW,CAAC,CAAS,EAAE,CAAS;QAC/B,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAClD,CAAC;IAED,8FAA8F;IAC9F,IAAI,CAAC,CAAS,EAAE,CAAS;QACxB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAE3F,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC3B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC,CAAC;QAC/C,OAAO,IAAI,CAAC;IACb,CAAC;IAED,iFAAiF;IACjF,KAAK,CAAC,CAAS,EAAE,CAAS;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAEjE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAE,CAAC,CAAC;QACjD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,4FAA4F;IAC5F,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAE3C,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC3B,OAAO,IAAI,CAAC;IACb,CAAC;IAED,MAAM;QACL,MAAM,KAAK,GAAuF,EAAE,CAAC;QACrG,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1C,KAAK,CAAC,IAAI,CAAC;gBACV,IAAI;gBACJ,IAAI;gBACJ,MAAM,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAE;gBAClC,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC;gBAC/B,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI;aACrC,CAAC,CAAC;QACJ,CAAC;QACD,OAAO,EAAE,KAAK,EAAE,CAAC;IAClB,CAAC;IAED;;;OAGG;IACH,MAAM,CAAC,QAAQ,CACd,KAAY,EACZ,IAAmG;QAEnG,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,CAAC;QAC/B,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YAChC,MAAM,CAAC,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAChC,MAAM,CAAC,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAChC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE;gBACjB,IAAI,EAAE,KAAK,CAAC,IAAI;gBAChB,MAAM,EAAE,KAAK,CAAC,MAAM;gBACpB,MAAM,EAAE,KAAK,CAAC,MAAM;gBACpB,SAAS,EAAE,KAAK,CAAC,MAAM;aACvB,CAAC,CAAC;QACJ,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
@@ -0,0 +1,57 @@
1
+ import type { RoomEdge } from './generate.ts';
2
+ /**
3
+ * Everything a seeded generation run produced, flattened into plain data a parity check can
4
+ * diff: the room graph and retry count from `generateDungeonGraph`, the terrain it painted,
5
+ * whatever feature layer and content rolls a game attached, and however many RNG draws the
6
+ * game itself chose to count. `mwg` dictates none of the game-side shapes here (`content` is
7
+ * whatever a game's own roll traces are) - only how to compare two of them.
8
+ */
9
+ export interface DungeonArtifacts {
10
+ graph: readonly RoomEdge[];
11
+ retries: number;
12
+ /** which builder carved each room, by room index - a paint-stage artifact, not a graph one */
13
+ roomBuilders: readonly string[];
14
+ width: number;
15
+ height: number;
16
+ terrain: ArrayLike<number>;
17
+ features: readonly [number, string][];
18
+ content: readonly unknown[];
19
+ rngDraws: number;
20
+ }
21
+ /** which half of the pipeline a mismatch belongs to, so a graph bug and a paint bug never get conflated */
22
+ export type DungeonParityStage = 'graph' | 'paint';
23
+ export interface DungeonMismatch {
24
+ stage: DungeonParityStage;
25
+ field: string;
26
+ expected: unknown;
27
+ actual: unknown;
28
+ }
29
+ /**
30
+ * Diffs two artifact snapshots (this port's own run against a reference implementation's, or
31
+ * a golden fixture), reporting every mismatch tagged with which stage it belongs to: `'graph'`
32
+ * for the room graph and retry count, `'paint'` for terrain, features, content placements and
33
+ * RNG draw count. An empty result means the two runs are equivalent by every artifact checked.
34
+ *
35
+ * @example
36
+ * ```ts
37
+ * import { compareDungeonArtifacts, checkDeterminism, type DungeonArtifacts } from '@datamoc/mw_games/roguelike';
38
+ *
39
+ * declare const mine: DungeonArtifacts;
40
+ * declare const golden: DungeonArtifacts; // a reference implementation's own run
41
+ *
42
+ * const mismatches = compareDungeonArtifacts(golden, mine);
43
+ * for (const m of mismatches) console.log(m.stage, m.field); // 'graph' or 'paint'
44
+ *
45
+ * // and the same seed must always reproduce itself, regardless of any reference
46
+ * declare function generate(): DungeonArtifacts;
47
+ * checkDeterminism(generate, 3);
48
+ * ```
49
+ */
50
+ export declare function compareDungeonArtifacts(expected: DungeonArtifacts, actual: DungeonArtifacts): DungeonMismatch[];
51
+ /**
52
+ * Runs `generate` repeatedly and diffs every later run against the first - the same seed
53
+ * (pushed by the caller around `generate`) must produce byte-identical artifacts every time,
54
+ * or the generator itself is non-deterministic regardless of what it is being compared against.
55
+ */
56
+ export declare function checkDeterminism(generate: () => DungeonArtifacts, runs?: number): DungeonMismatch[];
57
+ //# sourceMappingURL=DungeonParity.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DungeonParity.d.ts","sourceRoot":"","sources":["../../src/roguelike/DungeonParity.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C;;;;;;GAMG;AACH,MAAM,WAAW,gBAAgB;IAChC,KAAK,EAAE,SAAS,QAAQ,EAAE,CAAC;IAC3B,OAAO,EAAE,MAAM,CAAC;IAEhB,8FAA8F;IAC9F,YAAY,EAAE,SAAS,MAAM,EAAE,CAAC;IAEhC,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,OAAO,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;IAC3B,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;IACtC,OAAO,EAAE,SAAS,OAAO,EAAE,CAAC;IAC5B,QAAQ,EAAE,MAAM,CAAC;CACjB;AAED,2GAA2G;AAC3G,MAAM,MAAM,kBAAkB,GAAG,OAAO,GAAG,OAAO,CAAC;AAEnD,MAAM,WAAW,eAAe;IAC/B,KAAK,EAAE,kBAAkB,CAAC;IAC1B,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE,OAAO,CAAC;IAClB,MAAM,EAAE,OAAO,CAAC;CAChB;AAmBD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,gBAAgB,EAAE,MAAM,EAAE,gBAAgB,GAAG,eAAe,EAAE,CA2B/G;AAED;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,MAAM,gBAAgB,EAAE,IAAI,SAAI,GAAG,eAAe,EAAE,CAO9F"}
@@ -0,0 +1,78 @@
1
+ function edgesEqual(a, b) {
2
+ return a.length === b.length && a.every((edge, i) => edge.a === b[i].a && edge.b === b[i].b && edge.extra === b[i].extra);
3
+ }
4
+ function arraysEqual(a, b) {
5
+ if (a.length !== b.length)
6
+ return false;
7
+ for (let i = 0; i < a.length; i++)
8
+ if (a[i] !== b[i])
9
+ return false;
10
+ return true;
11
+ }
12
+ function featuresEqual(a, b) {
13
+ if (a.length !== b.length)
14
+ return false;
15
+ const sortedA = [...a].sort((x, y) => x[0] - y[0]);
16
+ const sortedB = [...b].sort((x, y) => x[0] - y[0]);
17
+ return sortedA.every(([cell, kind], i) => cell === sortedB[i][0] && kind === sortedB[i][1]);
18
+ }
19
+ /**
20
+ * Diffs two artifact snapshots (this port's own run against a reference implementation's, or
21
+ * a golden fixture), reporting every mismatch tagged with which stage it belongs to: `'graph'`
22
+ * for the room graph and retry count, `'paint'` for terrain, features, content placements and
23
+ * RNG draw count. An empty result means the two runs are equivalent by every artifact checked.
24
+ *
25
+ * @example
26
+ * ```ts
27
+ * import { compareDungeonArtifacts, checkDeterminism, type DungeonArtifacts } from '@datamoc/mw_games/roguelike';
28
+ *
29
+ * declare const mine: DungeonArtifacts;
30
+ * declare const golden: DungeonArtifacts; // a reference implementation's own run
31
+ *
32
+ * const mismatches = compareDungeonArtifacts(golden, mine);
33
+ * for (const m of mismatches) console.log(m.stage, m.field); // 'graph' or 'paint'
34
+ *
35
+ * // and the same seed must always reproduce itself, regardless of any reference
36
+ * declare function generate(): DungeonArtifacts;
37
+ * checkDeterminism(generate, 3);
38
+ * ```
39
+ */
40
+ export function compareDungeonArtifacts(expected, actual) {
41
+ const mismatches = [];
42
+ if (expected.retries !== actual.retries) {
43
+ mismatches.push({ stage: 'graph', field: 'retries', expected: expected.retries, actual: actual.retries });
44
+ }
45
+ if (!edgesEqual(expected.graph, actual.graph)) {
46
+ mismatches.push({ stage: 'graph', field: 'graph', expected: expected.graph, actual: actual.graph });
47
+ }
48
+ if (expected.width !== actual.width || expected.height !== actual.height || !arraysEqual(expected.terrain, actual.terrain)) {
49
+ mismatches.push({ stage: 'paint', field: 'terrain', expected: expected.terrain, actual: actual.terrain });
50
+ }
51
+ if (expected.roomBuilders.length !== actual.roomBuilders.length || expected.roomBuilders.some((id, i) => id !== actual.roomBuilders[i])) {
52
+ mismatches.push({ stage: 'paint', field: 'roomBuilders', expected: expected.roomBuilders, actual: actual.roomBuilders });
53
+ }
54
+ if (!featuresEqual(expected.features, actual.features)) {
55
+ mismatches.push({ stage: 'paint', field: 'features', expected: expected.features, actual: actual.features });
56
+ }
57
+ if (JSON.stringify(expected.content) !== JSON.stringify(actual.content)) {
58
+ mismatches.push({ stage: 'paint', field: 'content', expected: expected.content, actual: actual.content });
59
+ }
60
+ if (expected.rngDraws !== actual.rngDraws) {
61
+ mismatches.push({ stage: 'paint', field: 'rngDraws', expected: expected.rngDraws, actual: actual.rngDraws });
62
+ }
63
+ return mismatches;
64
+ }
65
+ /**
66
+ * Runs `generate` repeatedly and diffs every later run against the first - the same seed
67
+ * (pushed by the caller around `generate`) must produce byte-identical artifacts every time,
68
+ * or the generator itself is non-deterministic regardless of what it is being compared against.
69
+ */
70
+ export function checkDeterminism(generate, runs = 2) {
71
+ const first = generate();
72
+ const mismatches = [];
73
+ for (let i = 1; i < runs; i++) {
74
+ mismatches.push(...compareDungeonArtifacts(first, generate()));
75
+ }
76
+ return mismatches;
77
+ }
78
+ //# sourceMappingURL=DungeonParity.js.map