@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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  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
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MultiStageAbility.js","sourceRoot":"","sources":["../../src/roguelike/MultiStageAbility.ts"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;GAeG;AACH,MAAM,OAAO,iBAAiB;IAK7B,YAAY,MAA+B;QAHnC,UAAK,GAAG,CAAC,CAAC,CAAC;QACX,cAAS,GAAG,CAAC,CAAC;QAGrB,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,gDAAgD,CAAC,CAAC;QAC3F,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACtB,CAAC;IAED,oDAAoD;IACpD,IAAI,MAAM;QACT,OAAO,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;IACxB,CAAC;IAED,0DAA0D;IAC1D,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACzD,CAAC;IAED,4FAA4F;IAC5F,KAAK;QACJ,IAAI,IAAI,CAAC,MAAM;YAAE,OAAO,KAAK,CAAC;QAC9B,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;QACf,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC;QACzC,OAAO,IAAI,CAAC;IACb,CAAC;IAED;;;;;OAKG;IACH,OAAO;QACN,IAAI,CAAC,IAAI,CAAC,MAAM;YAAE,OAAO,IAAI,CAAC;QAC9B,IAAI,CAAC,SAAS,EAAE,CAAC;QACjB,IAAI,IAAI,CAAC,SAAS,GAAG,CAAC;YAAE,OAAO,IAAI,CAAC;QAEpC,IAAI,CAAC,KAAK,EAAE,CAAC;QACb,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;YACtC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YAChB,OAAO,MAAM,CAAC;QACf,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC;QAClD,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC;IACrC,CAAC;IAED,2DAA2D;IAC3D,MAAM;QACL,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;QAChB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACpB,CAAC;IAED,MAAM;QACL,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;IACzD,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,MAA+B,EAAE,IAA0C;QAC1F,MAAM,OAAO,GAAG,IAAI,iBAAiB,CAAC,MAAM,CAAC,CAAC;QAC9C,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC3B,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACnC,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
@@ -1,8 +1,17 @@
1
1
  import { neighbourOffsets, type Level } from './Level.ts';
2
2
  import type { FieldOfView } from './FieldOfView.ts';
3
3
  import type { Elevation } from './Elevation.ts';
4
- /** re-exported here for anyone already importing it from `Pathfinder` - it now lives on
5
- * `Level`, which is what needs it for a square level's own `neighbors()` */
4
+ /**
5
+ * Re-exported here for anyone already importing it from `Pathfinder` - it now lives on
6
+ * `Level`, which is what needs it for a square level's own `neighbors()`.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { neighbourOffsets } from '@datamoc/mw_games/roguelike';
11
+ *
12
+ * const offsets = neighbourOffsets(8); // the 8 (x, y) deltas around a cell, diagonals included
13
+ * ```
14
+ */
6
15
  export { neighbourOffsets };
7
16
  export interface Step {
8
17
  x: number;
@@ -35,6 +44,18 @@ export interface PathOptions {
35
44
  * needs. A Dijkstra map for "which way is the player from anywhere", which is what a dozen
36
45
  * monsters chasing the player need, computed once for the whole level rather than once
37
46
  * per monster.
47
+ *
48
+ * @example
49
+ * ```ts
50
+ * import { Pathfinder, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
51
+ *
52
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
53
+ * const pathfinder = new Pathfinder(level);
54
+ *
55
+ * const route = pathfinder.find({ x: 0, y: 0 }, { x: 10, y: 10 }); // one monster's own route
56
+ *
57
+ * const distances = pathfinder.distanceMap({ x: 10, y: 10 }); // every monster reads the same map
58
+ * ```
38
59
  */
39
60
  export declare class Pathfinder {
40
61
  private level;
@@ -1 +1 @@
1
- {"version":3,"file":"Pathfinder.d.ts","sourceRoot":"","sources":["../../src/roguelike/Pathfinder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,gBAAgB,EAAE,KAAK,KAAK,EAAE,MAAM,YAAY,CAAC;AAC1D,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAEhD;4EAC4E;AAC5E,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAE5B,MAAM,WAAW,IAAI;IACpB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACV;AAED,MAAM,WAAW,WAAW;IAC3B,sDAAsD;IACtD,QAAQ,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAEjB;;;;;OAKG;IACH,OAAO,CAAC,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;IAE9B;;;;;OAKG;IACH,OAAO,CAAC,EAAE,SAAS,CAAC;IAEpB,uFAAuF;IACvF,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;GAOG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAQ;IAErB,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,OAAO,CAAC,QAAQ;IAQhB;;;;OAIG;IACH,OAAO,CAAC,OAAO;IAoBf;;;;;;OAMG;IACH,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA8B5D;IAED,gFAAgF;IAChF,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAEjE;IAED;;;;;;OAMG;IACH,WAAW,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,UAAU,CAiC3D;IAED,sEAAsE;IACtE,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,UAAU,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAmBjF;IAED;;;;;;;;OAQG;IACH,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA4BhF;IAED,mFAAmF;IACnF,OAAO,CAAC,WAAW;CAWnB"}
1
+ {"version":3,"file":"Pathfinder.d.ts","sourceRoot":"","sources":["../../src/roguelike/Pathfinder.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,gBAAgB,EAAE,KAAK,KAAK,EAAE,MAAM,YAAY,CAAC;AAC1D,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AACpD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAEhD;;;;;;;;;;GAUG;AACH,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAE5B,MAAM,WAAW,IAAI;IACpB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACV;AAED,MAAM,WAAW,WAAW;IAC3B,sDAAsD;IACtD,QAAQ,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;IAEjB;;;;;OAKG;IACH,OAAO,CAAC,EAAE,WAAW,CAAC,MAAM,CAAC,CAAC;IAE9B;;;;;OAKG;IACH,OAAO,CAAC,EAAE,SAAS,CAAC;IAEpB,uFAAuF;IACvF,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAQ;IAErB,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,OAAO,CAAC,QAAQ;IAQhB;;;;OAIG;IACH,OAAO,CAAC,OAAO;IAoBf;;;;;;OAMG;IACH,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA8B5D;IAED,gFAAgF;IAChF,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAEjE;IAED;;;;;;OAMG;IACH,WAAW,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,GAAE,WAAgB,GAAG,UAAU,CAiC3D;IAED,sEAAsE;IACtE,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,UAAU,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,GAAG,IAAI,CAmBjF;IAED;;;;;;;;OAQG;IACH,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,GAAE,WAAgB,GAAG,IAAI,EAAE,CA4BhF;IAED,mFAAmF;IACnF,OAAO,CAAC,WAAW;CAWnB"}
@@ -1,7 +1,16 @@
1
1
  import { Path } from 'rot-js';
2
2
  import { neighbourOffsets } from './Level.js';
3
- /** re-exported here for anyone already importing it from `Pathfinder` - it now lives on
4
- * `Level`, which is what needs it for a square level's own `neighbors()` */
3
+ /**
4
+ * Re-exported here for anyone already importing it from `Pathfinder` - it now lives on
5
+ * `Level`, which is what needs it for a square level's own `neighbors()`.
6
+ *
7
+ * @example
8
+ * ```ts
9
+ * import { neighbourOffsets } from '@datamoc/mw_games/roguelike';
10
+ *
11
+ * const offsets = neighbourOffsets(8); // the 8 (x, y) deltas around a cell, diagonals included
12
+ * ```
13
+ */
5
14
  export { neighbourOffsets };
6
15
  /**
7
16
  * Routes across the map.
@@ -10,6 +19,18 @@ export { neighbourOffsets };
10
19
  * needs. A Dijkstra map for "which way is the player from anywhere", which is what a dozen
11
20
  * monsters chasing the player need, computed once for the whole level rather than once
12
21
  * per monster.
22
+ *
23
+ * @example
24
+ * ```ts
25
+ * import { Pathfinder, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
26
+ *
27
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
28
+ * const pathfinder = new Pathfinder(level);
29
+ *
30
+ * const route = pathfinder.find({ x: 0, y: 0 }, { x: 10, y: 10 }); // one monster's own route
31
+ *
32
+ * const distances = pathfinder.distanceMap({ x: 10, y: 10 }); // every monster reads the same map
33
+ * ```
13
34
  */
14
35
  export class Pathfinder {
15
36
  constructor(level) {
@@ -1 +1 @@
1
- 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@@ -0,0 +1,60 @@
1
+ import { Level, type Rect } from './Level.ts';
2
+ /**
3
+ * How one room's interior gets carved.
4
+ *
5
+ * The generator decides *where* rooms go and what joins them; a builder decides what a room
6
+ * actually looks like once it has a rectangle to fill. That split is what makes them
7
+ * composable: a game registers a hall, a pillared chamber, a circular vault and a flooded
8
+ * cistern, and any floor is some mixture of them without the generator knowing what a pillar
9
+ * or a cistern is. `mwg` ships exactly one builder (`hallBuilder`, a plain filled rectangle,
10
+ * which is what the generator did unconditionally before builders existed) and expects a
11
+ * game to bring the rest, the same boundary every other module here draws around content.
12
+ */
13
+ export interface RoomBuilder {
14
+ /** recorded per room in the generation result, for a parity trace or a game's own bookkeeping */
15
+ id: string;
16
+ /** relative weight against the other eligible builders; defaults to 1 */
17
+ weight?: number;
18
+ /** smallest room this builder can fill, in cells, on either axis */
19
+ minSize?: number;
20
+ /** largest room it can fill; a builder wanting only small rooms sets this */
21
+ maxSize?: number;
22
+ /** carves the room into the level. The rectangle is still solid when this is called */
23
+ paint(level: Level, room: Rect, floor: number): void;
24
+ }
25
+ /**
26
+ * A plain filled rectangle: the generator's own original behaviour, as a builder.
27
+ *
28
+ * @example
29
+ * ```ts
30
+ * import { generateDungeon, hallBuilder, pickBuilder, eligibleBuilders, type RoomBuilder } from '@datamoc/mw_games/roguelike';
31
+ *
32
+ * const pillaredHall: RoomBuilder = {
33
+ * id: 'pillared',
34
+ * minSize: 6,
35
+ * paint(level, room, floor) {
36
+ * level.fillRect(room, floor); // then carve pillars into the interior, game-side
37
+ * },
38
+ * };
39
+ *
40
+ * const level = generateDungeon({ width: 60, height: 40, builders: [hallBuilder, pillaredHall] });
41
+ * ```
42
+ */
43
+ export declare const hallBuilder: RoomBuilder;
44
+ /**
45
+ * Which builders could fill this room at all, by size.
46
+ *
47
+ * `minSize` is checked against the room's *shorter* side and `maxSize` against its *longer*
48
+ * one, so a builder never gets a rectangle it cannot fit its shape into, in either direction.
49
+ */
50
+ export declare function eligibleBuilders(builders: readonly RoomBuilder[], room: Rect): RoomBuilder[];
51
+ /**
52
+ * Picks a builder for one room, weighted among those that fit it.
53
+ *
54
+ * Returns `null` when nothing fits, which the generator treats as "fall back to a plain
55
+ * hall" rather than leaving the room solid rock: a room already placed and joined by a
56
+ * corridor has to be walkable, so an over-constrained builder list degrades to a plain room
57
+ * instead of a sealed one a player can path into and never enter.
58
+ */
59
+ export declare function pickBuilder(builders: readonly RoomBuilder[], room: Rect): RoomBuilder | null;
60
+ //# sourceMappingURL=RoomBuilders.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RoomBuilders.d.ts","sourceRoot":"","sources":["../../src/roguelike/RoomBuilders.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,KAAK,IAAI,EAAE,MAAM,YAAY,CAAC;AAE9C;;;;;;;;;;GAUG;AACH,MAAM,WAAW,WAAW;IAC3B,iGAAiG;IACjG,EAAE,EAAE,MAAM,CAAC;IAEX,yEAAyE;IACzE,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,oEAAoE;IACpE,OAAO,CAAC,EAAE,MAAM,CAAC;IAEjB,6EAA6E;IAC7E,OAAO,CAAC,EAAE,MAAM,CAAC;IAEjB,uFAAuF;IACvF,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;CACrD;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,eAAO,MAAM,WAAW,EAAE,WAGzB,CAAC;AAUF;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,SAAS,WAAW,EAAE,EAAE,IAAI,EAAE,IAAI,GAAG,WAAW,EAAE,CAI5F;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,CAAC,QAAQ,EAAE,SAAS,WAAW,EAAE,EAAE,IAAI,EAAE,IAAI,GAAG,WAAW,GAAG,IAAI,CAM5F"}
@@ -0,0 +1,57 @@
1
+ import * as Random from '../core/Random.js';
2
+ import { Level } from './Level.js';
3
+ /**
4
+ * A plain filled rectangle: the generator's own original behaviour, as a builder.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { generateDungeon, hallBuilder, pickBuilder, eligibleBuilders, type RoomBuilder } from '@datamoc/mw_games/roguelike';
9
+ *
10
+ * const pillaredHall: RoomBuilder = {
11
+ * id: 'pillared',
12
+ * minSize: 6,
13
+ * paint(level, room, floor) {
14
+ * level.fillRect(room, floor); // then carve pillars into the interior, game-side
15
+ * },
16
+ * };
17
+ *
18
+ * const level = generateDungeon({ width: 60, height: 40, builders: [hallBuilder, pillaredHall] });
19
+ * ```
20
+ */
21
+ export const hallBuilder = {
22
+ id: 'hall',
23
+ paint: (level, room, floor) => level.fillRect(room, floor),
24
+ };
25
+ function shorterSide(room) {
26
+ return Math.min(room.right - room.left + 1, room.bottom - room.top + 1);
27
+ }
28
+ function longerSide(room) {
29
+ return Math.max(room.right - room.left + 1, room.bottom - room.top + 1);
30
+ }
31
+ /**
32
+ * Which builders could fill this room at all, by size.
33
+ *
34
+ * `minSize` is checked against the room's *shorter* side and `maxSize` against its *longer*
35
+ * one, so a builder never gets a rectangle it cannot fit its shape into, in either direction.
36
+ */
37
+ export function eligibleBuilders(builders, room) {
38
+ const short = shorterSide(room);
39
+ const long = longerSide(room);
40
+ return builders.filter((builder) => short >= (builder.minSize ?? 0) && long <= (builder.maxSize ?? Infinity));
41
+ }
42
+ /**
43
+ * Picks a builder for one room, weighted among those that fit it.
44
+ *
45
+ * Returns `null` when nothing fits, which the generator treats as "fall back to a plain
46
+ * hall" rather than leaving the room solid rock: a room already placed and joined by a
47
+ * corridor has to be walkable, so an over-constrained builder list degrades to a plain room
48
+ * instead of a sealed one a player can path into and never enter.
49
+ */
50
+ export function pickBuilder(builders, room) {
51
+ const eligible = eligibleBuilders(builders, room);
52
+ if (eligible.length === 0)
53
+ return null;
54
+ const index = Random.weighted(eligible.map((builder) => builder.weight ?? 1));
55
+ return index === null ? null : eligible[index];
56
+ }
57
+ //# sourceMappingURL=RoomBuilders.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RoomBuilders.js","sourceRoot":"","sources":["../../src/roguelike/RoomBuilders.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,MAAM,mBAAmB,CAAC;AAC5C,OAAO,EAAE,KAAK,EAAa,MAAM,YAAY,CAAC;AA8B9C;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,CAAC,MAAM,WAAW,GAAgB;IACvC,EAAE,EAAE,MAAM;IACV,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC;CAC1D,CAAC;AAEF,SAAS,WAAW,CAAC,IAAU;IAC9B,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,IAAI,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;AACzE,CAAC;AAED,SAAS,UAAU,CAAC,IAAU;IAC7B,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,IAAI,GAAG,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;AACzE,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,gBAAgB,CAAC,QAAgC,EAAE,IAAU;IAC5E,MAAM,KAAK,GAAG,WAAW,CAAC,IAAI,CAAC,CAAC;IAChC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;IAC9B,OAAO,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,KAAK,IAAI,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC,IAAI,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,IAAI,QAAQ,CAAC,CAAC,CAAC;AAC/G,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,WAAW,CAAC,QAAgC,EAAE,IAAU;IACvE,MAAM,QAAQ,GAAG,gBAAgB,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;IAClD,IAAI,QAAQ,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,IAAI,CAAC;IAEvC,MAAM,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC,CAAC,CAAC;IAC9E,OAAO,KAAK,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;AAChD,CAAC"}
@@ -8,11 +8,35 @@
8
8
  *
9
9
  * The queue is ordered by the time at which each actor next acts. `now` only ever moves
10
10
  * forward, so effects that expire can be timestamped against it.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * interface Monster extends Actor { name: string }
17
+ *
18
+ * const scheduler = new Scheduler<Monster>();
19
+ * scheduler.add({ name: 'hero', speed: 1 });
20
+ * scheduler.add({ name: 'fast rat', speed: 2 }); // acts twice as often
21
+ *
22
+ * const acting = scheduler.peek(); // whoever's turn it is
23
+ * scheduler.spend(1); // charge them for a normal-speed action, hand the turn on
24
+ * ```
11
25
  */
12
26
  export interface Actor {
13
27
  /** actions per unit of time; 2 acts twice as often as 1 */
14
28
  speed?: number;
15
29
  }
30
+ /** A serialisable record of a scheduler's queue, keyed by caller-supplied actor ids. */
31
+ export interface SchedulerSnapshot {
32
+ now: number;
33
+ sequence: number;
34
+ entries: Array<{
35
+ id: string;
36
+ time: number;
37
+ sequence: number;
38
+ }>;
39
+ }
16
40
  export declare class Scheduler<A extends Actor> {
17
41
  private entries;
18
42
  private sequence;
@@ -35,11 +59,34 @@ export declare class Scheduler<A extends Actor> {
35
59
  /**
36
60
  * Charges the current actor for what it did, and hands the turn on.
37
61
  *
38
- * @param cost time the action took at speed 1; divided by the actor's speed
62
+ * @param cost time the action took at speed 1; divided by the actor's speed. A cost of 0
63
+ * is a free action: the actor keeps its place at `now` but still goes behind any other
64
+ * actor already tied with it, since its sequence number is refreshed like any other spend.
39
65
  */
40
66
  spend(cost: number): void;
67
+ /**
68
+ * Pushes a specific actor's next turn back, independent of whose turn it currently is -
69
+ * a stun or slow effect landing on someone other than the current actor, for instance.
70
+ *
71
+ * @param delay time added to that actor's next scheduled turn
72
+ */
73
+ postpone(actor: A, delay: number): void;
41
74
  /** the time at which an actor next acts, for a debug view or an interface */
42
75
  timeOf(actor: A): number | null;
76
+ /**
77
+ * Captures the queue as plain data, identifying each actor by whatever id the caller
78
+ * assigns it - the scheduler holds actor references, not ids, so it cannot invent one
79
+ * itself.
80
+ */
81
+ toJSON(actorId: (actor: A) => string): SchedulerSnapshot;
82
+ /**
83
+ * Rebuilds a scheduler from a snapshot taken by `toJSON`, restoring `now` and the
84
+ * sequence counter so that ties among actors added afterwards resolve exactly as they
85
+ * would have if the scheduler had never been serialised.
86
+ *
87
+ * @param actorOf resolves a snapshot id back to the live actor object it names
88
+ */
89
+ static restore<A extends Actor>(snapshot: SchedulerSnapshot, actorOf: (id: string) => A): Scheduler<A>;
43
90
  private sort;
44
91
  }
45
92
  //# sourceMappingURL=Scheduler.d.ts.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"Scheduler.d.ts","sourceRoot":"","sources":["../../src/roguelike/Scheduler.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH,MAAM,WAAW,KAAK;IACrB,2DAA2D;IAC3D,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED,wFAAwF;AACxF,MAAM,WAAW,iBAAiB;IACjC,GAAG,EAAE,MAAM,CAAC;IACZ,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,KAAK,CAAC;QAAE,EAAE,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,CAAC,CAAC;CAC/D;AAUD,qBAAa,SAAS,CAAC,CAAC,SAAS,KAAK;IACrC,OAAO,CAAC,OAAO,CAAkB;IACjC,OAAO,CAAC,QAAQ,CAAK;IAErB,qEAAqE;IACrE,GAAG,SAAK;IAER,IAAI,IAAI,IAAI,MAAM,CAEjB;IAED,IAAI,MAAM,IAAI,CAAC,EAAE,CAEhB;IAED,GAAG,CAAC,KAAK,EAAE,CAAC,GAAG,OAAO,CAErB;IAED;;;;;OAKG;IACH,GAAG,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,SAAI,GAAG,IAAI,CAG7B;IAED,MAAM,CAAC,KAAK,EAAE,CAAC,GAAG,IAAI,CAGrB;IAED,KAAK,IAAI,IAAI,CAIZ;IAED,4EAA4E;IAC5E,IAAI,IAAI,CAAC,GAAG,IAAI,CAOf;IAED;;;;;;OAMG;IACH,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CASxB;IAED;;;;;OAKG;IACH,QAAQ,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAOtC;IAED,6EAA6E;IAC7E,MAAM,CAAC,KAAK,EAAE,CAAC,GAAG,MAAM,GAAG,IAAI,CAE9B;IAED;;;;OAIG;IACH,MAAM,CAAC,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,KAAK,MAAM,GAAG,iBAAiB,CAMvD;IAED;;;;;;OAMG;IACH,MAAM,CAAC,OAAO,CAAC,CAAC,SAAS,KAAK,EAAE,QAAQ,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC,CAOrG;IAED,OAAO,CAAC,IAAI;CAKZ"}
@@ -8,6 +8,20 @@
8
8
  *
9
9
  * The queue is ordered by the time at which each actor next acts. `now` only ever moves
10
10
  * forward, so effects that expire can be timestamped against it.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
15
+ *
16
+ * interface Monster extends Actor { name: string }
17
+ *
18
+ * const scheduler = new Scheduler<Monster>();
19
+ * scheduler.add({ name: 'hero', speed: 1 });
20
+ * scheduler.add({ name: 'fast rat', speed: 2 }); // acts twice as often
21
+ *
22
+ * const acting = scheduler.peek(); // whoever's turn it is
23
+ * scheduler.spend(1); // charge them for a normal-speed action, hand the turn on
24
+ * ```
11
25
  */
12
26
  export class Scheduler {
13
27
  constructor() {
@@ -57,7 +71,9 @@ export class Scheduler {
57
71
  /**
58
72
  * Charges the current actor for what it did, and hands the turn on.
59
73
  *
60
- * @param cost time the action took at speed 1; divided by the actor's speed
74
+ * @param cost time the action took at speed 1; divided by the actor's speed. A cost of 0
75
+ * is a free action: the actor keeps its place at `now` but still goes behind any other
76
+ * actor already tied with it, since its sequence number is refreshed like any other spend.
61
77
  */
62
78
  spend(cost) {
63
79
  const entry = this.entries[0];
@@ -69,10 +85,51 @@ export class Scheduler {
69
85
  entry.sequence = this.sequence++;
70
86
  this.sort();
71
87
  }
88
+ /**
89
+ * Pushes a specific actor's next turn back, independent of whose turn it currently is -
90
+ * a stun or slow effect landing on someone other than the current actor, for instance.
91
+ *
92
+ * @param delay time added to that actor's next scheduled turn
93
+ */
94
+ postpone(actor, delay) {
95
+ const entry = this.entries.find((entry) => entry.actor === actor);
96
+ if (!entry)
97
+ return;
98
+ entry.time += delay;
99
+ entry.sequence = this.sequence++;
100
+ this.sort();
101
+ }
72
102
  /** the time at which an actor next acts, for a debug view or an interface */
73
103
  timeOf(actor) {
74
104
  return this.entries.find((entry) => entry.actor === actor)?.time ?? null;
75
105
  }
106
+ /**
107
+ * Captures the queue as plain data, identifying each actor by whatever id the caller
108
+ * assigns it - the scheduler holds actor references, not ids, so it cannot invent one
109
+ * itself.
110
+ */
111
+ toJSON(actorId) {
112
+ return {
113
+ now: this.now,
114
+ sequence: this.sequence,
115
+ entries: this.entries.map((entry) => ({ id: actorId(entry.actor), time: entry.time, sequence: entry.sequence })),
116
+ };
117
+ }
118
+ /**
119
+ * Rebuilds a scheduler from a snapshot taken by `toJSON`, restoring `now` and the
120
+ * sequence counter so that ties among actors added afterwards resolve exactly as they
121
+ * would have if the scheduler had never been serialised.
122
+ *
123
+ * @param actorOf resolves a snapshot id back to the live actor object it names
124
+ */
125
+ static restore(snapshot, actorOf) {
126
+ const scheduler = new Scheduler();
127
+ scheduler.now = snapshot.now;
128
+ scheduler.sequence = snapshot.sequence;
129
+ scheduler.entries = snapshot.entries.map((entry) => ({ actor: actorOf(entry.id), time: entry.time, sequence: entry.sequence }));
130
+ scheduler.sort();
131
+ return scheduler;
132
+ }
76
133
  sort() {
77
134
  //few actors are ever queued, so a sort per action is cheaper than a heap and far
78
135
  //easier to reason about; swap it out if a level ever holds thousands
@@ -1 +1 @@
1
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@@ -13,6 +13,19 @@ import type { Level } from './Level.ts';
13
13
  * Discovery itself is a game's call, not this class's: a search action rolling against a
14
14
  * distance, a trap firing the moment a creature steps onto it, a wand of revealing. This
15
15
  * only does the bookkeeping once that decision has been made.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * import { Secrets, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
20
+ *
21
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
22
+ * const secrets = new Secrets(level);
23
+ *
24
+ * secrets.conceal(5, 5, 0, 1); // disguised as WALL (0), reveals as FLOOR (1) once found
25
+ * console.log(secrets.isSecret(5, 5)); // true - the cell reads as solid rock until found
26
+ *
27
+ * secrets.discover(5, 5); // a search action succeeded
28
+ * ```
16
29
  */
17
30
  export declare class Secrets {
18
31
  private level;
@@ -1 +1 @@
1
- {"version":3,"file":"Secrets.d.ts","sourceRoot":"","sources":["../../src/roguelike/Secrets.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;;;;;;;;;;;;GAcG;AACH,qBAAa,OAAO;IACnB,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,UAAU,CAAqB;IAEvC,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,yFAAyF;IACzF,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,CAKtE;IAED,0FAA0F;IAC1F,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAGtC;IAED,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE1C;IAED;;;;;OAKG;IACH,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOtC;IAED,MAAM,IAAI;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,CAE/D;IAED,yEAAyE;IACzE,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,GAAG,OAAO,CAKnG;CACD"}
1
+ {"version":3,"file":"Secrets.d.ts","sourceRoot":"","sources":["../../src/roguelike/Secrets.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAExC;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,OAAO;IACnB,OAAO,CAAC,KAAK,CAAQ;IACrB,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,UAAU,CAAqB;IAEvC,YAAY,KAAK,EAAE,KAAK,EAEvB;IAED,yFAAyF;IACzF,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,CAKtE;IAED,0FAA0F;IAC1F,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAGtC;IAED,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE1C;IAED;;;;;OAKG;IACH,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAOtC;IAED,MAAM,IAAI;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,CAE/D;IAED,yEAAyE;IACzE,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,EAAE,CAAA;KAAE,GAAG,OAAO,CAKnG;CACD"}
@@ -12,6 +12,19 @@
12
12
  * Discovery itself is a game's call, not this class's: a search action rolling against a
13
13
  * distance, a trap firing the moment a creature steps onto it, a wand of revealing. This
14
14
  * only does the bookkeeping once that decision has been made.
15
+ *
16
+ * @example
17
+ * ```ts
18
+ * import { Secrets, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
19
+ *
20
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
21
+ * const secrets = new Secrets(level);
22
+ *
23
+ * secrets.conceal(5, 5, 0, 1); // disguised as WALL (0), reveals as FLOOR (1) once found
24
+ * console.log(secrets.isSecret(5, 5)); // true - the cell reads as solid rock until found
25
+ *
26
+ * secrets.discover(5, 5); // a search action succeeded
27
+ * ```
15
28
  */
16
29
  export class Secrets {
17
30
  constructor(level) {
@@ -1 +1 @@
1
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@@ -14,6 +14,19 @@ export interface StealthOptions {
14
14
  * Tracks one hidden unit's detection state. Detection is one-way and sticky: once found, a
15
15
  * unit stays found until something explicitly re-hides it (`reset`), the same way a real
16
16
  * ambush does not un-happen because the enemy that spotted you wandered off again.
17
+ *
18
+ * @example
19
+ * ```ts
20
+ * import { Stealth } from '@datamoc/mw_games/roguelike';
21
+ *
22
+ * const assassin = new Stealth({ radius: 2 });
23
+ * const guards = [{ x: 10, y: 10 }, { x: 5, y: 5 }];
24
+ *
25
+ * if (assassin.checkDetection({ x: 4, y: 5 }, guards)) {
26
+ * console.log('spotted! that guard spends its move noticing');
27
+ * }
28
+ * console.log(assassin.isDetected);
29
+ * ```
17
30
  */
18
31
  export declare class Stealth {
19
32
  private detected;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Stealth.d.ts","sourceRoot":"","sources":["../../src/roguelike/Stealth.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,iBAAiB,CAAC;AAE5C;;;;;;GAMG;AACH,MAAM,WAAW,cAAc;IAC9B,sFAAsF;IACtF,MAAM,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,OAAO;IACnB,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,MAAM,CAAS;IAEvB,YAAY,OAAO,EAAE,cAAc,EAElC;IAED,IAAI,UAAU,IAAI,OAAO,CAExB;IAED;;;;;;OAMG;IACH,cAAc,CAAC,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,IAAI,EAAE,GAAG,OAAO,CAKhE;IAED,+FAA+F;IAC/F,KAAK,IAAI,IAAI,CAEZ;CACD"}
@@ -3,6 +3,19 @@ import { chebyshevDistance } from './Targeting.js';
3
3
  * Tracks one hidden unit's detection state. Detection is one-way and sticky: once found, a
4
4
  * unit stays found until something explicitly re-hides it (`reset`), the same way a real
5
5
  * ambush does not un-happen because the enemy that spotted you wandered off again.
6
+ *
7
+ * @example
8
+ * ```ts
9
+ * import { Stealth } from '@datamoc/mw_games/roguelike';
10
+ *
11
+ * const assassin = new Stealth({ radius: 2 });
12
+ * const guards = [{ x: 10, y: 10 }, { x: 5, y: 5 }];
13
+ *
14
+ * if (assassin.checkDetection({ x: 4, y: 5 }, guards)) {
15
+ * console.log('spotted! that guard spends its move noticing');
16
+ * }
17
+ * console.log(assassin.isDetected);
18
+ * ```
6
19
  */
7
20
  export class Stealth {
8
21
  constructor(options) {
@@ -1 +1 @@
1
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+ {"version":3,"file":"Stealth.js","sourceRoot":"","sources":["../../src/roguelike/Stealth.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAenD;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,OAAO;IAInB,YAAY,OAAuB;QAH3B,aAAQ,GAAG,KAAK,CAAC;QAIxB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IAC9B,CAAC;IAED,IAAI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACtB,CAAC;IAED;;;;;;OAMG;IACH,cAAc,CAAC,MAAY,EAAE,SAA0B;QACtD,IAAI,IAAI,CAAC,QAAQ;YAAE,OAAO,KAAK,CAAC;QAChC,MAAM,KAAK,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,iBAAiB,CAAC,MAAM,EAAE,QAAQ,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC;QAC/F,IAAI,KAAK;YAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAChC,OAAO,KAAK,CAAC;IACd,CAAC;IAED,+FAA+F;IAC/F,KAAK;QACJ,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IACvB,CAAC;CACD"}
@@ -26,7 +26,26 @@ export interface TargetingOptions {
26
26
  /** whether a wall in the way blocks the shot; on by default, since most things do not arc */
27
27
  requireLineOfSight?: boolean;
28
28
  }
29
- /** the straight-line ruler distance a roguelike uses: diagonals cost the same as a step */
29
+ /**
30
+ * The straight-line ruler distance a roguelike uses: diagonals cost the same as a step.
31
+ *
32
+ * @example
33
+ * ```ts
34
+ * import { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
35
+ *
36
+ * const level = new Level(20, 20, [WALL, FLOOR], 1); // an open floor
37
+ * const origin = { x: 2, y: 2 };
38
+ * const target = { x: 8, y: 5 };
39
+ *
40
+ * chebyshevDistance(origin, target); // 6
41
+ * traceLine(origin, target); // every cell the shot crosses
42
+ * hasLineOfSight(level, origin, target); // true - nothing blocks it
43
+ *
44
+ * if (canTarget(level, origin, target, { range: 10 })) {
45
+ * const hit = resolveArea(origin, target, { kind: 'burst', radius: 2 });
46
+ * }
47
+ * ```
48
+ */
30
49
  export declare function chebyshevDistance(a: Step, b: Step): number;
31
50
  /**
32
51
  * Every cell a straight line crosses from `from` to `to`, `from` included and `to` included.
@@ -47,6 +66,19 @@ export declare function resolveArea(origin: Step, target: Step, shape: AreaShape
47
66
  * nearest of the 8 directions, the length is the distance aimed, and step `i` of `length`
48
67
  * spans `round(i / length * width)` cells to each side of the centre line. A width of 0
49
68
  * is a single-file beam, the same cells `line` would trace along that snapped direction.
69
+ *
70
+ * @example
71
+ * ```ts
72
+ * import { coneCells, chainTargets, knockbackPath, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
73
+ *
74
+ * const breath = coneCells({ x: 5, y: 5 }, { x: 5, y: 0 }, 3); // a dragon's breath, aimed north
75
+ *
76
+ * const monsters = [{ x: 5, y: 4 }, { x: 5, y: 3 }, { x: 6, y: 2 }];
77
+ * const arc = chainTargets(monsters, { x: 5, y: 5 }, 3, 2); // a lightning bolt hopping between them
78
+ *
79
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
80
+ * const shovedTo = knockbackPath(level, { x: 5, y: 5 }, { x: 1, y: 0 }, 3); // shoved 3 cells east
81
+ * ```
50
82
  */
51
83
  export declare function coneCells(origin: Step, target: Step, width: number): Step[];
52
84
  /**
@@ -56,6 +88,40 @@ export declare function coneCells(origin: Step, target: Step, width: number): St
56
88
  * travelling as a projectile - the game applies its own effect per link in order.
57
89
  */
58
90
  export declare function chainTargets(candidates: readonly Step[], origin: Step, jumps: number, range: number): Step[];
91
+ /**
92
+ * A damage/effect multiplier keyed to range band - the "melee bonus, falls off at range" or
93
+ * "point-blank penalty on a ranged weapon" family of modifiers many games attach to an attack
94
+ * once its distance is known. `mwg` supplies no default bands or multipliers, only the lookup:
95
+ * bands are checked in order, the first whose `max` is at or above `distance` applies, and a
96
+ * distance past every band's `max` falls back to `beyond`.
97
+ *
98
+ * @example
99
+ * ```ts
100
+ * import { rangeMultiplier, areaFalloffMultiplier, type RangeBand } from '@datamoc/mw_games/roguelike';
101
+ *
102
+ * const bands: RangeBand[] = [{ max: 2, multiplier: 1.5 }, { max: 6, multiplier: 1 }];
103
+ * rangeMultiplier(1, bands); // 1.5 - point-blank bonus
104
+ * rangeMultiplier(10, bands, 0.5); // 0.5 - past every band, falls back to `beyond`
105
+ *
106
+ * areaFalloffMultiplier(0, [1, 0.5]); // 1 - first target hit, full damage
107
+ * areaFalloffMultiplier(1, [1, 0.5]); // 0.5 - second target
108
+ * ```
109
+ */
110
+ export interface RangeBand {
111
+ /** the greatest distance this band covers */
112
+ max: number;
113
+ multiplier: number;
114
+ }
115
+ export declare function rangeMultiplier(distance: number, bands: readonly RangeBand[], beyond?: number): number;
116
+ /**
117
+ * A per-target multiplier for an area effect hitting several targets at once, stepping down
118
+ * (or up) by how many targets were already resolved before this one - "full damage to the
119
+ * first target hit, half to every one after" is `areaFalloffMultiplier(index, [1, 0.5])`.
120
+ * `index` is the target's zero-based order among everyone the area shape hit (`resolveArea`'s
121
+ * own returned order is a natural source); an index past the end of `steps` repeats the last
122
+ * step rather than falling back to full strength.
123
+ */
124
+ export declare function areaFalloffMultiplier(index: number, steps: readonly number[]): number;
59
125
  /**
60
126
  * The cells something shoved from `from` along `direction` (a unit step, one of the 8)
61
127
  * travels: every passable cell up to `distance`, stopping before the first impassable