@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
@@ -1 +1 @@
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@@ -1,4 +1,23 @@
1
- /** the straight-line ruler distance a roguelike uses: diagonals cost the same as a step */
1
+ /**
2
+ * The straight-line ruler distance a roguelike uses: diagonals cost the same as a step.
3
+ *
4
+ * @example
5
+ * ```ts
6
+ * import { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
7
+ *
8
+ * const level = new Level(20, 20, [WALL, FLOOR], 1); // an open floor
9
+ * const origin = { x: 2, y: 2 };
10
+ * const target = { x: 8, y: 5 };
11
+ *
12
+ * chebyshevDistance(origin, target); // 6
13
+ * traceLine(origin, target); // every cell the shot crosses
14
+ * hasLineOfSight(level, origin, target); // true - nothing blocks it
15
+ *
16
+ * if (canTarget(level, origin, target, { range: 10 })) {
17
+ * const hit = resolveArea(origin, target, { kind: 'burst', radius: 2 });
18
+ * }
19
+ * ```
20
+ */
2
21
  export function chebyshevDistance(a, b) {
3
22
  return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y));
4
23
  }
@@ -79,6 +98,19 @@ export function resolveArea(origin, target, shape) {
79
98
  * nearest of the 8 directions, the length is the distance aimed, and step `i` of `length`
80
99
  * spans `round(i / length * width)` cells to each side of the centre line. A width of 0
81
100
  * is a single-file beam, the same cells `line` would trace along that snapped direction.
101
+ *
102
+ * @example
103
+ * ```ts
104
+ * import { coneCells, chainTargets, knockbackPath, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
105
+ *
106
+ * const breath = coneCells({ x: 5, y: 5 }, { x: 5, y: 0 }, 3); // a dragon's breath, aimed north
107
+ *
108
+ * const monsters = [{ x: 5, y: 4 }, { x: 5, y: 3 }, { x: 6, y: 2 }];
109
+ * const arc = chainTargets(monsters, { x: 5, y: 5 }, 3, 2); // a lightning bolt hopping between them
110
+ *
111
+ * const level = new Level(20, 20, [WALL, FLOOR], 1);
112
+ * const shovedTo = knockbackPath(level, { x: 5, y: 5 }, { x: 1, y: 0 }, 3); // shoved 3 cells east
113
+ * ```
82
114
  */
83
115
  export function coneCells(origin, target, width) {
84
116
  const dx = target.x - origin.x;
@@ -131,6 +163,26 @@ export function chainTargets(candidates, origin, jumps, range) {
131
163
  }
132
164
  return chain;
133
165
  }
166
+ export function rangeMultiplier(distance, bands, beyond = 1) {
167
+ for (const band of bands) {
168
+ if (distance <= band.max)
169
+ return band.multiplier;
170
+ }
171
+ return beyond;
172
+ }
173
+ /**
174
+ * A per-target multiplier for an area effect hitting several targets at once, stepping down
175
+ * (or up) by how many targets were already resolved before this one - "full damage to the
176
+ * first target hit, half to every one after" is `areaFalloffMultiplier(index, [1, 0.5])`.
177
+ * `index` is the target's zero-based order among everyone the area shape hit (`resolveArea`'s
178
+ * own returned order is a natural source); an index past the end of `steps` repeats the last
179
+ * step rather than falling back to full strength.
180
+ */
181
+ export function areaFalloffMultiplier(index, steps) {
182
+ if (steps.length === 0)
183
+ return 1;
184
+ return steps[Math.min(index, steps.length - 1)];
185
+ }
134
186
  /**
135
187
  * The cells something shoved from `from` along `direction` (a unit step, one of the 8)
136
188
  * travels: every passable cell up to `distance`, stopping before the first impassable
@@ -1 +1 @@
1
- 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1
+ 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@@ -0,0 +1,46 @@
1
+ /**
2
+ * Counts qualifying events (a landed hit, a heal, a kill) toward a streak, but restarts the
3
+ * streak once more than `window` turns pass without a qualifying event - the shape every
4
+ * "combo", "kill streak", or "stays hidden as long as you keep landing sneak attacks" talent
5
+ * proc shares. `mwg` tracks only the streak and its turn-window; what counts as a qualifying
6
+ * event, and what a streak length unlocks, stay the game's own rule, fired from `trigger`'s
7
+ * own returned count.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { TriggerTracker } from '@datamoc/mw_games/roguelike';
12
+ *
13
+ * const combo = new TriggerTracker(2); // a hit must land within 2 turns of the last
14
+ * combo.trigger(1); // streak: 1
15
+ * combo.trigger(2); // streak: 2 - within the window
16
+ * combo.trigger(10); // streak restarts at 1 - the window lapsed
17
+ * ```
18
+ */
19
+ export declare class TriggerTracker {
20
+ private readonly window;
21
+ private streak;
22
+ private lastTurn;
23
+ constructor(window: number);
24
+ /** the current streak length; 0 once the window has lapsed with nothing recorded */
25
+ get count(): number;
26
+ /**
27
+ * Records a qualifying event on `turn`, extending the streak when it falls within `window`
28
+ * turns of the last one, or restarting it at 1 otherwise.
29
+ *
30
+ * @returns the streak length after this event
31
+ */
32
+ trigger(turn: number): number;
33
+ /** true while fewer than `window` turns have passed since the last trigger, as of `turn` */
34
+ isActive(turn: number): boolean;
35
+ /** ends the streak immediately - a missed attack, breaking stealth - without waiting out the window */
36
+ reset(): void;
37
+ toJSON(): {
38
+ streak: number;
39
+ lastTurn: number;
40
+ };
41
+ static fromJSON(window: number, data: {
42
+ streak: number;
43
+ lastTurn: number;
44
+ }): TriggerTracker;
45
+ }
46
+ //# sourceMappingURL=TriggerTracker.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TriggerTracker.d.ts","sourceRoot":"","sources":["../../src/roguelike/TriggerTracker.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,cAAc;IAC1B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,MAAM,CAAK;IACnB,OAAO,CAAC,QAAQ,CAAa;IAE7B,YAAY,MAAM,EAAE,MAAM,EAEzB;IAED,oFAAoF;IACpF,IAAI,KAAK,IAAI,MAAM,CAElB;IAED;;;;;OAKG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAI5B;IAED,4FAA4F;IAC5F,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAE9B;IAED,uGAAuG;IACvG,KAAK,IAAI,IAAI,CAGZ;IAED,MAAM,IAAI;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,CAE7C;IAED,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,GAAG,cAAc,CAK1F;CACD"}
@@ -0,0 +1,59 @@
1
+ /**
2
+ * Counts qualifying events (a landed hit, a heal, a kill) toward a streak, but restarts the
3
+ * streak once more than `window` turns pass without a qualifying event - the shape every
4
+ * "combo", "kill streak", or "stays hidden as long as you keep landing sneak attacks" talent
5
+ * proc shares. `mwg` tracks only the streak and its turn-window; what counts as a qualifying
6
+ * event, and what a streak length unlocks, stay the game's own rule, fired from `trigger`'s
7
+ * own returned count.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { TriggerTracker } from '@datamoc/mw_games/roguelike';
12
+ *
13
+ * const combo = new TriggerTracker(2); // a hit must land within 2 turns of the last
14
+ * combo.trigger(1); // streak: 1
15
+ * combo.trigger(2); // streak: 2 - within the window
16
+ * combo.trigger(10); // streak restarts at 1 - the window lapsed
17
+ * ```
18
+ */
19
+ export class TriggerTracker {
20
+ constructor(window) {
21
+ this.streak = 0;
22
+ this.lastTurn = -Infinity;
23
+ this.window = window;
24
+ }
25
+ /** the current streak length; 0 once the window has lapsed with nothing recorded */
26
+ get count() {
27
+ return this.streak;
28
+ }
29
+ /**
30
+ * Records a qualifying event on `turn`, extending the streak when it falls within `window`
31
+ * turns of the last one, or restarting it at 1 otherwise.
32
+ *
33
+ * @returns the streak length after this event
34
+ */
35
+ trigger(turn) {
36
+ this.streak = turn - this.lastTurn <= this.window ? this.streak + 1 : 1;
37
+ this.lastTurn = turn;
38
+ return this.streak;
39
+ }
40
+ /** true while fewer than `window` turns have passed since the last trigger, as of `turn` */
41
+ isActive(turn) {
42
+ return turn - this.lastTurn <= this.window;
43
+ }
44
+ /** ends the streak immediately - a missed attack, breaking stealth - without waiting out the window */
45
+ reset() {
46
+ this.streak = 0;
47
+ this.lastTurn = -Infinity;
48
+ }
49
+ toJSON() {
50
+ return { streak: this.streak, lastTurn: this.lastTurn };
51
+ }
52
+ static fromJSON(window, data) {
53
+ const tracker = new TriggerTracker(window);
54
+ tracker.streak = data.streak;
55
+ tracker.lastTurn = data.lastTurn;
56
+ return tracker;
57
+ }
58
+ }
59
+ //# sourceMappingURL=TriggerTracker.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TriggerTracker.js","sourceRoot":"","sources":["../../src/roguelike/TriggerTracker.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,cAAc;IAK1B,YAAY,MAAc;QAHlB,WAAM,GAAG,CAAC,CAAC;QACX,aAAQ,GAAG,CAAC,QAAQ,CAAC;QAG5B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACtB,CAAC;IAED,oFAAoF;IACpF,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED;;;;;OAKG;IACH,OAAO,CAAC,IAAY;QACnB,IAAI,CAAC,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED,4FAA4F;IAC5F,QAAQ,CAAC,IAAY;QACpB,OAAO,IAAI,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,CAAC;IAC5C,CAAC;IAED,uGAAuG;IACvG,KAAK;QACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,QAAQ,GAAG,CAAC,QAAQ,CAAC;IAC3B,CAAC;IAED,MAAM;QACL,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;IACzD,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,MAAc,EAAE,IAA0C;QACzE,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,MAAM,CAAC,CAAC;QAC3C,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC7B,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACjC,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
@@ -1,4 +1,5 @@
1
1
  import { Level, type Rect, type TerrainKind } from './Level.ts';
2
+ import { type RoomBuilder } from './RoomBuilders.ts';
2
3
  /**
3
4
  * Rooms joined by corridors.
4
5
  *
@@ -31,10 +32,98 @@ export interface DungeonOptions {
31
32
  floor?: number;
32
33
  /** extra terrain kinds beyond wall/floor, appended after them - a game's own trap or door ids */
33
34
  kinds?: TerrainKind[];
35
+ /**
36
+ * Regional generation callbacks, fired as the pipeline reaches each stage - the seam a
37
+ * game hangs hand-placed rooms, branch entrances, wells, plants, statues, chasms, doors
38
+ * and traps from, without forking the generator itself. `mwg` calls these; it never
39
+ * decides what a game does inside one.
40
+ */
41
+ hooks?: DungeonGenerationHooks;
42
+ /**
43
+ * Room interiors to compose the floor from, picked per room by weight and size fit.
44
+ *
45
+ * Omit it and every room is a plain filled rectangle, exactly as before builders existed;
46
+ * a room no listed builder fits falls back to that same plain rectangle rather than being
47
+ * left as solid rock, since it has already been placed and joined by a corridor.
48
+ */
49
+ builders?: readonly RoomBuilder[];
50
+ }
51
+ export interface DungeonGenerationHooks {
52
+ /** fired once a room is placed and filled, before any corridor touches it */
53
+ onRoomPlaced?(room: Rect, index: number): void;
54
+ /** fired after a corridor is carved between two rooms */
55
+ onCorridorCarved?(edge: RoomEdge, from: Rect, to: Rect): void;
56
+ }
57
+ /** a corridor between two rooms, by index into the level's own `rooms` array */
58
+ export interface RoomEdge {
59
+ a: number;
60
+ b: number;
61
+ /** false for the backbone chain that guarantees reachability; true for an added loop */
62
+ extra: boolean;
34
63
  }
64
+ export interface DungeonResult {
65
+ level: Level;
66
+ /** every corridor carved, backbone first then loops, in carve order */
67
+ graph: RoomEdge[];
68
+ /** placement attempts that were rejected (overlap or off-map) before every room resolved */
69
+ retries: number;
70
+ /**
71
+ * Which builder carved each room, by the same index the room has in `level.rooms`.
72
+ *
73
+ * Always populated, so a floor generated with no `builders` reads as every room being
74
+ * `'hall'` rather than as an absent field a parity trace would have to special-case.
75
+ */
76
+ roomBuilders: string[];
77
+ }
78
+ /**
79
+ * The two terrain kinds every dungeon needs: wall (index 0) and floor (index 1). A game
80
+ * appends its own kinds (traps, doors) after these via `DungeonOptions.kinds`.
81
+ *
82
+ * @example
83
+ * ```ts
84
+ * import { DUNGEON_KINDS } from '@datamoc/mw_games/roguelike';
85
+ *
86
+ * const kinds = [...DUNGEON_KINDS, { passable: false, transparent: true }]; // + a window
87
+ * ```
88
+ */
35
89
  export declare const DUNGEON_KINDS: TerrainKind[];
90
+ /**
91
+ * The full pipeline result: the level, its room graph, and how many placement attempts were
92
+ * rejected along the way. `generateDungeon` is the same pipeline, returning only the level,
93
+ * for a caller that has no use for the graph or retry count.
94
+ */
95
+ export declare function generateDungeonGraph(options: DungeonOptions): DungeonResult;
96
+ /**
97
+ * Rooms joined by corridors, seeded and reproducible.
98
+ *
99
+ * @example
100
+ * ```ts
101
+ * import { generateDungeon, generateDungeonGraph } from '@datamoc/mw_games/roguelike';
102
+ * import { Random } from '@datamoc/mw_games/core';
103
+ *
104
+ * Random.push(12345); // the same seed always produces the same floor
105
+ * const level = generateDungeon({ width: 60, height: 40, rooms: 12 });
106
+ * Random.pop();
107
+ *
108
+ * // generateDungeonGraph is the same pipeline, also returning the room graph and retries
109
+ * const { level: level2, graph, retries, roomBuilders } = generateDungeonGraph({ width: 60, height: 40 });
110
+ * ```
111
+ */
36
112
  export declare function generateDungeon(options: DungeonOptions): Level;
37
- /** a random passable cell, avoiding any listed as taken */
113
+ /**
114
+ * A random passable cell, avoiding any listed as taken.
115
+ *
116
+ * @example
117
+ * ```ts
118
+ * import { generateDungeon, findFreeCell, furthestRoom, rectCenter } from '@datamoc/mw_games/roguelike';
119
+ *
120
+ * const level = generateDungeon({ width: 40, height: 30 });
121
+ * const start = rectCenter(level.rooms[0]);
122
+ *
123
+ * const stairsRoom = furthestRoom(level, start); // put the exit far from the entrance
124
+ * const monsterCell = findFreeCell(level, new Set([level.index(start.x, start.y)]));
125
+ * ```
126
+ */
38
127
  export declare function findFreeCell(level: Level, taken?: ReadonlySet<number>): number | null;
39
128
  /** the room furthest from `from`, by straight-line distance between centres */
40
129
  export declare function furthestRoom(level: Level, from: {
@@ -1 +1 @@
1
- {"version":3,"file":"generate.d.ts","sourceRoot":"","sources":["../../src/roguelike/generate.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAA4B,KAAK,IAAI,EAAE,KAAK,WAAW,EAAE,MAAM,YAAY,CAAC;AAE1F;;;;;;;;;;;GAWG;AAEH,MAAM,WAAW,cAAc;IAC9B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IAEf,yEAAyE;IACzE,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;;OAMG;IACH,cAAc,CAAC,EAAE,MAAM,CAAC;IAExB,iFAAiF;IACjF,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,iGAAiG;IACjG,KAAK,CAAC,EAAE,WAAW,EAAE,CAAC;CACtB;AAED,eAAO,MAAM,aAAa,EAAE,WAAW,EAGtC,CAAC;AAEF,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,GAAG,KAAK,CAkD9D;AA0CD,2DAA2D;AAC3D,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,GAAE,WAAW,CAAC,MAAM,CAAa,GAAG,MAAM,GAAG,IAAI,CAGhG;AAED,+EAA+E;AAC/E,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,GAAG,IAAI,CActF"}
1
+ {"version":3,"file":"generate.d.ts","sourceRoot":"","sources":["../../src/roguelike/generate.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAA4B,KAAK,IAAI,EAAE,KAAK,WAAW,EAAE,MAAM,YAAY,CAAC;AAC1F,OAAO,EAA4B,KAAK,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAE/E;;;;;;;;;;;GAWG;AAEH,MAAM,WAAW,cAAc;IAC9B,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IAEf,yEAAyE;IACzE,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;;OAMG;IACH,cAAc,CAAC,EAAE,MAAM,CAAC;IAExB,iFAAiF;IACjF,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,iGAAiG;IACjG,KAAK,CAAC,EAAE,WAAW,EAAE,CAAC;IAEtB;;;;;OAKG;IACH,KAAK,CAAC,EAAE,sBAAsB,CAAC;IAE/B;;;;;;OAMG;IACH,QAAQ,CAAC,EAAE,SAAS,WAAW,EAAE,CAAC;CAClC;AAED,MAAM,WAAW,sBAAsB;IACtC,6EAA6E;IAC7E,YAAY,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IAE/C,yDAAyD;IACzD,gBAAgB,CAAC,CAAC,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,GAAG,IAAI,CAAC;CAC9D;AAED,gFAAgF;AAChF,MAAM,WAAW,QAAQ;IACxB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IAEV,wFAAwF;IACxF,KAAK,EAAE,OAAO,CAAC;CACf;AAED,MAAM,WAAW,aAAa;IAC7B,KAAK,EAAE,KAAK,CAAC;IAEb,uEAAuE;IACvE,KAAK,EAAE,QAAQ,EAAE,CAAC;IAElB,4FAA4F;IAC5F,OAAO,EAAE,MAAM,CAAC;IAEhB;;;;;OAKG;IACH,YAAY,EAAE,MAAM,EAAE,CAAC;CACvB;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,aAAa,EAAE,WAAW,EAGtC,CAAC;AAEF;;;;GAIG;AACH,wBAAgB,oBAAoB,CAAC,OAAO,EAAE,cAAc,GAAG,aAAa,CA4E3E;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,GAAG,KAAK,CAE9D;AA0CD;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,GAAE,WAAW,CAAC,MAAM,CAAa,GAAG,MAAM,GAAG,IAAI,CAGhG;AAED,+EAA+E;AAC/E,wBAAgB,YAAY,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,GAAG,IAAI,CActF"}
@@ -1,13 +1,33 @@
1
1
  import * as Random from '../core/Random.js';
2
2
  import { Level, rectCenter, rectsOverlap } from './Level.js';
3
+ import { hallBuilder, pickBuilder } from './RoomBuilders.js';
4
+ /**
5
+ * The two terrain kinds every dungeon needs: wall (index 0) and floor (index 1). A game
6
+ * appends its own kinds (traps, doors) after these via `DungeonOptions.kinds`.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { DUNGEON_KINDS } from '@datamoc/mw_games/roguelike';
11
+ *
12
+ * const kinds = [...DUNGEON_KINDS, { passable: false, transparent: true }]; // + a window
13
+ * ```
14
+ */
3
15
  export const DUNGEON_KINDS = [
4
16
  { passable: false, transparent: false }, //0 wall
5
17
  { passable: true, transparent: true }, //1 floor
6
18
  ];
7
- export function generateDungeon(options) {
8
- const { width, height, rooms: roomAttempts = 14, minRoomSize = 4, maxRoomSize = 10, extraCorridors = 3, wall = 0, floor = 1, kinds = [], } = options;
19
+ /**
20
+ * The full pipeline result: the level, its room graph, and how many placement attempts were
21
+ * rejected along the way. `generateDungeon` is the same pipeline, returning only the level,
22
+ * for a caller that has no use for the graph or retry count.
23
+ */
24
+ export function generateDungeonGraph(options) {
25
+ const { width, height, rooms: roomAttempts = 14, minRoomSize = 4, maxRoomSize = 10, extraCorridors = 3, wall = 0, floor = 1, kinds = [], hooks, builders, } = options;
9
26
  const level = new Level(width, height, [...DUNGEON_KINDS, ...kinds], wall);
10
27
  const placed = [];
28
+ const graph = [];
29
+ const roomBuilders = [];
30
+ let retries = 0;
11
31
  //rejection sampling: try a spot, keep it if it clears the others. simple, and it fails
12
32
  //gracefully: a crowded level just ends up with fewer rooms rather than looping forever
13
33
  for (let attempt = 0; attempt < roomAttempts * 6 && placed.length < roomAttempts; attempt++) {
@@ -17,27 +37,62 @@ export function generateDungeon(options) {
17
37
  const left = Random.int(1, Math.max(2, width - w - 1));
18
38
  const top = Random.int(1, Math.max(2, height - h - 1));
19
39
  const room = { left, top, right: left + w - 1, bottom: top + h - 1 };
20
- if (room.right >= width - 1 || room.bottom >= height - 1)
40
+ if (room.right >= width - 1 || room.bottom >= height - 1) {
41
+ retries++;
21
42
  continue;
43
+ }
22
44
  //a two-cell margin, so rooms never share a wall and corridors have somewhere to run
23
- if (placed.some((other) => rectsOverlap(room, other, 2)))
45
+ if (placed.some((other) => rectsOverlap(room, other, 2))) {
46
+ retries++;
24
47
  continue;
48
+ }
25
49
  placed.push(room);
26
- level.fillRect(room, floor);
50
+ //a builder carves the interior; with none supplied (or none that fits) this is the
51
+ //plain filled rectangle the generator always did
52
+ const builder = (builders?.length ? pickBuilder(builders, room) : null) ?? hallBuilder;
53
+ builder.paint(level, room, floor);
54
+ roomBuilders.push(builder.id);
55
+ hooks?.onRoomPlaced?.(room, placed.length - 1);
27
56
  }
28
57
  //join each room to the previous one, which guarantees every room is reachable
29
58
  for (let i = 1; i < placed.length; i++) {
30
59
  carveCorridor(level, rectCenter(placed[i - 1]), rectCenter(placed[i]), floor);
60
+ const edge = { a: i - 1, b: i, extra: false };
61
+ graph.push(edge);
62
+ hooks?.onCorridorCarved?.(edge, placed[i - 1], placed[i]);
31
63
  }
32
64
  //then a few extra links, so the map has loops instead of being a tree
33
65
  for (let i = 0; i < extraCorridors && placed.length > 2; i++) {
34
- const a = placed[Random.int(placed.length)];
35
- const b = placed[Random.int(placed.length)];
36
- if (a !== b)
37
- carveCorridor(level, rectCenter(a), rectCenter(b), floor);
66
+ const a = Random.int(placed.length);
67
+ const b = Random.int(placed.length);
68
+ if (a !== b) {
69
+ carveCorridor(level, rectCenter(placed[a]), rectCenter(placed[b]), floor);
70
+ const edge = { a, b, extra: true };
71
+ graph.push(edge);
72
+ hooks?.onCorridorCarved?.(edge, placed[a], placed[b]);
73
+ }
38
74
  }
39
75
  level.rooms = placed;
40
- return level;
76
+ return { level, graph, retries, roomBuilders };
77
+ }
78
+ /**
79
+ * Rooms joined by corridors, seeded and reproducible.
80
+ *
81
+ * @example
82
+ * ```ts
83
+ * import { generateDungeon, generateDungeonGraph } from '@datamoc/mw_games/roguelike';
84
+ * import { Random } from '@datamoc/mw_games/core';
85
+ *
86
+ * Random.push(12345); // the same seed always produces the same floor
87
+ * const level = generateDungeon({ width: 60, height: 40, rooms: 12 });
88
+ * Random.pop();
89
+ *
90
+ * // generateDungeonGraph is the same pipeline, also returning the room graph and retries
91
+ * const { level: level2, graph, retries, roomBuilders } = generateDungeonGraph({ width: 60, height: 40 });
92
+ * ```
93
+ */
94
+ export function generateDungeon(options) {
95
+ return generateDungeonGraph(options).level;
41
96
  }
42
97
  /**
43
98
  * An L-shaped corridor between two points.
@@ -66,7 +121,20 @@ function carveLine(level, fromCoord, toCoord, fixed, horizontal, floor) {
66
121
  level.set(x, y, floor);
67
122
  }
68
123
  }
69
- /** a random passable cell, avoiding any listed as taken */
124
+ /**
125
+ * A random passable cell, avoiding any listed as taken.
126
+ *
127
+ * @example
128
+ * ```ts
129
+ * import { generateDungeon, findFreeCell, furthestRoom, rectCenter } from '@datamoc/mw_games/roguelike';
130
+ *
131
+ * const level = generateDungeon({ width: 40, height: 30 });
132
+ * const start = rectCenter(level.rooms[0]);
133
+ *
134
+ * const stairsRoom = furthestRoom(level, start); // put the exit far from the entrance
135
+ * const monsterCell = findFreeCell(level, new Set([level.index(start.x, start.y)]));
136
+ * ```
137
+ */
70
138
  export function findFreeCell(level, taken = new Set()) {
71
139
  const free = level.passableCells().filter((cell) => !taken.has(cell));
72
140
  return free.length > 0 ? free[Random.int(free.length)] : null;
@@ -1 +1 @@
1
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1
+ 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@@ -1,25 +1,37 @@
1
1
  export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.ts';
2
- export type { TerrainKind, Rect } from './Level.ts';
3
- export { generateDungeon, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.ts';
4
- export type { DungeonOptions } from './generate.ts';
2
+ export type { TerrainKind, Rect, LevelShape } from './Level.ts';
3
+ export { generateDungeon, generateDungeonGraph, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.ts';
4
+ export type { DungeonOptions, DungeonGenerationHooks, RoomEdge, DungeonResult } from './generate.ts';
5
+ export { hallBuilder, eligibleBuilders, pickBuilder } from './RoomBuilders.ts';
6
+ export type { RoomBuilder } from './RoomBuilders.ts';
7
+ export { FeatureLayer } from './Features.ts';
8
+ export type { CellFeatureDef } from './Features.ts';
9
+ export { rollRoster } from './ContentRoll.ts';
10
+ export type { RosterEntry, RareEntry, RollOutcome, RollTraceEntry, ContentRollResult } from './ContentRoll.ts';
11
+ export { compareDungeonArtifacts, checkDeterminism } from './DungeonParity.ts';
12
+ export type { DungeonArtifacts, DungeonParityStage, DungeonMismatch } from './DungeonParity.ts';
5
13
  export { FieldOfView } from './FieldOfView.ts';
6
14
  export type { HeightSight } from './FieldOfView.ts';
7
15
  export { Elevation } from './Elevation.ts';
8
16
  export { Pathfinder, neighbourOffsets } from './Pathfinder.ts';
9
17
  export type { Step, PathOptions } from './Pathfinder.ts';
10
18
  export { Scheduler } from './Scheduler.ts';
11
- export type { Actor } from './Scheduler.ts';
19
+ export type { Actor, SchedulerSnapshot } from './Scheduler.ts';
12
20
  export { decideMonsterAI } from './MonsterAI.ts';
13
21
  export type { AIState, AIDecision, MonsterAIOptions, Disposition } from './MonsterAI.ts';
14
22
  export { Secrets } from './Secrets.ts';
15
23
  export { Doors } from './Doors.ts';
16
24
  export { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea } from './Targeting.ts';
17
25
  export type { AreaShape, TargetingOptions } from './Targeting.ts';
18
- export { coneCells, chainTargets, knockbackPath } from './Targeting.ts';
26
+ export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.ts';
27
+ export type { RangeBand } from './Targeting.ts';
19
28
  export { BossPhases, AbilityCycle } from './Boss.ts';
20
29
  export { Blob } from './Blob.ts';
21
30
  export { CombatHooks } from './Combat.ts';
22
31
  export type { CombatEvent, CombatHook, DamageContext } from './Combat.ts';
23
32
  export { Stealth } from './Stealth.ts';
24
33
  export type { StealthOptions } from './Stealth.ts';
34
+ export { TriggerTracker } from './TriggerTracker.ts';
35
+ export { MultiStageAbility } from './MultiStageAbility.ts';
36
+ export type { AbilityStage } from './MultiStageAbility.ts';
25
37
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1E,YAAY,EAAE,WAAW,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAEpD,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAC3F,YAAY,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAEpD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAC/D,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAEzD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AAE5C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEzF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AACtG,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAExE,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1E,YAAY,EAAE,WAAW,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAEhE,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AACjH,YAAY,EAAE,cAAc,EAAE,sBAAsB,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAErG,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAC/E,YAAY,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAC7C,YAAY,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,WAAW,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAE/G,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,YAAY,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEhG,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAEpD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAC/D,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAEzD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAE/D,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEzF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AACtG,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAChH,YAAY,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAEhD,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAC3D,YAAY,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC"}
@@ -1,5 +1,9 @@
1
1
  export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.js';
2
- export { generateDungeon, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.js';
2
+ export { generateDungeon, generateDungeonGraph, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.js';
3
+ export { hallBuilder, eligibleBuilders, pickBuilder } from './RoomBuilders.js';
4
+ export { FeatureLayer } from './Features.js';
5
+ export { rollRoster } from './ContentRoll.js';
6
+ export { compareDungeonArtifacts, checkDeterminism } from './DungeonParity.js';
3
7
  export { FieldOfView } from './FieldOfView.js';
4
8
  export { Elevation } from './Elevation.js';
5
9
  export { Pathfinder, neighbourOffsets } from './Pathfinder.js';
@@ -8,9 +12,11 @@ export { decideMonsterAI } from './MonsterAI.js';
8
12
  export { Secrets } from './Secrets.js';
9
13
  export { Doors } from './Doors.js';
10
14
  export { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea } from './Targeting.js';
11
- export { coneCells, chainTargets, knockbackPath } from './Targeting.js';
15
+ export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.js';
12
16
  export { BossPhases, AbilityCycle } from './Boss.js';
13
17
  export { Blob } from './Blob.js';
14
18
  export { CombatHooks } from './Combat.js';
15
19
  export { Stealth } from './Stealth.js';
20
+ export { TriggerTracker } from './TriggerTracker.js';
21
+ export { MultiStageAbility } from './MultiStageAbility.js';
16
22
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAG3F,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEtG,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAExE,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAG1C,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAGjH,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAG/E,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAG9C,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAG/E,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,cAAc,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEtG,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAGhH,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAG1C,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAGvC,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC"}
@@ -7,6 +7,25 @@
7
7
  * `rpg.FreeMover`'s own doc comment: "both own position and animation only, nothing about
8
8
  * collision or passability". A game wires this in itself; `FreeMover` stays unopinionated
9
9
  * about whether a game wants tile solidity, circle-vs-circle hits, or no collision at all.
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from '@datamoc/mw_games/rpg';
14
+ *
15
+ * const player = { x: 10, y: 10, width: 16, height: 16 };
16
+ * const chest = { x: 20, y: 10, width: 16, height: 16 };
17
+ * aabbOverlap(player, chest); // false, not touching yet
18
+ *
19
+ * const hero = { x: 100, y: 100, radius: 8 };
20
+ * const bomb = { x: 105, y: 100, radius: 4 };
21
+ * circleOverlap(hero, bomb); // true - within blast radius
22
+ * circleAabbOverlap(hero, chest); // circle vs box, same idea
23
+ *
24
+ * const resolved = resolveAabbAgainstTiles(player, 5, 0, {
25
+ * tileSize: 32,
26
+ * isSolid: (tx, ty) => tx === 1 && ty === 0, // one solid tile
27
+ * });
28
+ * ```
10
29
  */
11
30
  export interface AABB {
12
31
  x: number;
@@ -1 +1 @@
1
- {"version":3,"file":"Collision.d.ts","sourceRoot":"","sources":["../../src/rpg/Collision.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,WAAW,IAAI;IACpB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CACf;AAED,MAAM,WAAW,MAAM;IACtB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,MAAM,EAAE,MAAM,CAAC;CACf;AAED,wBAAgB,WAAW,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAErD;AAED,wBAAgB,aAAa,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAK3D;AAED,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,OAAO,CAMpE;AAED,sDAAsD;AACtD,MAAM,MAAM,SAAS,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,KAAK,OAAO,CAAC;AAElE,MAAM,WAAW,sBAAsB;IACtC,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,SAAS,CAAC;CACnB;AAED;;;;;;GAMG;AACH,wBAAgB,uBAAuB,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,OAAO,EAAE,sBAAsB,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAOpI"}
1
+ {"version":3,"file":"Collision.d.ts","sourceRoot":"","sources":["../../src/rpg/Collision.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH,MAAM,WAAW,IAAI;IACpB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CACf;AAED,MAAM,WAAW,MAAM;IACtB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,MAAM,EAAE,MAAM,CAAC;CACf;AAED,wBAAgB,WAAW,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAErD;AAED,wBAAgB,aAAa,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAK3D;AAED,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,OAAO,CAMpE;AAED,sDAAsD;AACtD,MAAM,MAAM,SAAS,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,KAAK,OAAO,CAAC;AAElE,MAAM,WAAW,sBAAsB;IACtC,QAAQ,EAAE,MAAM,CAAC;IACjB,OAAO,EAAE,SAAS,CAAC;CACnB;AAED;;;;;;GAMG;AACH,wBAAgB,uBAAuB,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,OAAO,EAAE,sBAAsB,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAOpI"}