@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.
- package/README.md +401 -395
- package/dist/actors/Advancement.d.ts +17 -0
- package/dist/actors/Advancement.d.ts.map +1 -1
- package/dist/actors/Advancement.js +17 -0
- package/dist/actors/Advancement.js.map +1 -1
- package/dist/actors/Affix.d.ts +46 -0
- package/dist/actors/Affix.d.ts.map +1 -1
- package/dist/actors/Affix.js +32 -1
- package/dist/actors/Affix.js.map +1 -1
- package/dist/actors/Appearances.d.ts +12 -0
- package/dist/actors/Appearances.d.ts.map +1 -1
- package/dist/actors/Appearances.js +12 -0
- package/dist/actors/Appearances.js.map +1 -1
- package/dist/actors/Aura.d.ts +16 -0
- package/dist/actors/Aura.d.ts.map +1 -1
- package/dist/actors/Aura.js +16 -0
- package/dist/actors/Aura.js.map +1 -1
- package/dist/actors/Barrier.d.ts +60 -0
- package/dist/actors/Barrier.d.ts.map +1 -0
- package/dist/actors/Barrier.js +70 -0
- package/dist/actors/Barrier.js.map +1 -0
- package/dist/actors/Charges.d.ts +35 -0
- package/dist/actors/Charges.d.ts.map +1 -1
- package/dist/actors/Charges.js +26 -0
- package/dist/actors/Charges.js.map +1 -1
- package/dist/actors/Equipment.d.ts +48 -0
- package/dist/actors/Equipment.d.ts.map +1 -1
- package/dist/actors/Equipment.js +51 -1
- package/dist/actors/Equipment.js.map +1 -1
- package/dist/actors/Inventory.d.ts +70 -3
- package/dist/actors/Inventory.d.ts.map +1 -1
- package/dist/actors/Inventory.js +109 -5
- package/dist/actors/Inventory.js.map +1 -1
- package/dist/actors/ItemState.d.ts +24 -2
- package/dist/actors/ItemState.d.ts.map +1 -1
- package/dist/actors/ItemState.js +31 -2
- package/dist/actors/ItemState.js.map +1 -1
- package/dist/actors/ItemStatusEffect.d.ts +13 -0
- package/dist/actors/ItemStatusEffect.d.ts.map +1 -1
- package/dist/actors/ItemStatusEffect.js +13 -0
- package/dist/actors/ItemStatusEffect.js.map +1 -1
- package/dist/actors/Loot.d.ts +15 -1
- package/dist/actors/Loot.d.ts.map +1 -1
- package/dist/actors/Loot.js +16 -2
- package/dist/actors/Loot.js.map +1 -1
- package/dist/actors/Progression.d.ts +23 -1
- package/dist/actors/Progression.d.ts.map +1 -1
- package/dist/actors/Progression.js +21 -1
- package/dist/actors/Progression.js.map +1 -1
- package/dist/actors/Resource.d.ts +30 -0
- package/dist/actors/Resource.d.ts.map +1 -1
- package/dist/actors/Resource.js +22 -0
- package/dist/actors/Resource.js.map +1 -1
- package/dist/actors/Scaling.d.ts +8 -0
- package/dist/actors/Scaling.d.ts.map +1 -1
- package/dist/actors/Scaling.js.map +1 -1
- package/dist/actors/Shop.d.ts +15 -0
- package/dist/actors/Shop.d.ts.map +1 -1
- package/dist/actors/Shop.js.map +1 -1
- package/dist/actors/SkillPoints.d.ts +27 -0
- package/dist/actors/SkillPoints.d.ts.map +1 -1
- package/dist/actors/SkillPoints.js +29 -0
- package/dist/actors/SkillPoints.js.map +1 -1
- package/dist/actors/StatBlock.d.ts +16 -0
- package/dist/actors/StatBlock.d.ts.map +1 -1
- package/dist/actors/StatBlock.js +21 -0
- package/dist/actors/StatBlock.js.map +1 -1
- package/dist/actors/StatusEffect.d.ts +18 -0
- package/dist/actors/StatusEffect.d.ts.map +1 -1
- package/dist/actors/StatusEffect.js +18 -0
- package/dist/actors/StatusEffect.js.map +1 -1
- package/dist/actors/Support.d.ts +13 -2
- package/dist/actors/Support.d.ts.map +1 -1
- package/dist/actors/Support.js +13 -2
- package/dist/actors/Support.js.map +1 -1
- package/dist/actors/Traits.d.ts +14 -0
- package/dist/actors/Traits.d.ts.map +1 -1
- package/dist/actors/Traits.js +14 -0
- package/dist/actors/Traits.js.map +1 -1
- package/dist/actors/craft.d.ts +16 -0
- package/dist/actors/craft.d.ts.map +1 -1
- package/dist/actors/craft.js +16 -0
- package/dist/actors/craft.js.map +1 -1
- package/dist/actors/index.d.ts +8 -5
- package/dist/actors/index.d.ts.map +1 -1
- package/dist/actors/index.js +3 -2
- package/dist/actors/index.js.map +1 -1
- package/dist/actors/skillCheck.d.ts +8 -0
- package/dist/actors/skillCheck.d.ts.map +1 -1
- package/dist/actors/skillCheck.js +8 -0
- package/dist/actors/skillCheck.js.map +1 -1
- package/dist/assets/ByteProgress.d.ts +37 -0
- package/dist/assets/ByteProgress.d.ts.map +1 -0
- package/dist/assets/ByteProgress.js +54 -0
- package/dist/assets/ByteProgress.js.map +1 -0
- package/dist/assets/Streaming.d.ts +11 -1
- package/dist/assets/Streaming.d.ts.map +1 -1
- package/dist/assets/Streaming.js +11 -1
- package/dist/assets/Streaming.js.map +1 -1
- package/dist/assets/index.d.ts +11 -52
- package/dist/assets/index.d.ts.map +1 -1
- package/dist/assets/index.js +9 -80
- package/dist/assets/index.js.map +1 -1
- package/dist/assets/loader.d.ts +45 -0
- package/dist/assets/loader.d.ts.map +1 -0
- package/dist/assets/loader.js +72 -0
- package/dist/assets/loader.js.map +1 -0
- package/dist/assets/paths.d.ts +50 -0
- package/dist/assets/paths.d.ts.map +1 -0
- package/dist/assets/paths.js +59 -0
- package/dist/assets/paths.js.map +1 -0
- package/dist/audio/Captions.d.ts +13 -1
- package/dist/audio/Captions.d.ts.map +1 -1
- package/dist/audio/Captions.js +13 -1
- package/dist/audio/Captions.js.map +1 -1
- package/dist/audio/Midi.d.ts +19 -1
- package/dist/audio/Midi.d.ts.map +1 -1
- package/dist/audio/Midi.js +19 -1
- package/dist/audio/Midi.js.map +1 -1
- package/dist/audio/Music.d.ts +11 -0
- package/dist/audio/Music.d.ts.map +1 -1
- package/dist/audio/Music.js +11 -0
- package/dist/audio/Music.js.map +1 -1
- package/dist/audio/Orchestrator.d.ts +14 -0
- package/dist/audio/Orchestrator.d.ts.map +1 -1
- package/dist/audio/Orchestrator.js +14 -0
- package/dist/audio/Orchestrator.js.map +1 -1
- package/dist/audio/Playable.d.ts +11 -1
- package/dist/audio/Playable.d.ts.map +1 -1
- package/dist/audio/Playable.js +12 -2
- package/dist/audio/Playable.js.map +1 -1
- package/dist/audio/Sound.d.ts +8 -0
- package/dist/audio/Sound.d.ts.map +1 -1
- package/dist/audio/Sound.js +8 -0
- package/dist/audio/Sound.js.map +1 -1
- package/dist/audio/Synth.d.ts +15 -0
- package/dist/audio/Synth.d.ts.map +1 -1
- package/dist/audio/Synth.js +15 -0
- package/dist/audio/Synth.js.map +1 -1
- package/dist/battle/BattleAI.d.ts +18 -2
- package/dist/battle/BattleAI.d.ts.map +1 -1
- package/dist/battle/BattleAI.js +18 -2
- package/dist/battle/BattleAI.js.map +1 -1
- package/dist/battle/Evolution.d.ts +12 -0
- package/dist/battle/Evolution.d.ts.map +1 -1
- package/dist/battle/Evolution.js +12 -0
- package/dist/battle/Evolution.js.map +1 -1
- package/dist/battle/Field.d.ts +13 -2
- package/dist/battle/Field.d.ts.map +1 -1
- package/dist/battle/Field.js +3 -3
- package/dist/battle/Field.js.map +1 -1
- package/dist/battle/Hooks.d.ts +23 -13
- package/dist/battle/Hooks.d.ts.map +1 -1
- package/dist/battle/Hooks.js +36 -18
- package/dist/battle/Hooks.js.map +1 -1
- package/dist/battle/Move.d.ts +13 -0
- package/dist/battle/Move.d.ts.map +1 -1
- package/dist/battle/Move.js +13 -0
- package/dist/battle/Move.js.map +1 -1
- package/dist/battle/Party.d.ts +11 -0
- package/dist/battle/Party.d.ts.map +1 -1
- package/dist/battle/Party.js +11 -0
- package/dist/battle/Party.js.map +1 -1
- package/dist/battle/Species.d.ts +10 -0
- package/dist/battle/Species.d.ts.map +1 -1
- package/dist/battle/Species.js +10 -0
- package/dist/battle/Species.js.map +1 -1
- package/dist/battle/StatStages.d.ts +14 -0
- package/dist/battle/StatStages.d.ts.map +1 -1
- package/dist/battle/StatStages.js.map +1 -1
- package/dist/battle/TypeMatrix.d.ts +11 -0
- package/dist/battle/TypeMatrix.d.ts.map +1 -1
- package/dist/battle/TypeMatrix.js +11 -0
- package/dist/battle/TypeMatrix.js.map +1 -1
- package/dist/core/Achievements.d.ts +15 -0
- package/dist/core/Achievements.d.ts.map +1 -1
- package/dist/core/Achievements.js +15 -0
- package/dist/core/Achievements.js.map +1 -1
- package/dist/core/Collection.d.ts +12 -0
- package/dist/core/Collection.d.ts.map +1 -1
- package/dist/core/Collection.js +12 -0
- package/dist/core/Collection.js.map +1 -1
- package/dist/core/Entity.d.ts +42 -0
- package/dist/core/Entity.d.ts.map +1 -0
- package/dist/core/Entity.js +47 -0
- package/dist/core/Entity.js.map +1 -0
- package/dist/core/Feedback.d.ts +11 -1
- package/dist/core/Feedback.d.ts.map +1 -1
- package/dist/core/Feedback.js +11 -1
- package/dist/core/Feedback.js.map +1 -1
- package/dist/core/Hex.d.ts +14 -0
- package/dist/core/Hex.d.ts.map +1 -1
- package/dist/core/Hex.js +14 -0
- package/dist/core/Hex.js.map +1 -1
- package/dist/core/Hooks.d.ts +48 -0
- package/dist/core/Hooks.d.ts.map +1 -0
- package/dist/core/Hooks.js +33 -0
- package/dist/core/Hooks.js.map +1 -0
- package/dist/core/Input.d.ts +53 -0
- package/dist/core/Input.d.ts.map +1 -1
- package/dist/core/Input.js +126 -21
- package/dist/core/Input.js.map +1 -1
- package/dist/core/Loading.d.ts +17 -0
- package/dist/core/Loading.d.ts.map +1 -1
- package/dist/core/Loading.js +17 -0
- package/dist/core/Loading.js.map +1 -1
- package/dist/core/Log.d.ts +9 -0
- package/dist/core/Log.d.ts.map +1 -1
- package/dist/core/Log.js +9 -0
- package/dist/core/Log.js.map +1 -1
- package/dist/core/Multiplayer.d.ts +12 -0
- package/dist/core/Multiplayer.d.ts.map +1 -1
- package/dist/core/Multiplayer.js +12 -0
- package/dist/core/Multiplayer.js.map +1 -1
- package/dist/core/News.d.ts +12 -0
- package/dist/core/News.d.ts.map +1 -1
- package/dist/core/News.js.map +1 -1
- package/dist/core/PlayerInput.d.ts +19 -0
- package/dist/core/PlayerInput.d.ts.map +1 -1
- package/dist/core/PlayerInput.js +25 -0
- package/dist/core/PlayerInput.js.map +1 -1
- package/dist/core/Presentation.d.ts +56 -0
- package/dist/core/Presentation.d.ts.map +1 -0
- package/dist/core/Presentation.js +78 -0
- package/dist/core/Presentation.js.map +1 -0
- package/dist/core/Random.d.ts +38 -5
- package/dist/core/Random.d.ts.map +1 -1
- package/dist/core/Random.js +38 -5
- package/dist/core/Random.js.map +1 -1
- package/dist/core/Replay.d.ts +31 -0
- package/dist/core/Replay.d.ts.map +1 -1
- package/dist/core/Replay.js +31 -0
- package/dist/core/Replay.js.map +1 -1
- package/dist/core/RunHistory.d.ts +12 -0
- package/dist/core/RunHistory.d.ts.map +1 -1
- package/dist/core/RunHistory.js.map +1 -1
- package/dist/core/Sanitize.d.ts +18 -0
- package/dist/core/Sanitize.d.ts.map +1 -1
- package/dist/core/Sanitize.js +18 -0
- package/dist/core/Sanitize.js.map +1 -1
- package/dist/core/Save.d.ts.map +1 -1
- package/dist/core/Save.js +13 -0
- package/dist/core/Save.js.map +1 -1
- package/dist/core/SaveSync.d.ts +14 -0
- package/dist/core/SaveSync.d.ts.map +1 -1
- package/dist/core/SaveSync.js.map +1 -1
- package/dist/core/Scene.d.ts +29 -6
- package/dist/core/Scene.d.ts.map +1 -1
- package/dist/core/Scene.js +31 -6
- package/dist/core/Scene.js.map +1 -1
- package/dist/core/SceneStack.d.ts +28 -4
- package/dist/core/SceneStack.d.ts.map +1 -1
- package/dist/core/SceneStack.js +24 -0
- package/dist/core/SceneStack.js.map +1 -1
- package/dist/core/Scramble.d.ts +8 -0
- package/dist/core/Scramble.d.ts.map +1 -1
- package/dist/core/Scramble.js +8 -0
- package/dist/core/Scramble.js.map +1 -1
- package/dist/core/Session.d.ts +10 -0
- package/dist/core/Session.d.ts.map +1 -1
- package/dist/core/Session.js.map +1 -1
- package/dist/core/Signal.d.ts +11 -0
- package/dist/core/Signal.d.ts.map +1 -1
- package/dist/core/Signal.js.map +1 -1
- package/dist/core/Spawner.d.ts +17 -0
- package/dist/core/Spawner.d.ts.map +1 -1
- package/dist/core/Spawner.js +17 -0
- package/dist/core/Spawner.js.map +1 -1
- package/dist/core/Stats.d.ts +14 -0
- package/dist/core/Stats.d.ts.map +1 -1
- package/dist/core/Stats.js +14 -0
- package/dist/core/Stats.js.map +1 -1
- package/dist/core/Telemetry.d.ts +11 -0
- package/dist/core/Telemetry.d.ts.map +1 -1
- package/dist/core/Telemetry.js +11 -0
- package/dist/core/Telemetry.js.map +1 -1
- package/dist/core/Tween.d.ts +16 -1
- package/dist/core/Tween.d.ts.map +1 -1
- package/dist/core/Tween.js +16 -1
- package/dist/core/Tween.js.map +1 -1
- package/dist/core/UndoHistory.d.ts +15 -0
- package/dist/core/UndoHistory.d.ts.map +1 -1
- package/dist/core/UndoHistory.js.map +1 -1
- package/dist/core/index.d.ts +7 -2
- package/dist/core/index.d.ts.map +1 -1
- package/dist/core/index.js +3 -1
- package/dist/core/index.js.map +1 -1
- package/dist/i18n/Format.d.ts +25 -0
- package/dist/i18n/Format.d.ts.map +1 -0
- package/dist/i18n/Format.js +32 -0
- package/dist/i18n/Format.js.map +1 -0
- package/dist/i18n/SemanticMessage.d.ts +71 -0
- package/dist/i18n/SemanticMessage.d.ts.map +1 -0
- package/dist/i18n/SemanticMessage.js +40 -0
- package/dist/i18n/SemanticMessage.js.map +1 -0
- package/dist/i18n/Validate.d.ts +56 -0
- package/dist/i18n/Validate.d.ts.map +1 -0
- package/dist/i18n/Validate.js +65 -0
- package/dist/i18n/Validate.js.map +1 -0
- package/dist/i18n/index.d.ts +39 -0
- package/dist/i18n/index.d.ts.map +1 -1
- package/dist/i18n/index.js +48 -1
- package/dist/i18n/index.js.map +1 -1
- package/dist/index.d.ts +4 -5
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +4 -5
- package/dist/index.js.map +1 -1
- package/dist/mw_games.global.js +153 -88
- package/dist/roguelike/Blob.d.ts +11 -0
- package/dist/roguelike/Blob.d.ts.map +1 -1
- package/dist/roguelike/Blob.js +11 -0
- package/dist/roguelike/Blob.js.map +1 -1
- package/dist/roguelike/Boss.d.ts +16 -4
- package/dist/roguelike/Boss.d.ts.map +1 -1
- package/dist/roguelike/Boss.js +18 -6
- package/dist/roguelike/Boss.js.map +1 -1
- package/dist/roguelike/Combat.d.ts +23 -11
- package/dist/roguelike/Combat.d.ts.map +1 -1
- package/dist/roguelike/Combat.js +22 -16
- package/dist/roguelike/Combat.js.map +1 -1
- package/dist/roguelike/ContentRoll.d.ts +53 -0
- package/dist/roguelike/ContentRoll.d.ts.map +1 -0
- package/dist/roguelike/ContentRoll.js +48 -0
- package/dist/roguelike/ContentRoll.js.map +1 -0
- package/dist/roguelike/Doors.d.ts +13 -0
- package/dist/roguelike/Doors.d.ts.map +1 -1
- package/dist/roguelike/Doors.js +13 -0
- package/dist/roguelike/Doors.js.map +1 -1
- package/dist/roguelike/DungeonParity.d.ts +57 -0
- package/dist/roguelike/DungeonParity.d.ts.map +1 -0
- package/dist/roguelike/DungeonParity.js +78 -0
- package/dist/roguelike/DungeonParity.js.map +1 -0
- package/dist/roguelike/Elevation.d.ts +15 -0
- package/dist/roguelike/Elevation.d.ts.map +1 -1
- package/dist/roguelike/Elevation.js +15 -0
- package/dist/roguelike/Elevation.js.map +1 -1
- package/dist/roguelike/Features.d.ts +59 -0
- package/dist/roguelike/Features.d.ts.map +1 -0
- package/dist/roguelike/Features.js +76 -0
- package/dist/roguelike/Features.js.map +1 -0
- package/dist/roguelike/FieldOfView.d.ts +13 -0
- package/dist/roguelike/FieldOfView.d.ts.map +1 -1
- package/dist/roguelike/FieldOfView.js +13 -0
- package/dist/roguelike/FieldOfView.js.map +1 -1
- package/dist/roguelike/Level.d.ts +26 -1
- package/dist/roguelike/Level.d.ts.map +1 -1
- package/dist/roguelike/Level.js +26 -1
- package/dist/roguelike/Level.js.map +1 -1
- package/dist/roguelike/MonsterAI.d.ts +14 -0
- package/dist/roguelike/MonsterAI.d.ts.map +1 -1
- package/dist/roguelike/MonsterAI.js +15 -1
- package/dist/roguelike/MonsterAI.js.map +1 -1
- package/dist/roguelike/MultiStageAbility.d.ts +59 -0
- package/dist/roguelike/MultiStageAbility.d.ts.map +1 -0
- package/dist/roguelike/MultiStageAbility.js +76 -0
- package/dist/roguelike/MultiStageAbility.js.map +1 -0
- package/dist/roguelike/Pathfinder.d.ts +23 -2
- package/dist/roguelike/Pathfinder.d.ts.map +1 -1
- package/dist/roguelike/Pathfinder.js +23 -2
- package/dist/roguelike/Pathfinder.js.map +1 -1
- package/dist/roguelike/RoomBuilders.d.ts +60 -0
- package/dist/roguelike/RoomBuilders.d.ts.map +1 -0
- package/dist/roguelike/RoomBuilders.js +57 -0
- package/dist/roguelike/RoomBuilders.js.map +1 -0
- package/dist/roguelike/Scheduler.d.ts +48 -1
- package/dist/roguelike/Scheduler.d.ts.map +1 -1
- package/dist/roguelike/Scheduler.js +58 -1
- package/dist/roguelike/Scheduler.js.map +1 -1
- package/dist/roguelike/Secrets.d.ts +13 -0
- package/dist/roguelike/Secrets.d.ts.map +1 -1
- package/dist/roguelike/Secrets.js +13 -0
- package/dist/roguelike/Secrets.js.map +1 -1
- package/dist/roguelike/Stealth.d.ts +13 -0
- package/dist/roguelike/Stealth.d.ts.map +1 -1
- package/dist/roguelike/Stealth.js +13 -0
- package/dist/roguelike/Stealth.js.map +1 -1
- package/dist/roguelike/Targeting.d.ts +67 -1
- package/dist/roguelike/Targeting.d.ts.map +1 -1
- package/dist/roguelike/Targeting.js +53 -1
- package/dist/roguelike/Targeting.js.map +1 -1
- package/dist/roguelike/TriggerTracker.d.ts +46 -0
- package/dist/roguelike/TriggerTracker.d.ts.map +1 -0
- package/dist/roguelike/TriggerTracker.js +59 -0
- package/dist/roguelike/TriggerTracker.js.map +1 -0
- package/dist/roguelike/generate.d.ts +90 -1
- package/dist/roguelike/generate.d.ts.map +1 -1
- package/dist/roguelike/generate.js +79 -11
- package/dist/roguelike/generate.js.map +1 -1
- package/dist/roguelike/index.d.ts +17 -5
- package/dist/roguelike/index.d.ts.map +1 -1
- package/dist/roguelike/index.js +8 -2
- package/dist/roguelike/index.js.map +1 -1
- package/dist/rpg/Collision.d.ts +19 -0
- package/dist/rpg/Collision.d.ts.map +1 -1
- package/dist/rpg/Collision.js +19 -0
- package/dist/rpg/Collision.js.map +1 -1
- package/dist/rpg/Event.d.ts +17 -0
- package/dist/rpg/Event.d.ts.map +1 -1
- package/dist/rpg/Event.js +17 -0
- package/dist/rpg/Event.js.map +1 -1
- package/dist/rpg/EventRunner.d.ts +44 -8
- package/dist/rpg/EventRunner.d.ts.map +1 -1
- package/dist/rpg/EventRunner.js +15 -13
- package/dist/rpg/EventRunner.js.map +1 -1
- package/dist/rpg/FreeMover.d.ts +16 -2
- package/dist/rpg/FreeMover.d.ts.map +1 -1
- package/dist/rpg/FreeMover.js +19 -5
- package/dist/rpg/FreeMover.js.map +1 -1
- package/dist/rpg/GameState.d.ts +14 -0
- package/dist/rpg/GameState.d.ts.map +1 -1
- package/dist/rpg/GameState.js +14 -0
- package/dist/rpg/GameState.js.map +1 -1
- package/dist/rpg/GridMover.d.ts +16 -2
- package/dist/rpg/GridMover.d.ts.map +1 -1
- package/dist/rpg/GridMover.js +19 -5
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package/dist/rpg/Marshal.js.map
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-
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1
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|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* What a mover actually needs of the thing it moves.
|
|
3
|
+
*
|
|
4
|
+
* `GridMover` and `FreeMover` used to name `render.AnimatedSprite` outright, which said two
|
|
5
|
+
* untrue things: that the thing being moved has to be a sprite at all (it can be any object
|
|
6
|
+
* with a position - a 3D mesh wrapper, a plain record a test asserts against), and that it
|
|
7
|
+
* has to be animated (it does not; `examples/movement` carries a comment apologising for
|
|
8
|
+
* exactly that). Naming the members instead is enough for TypeScript's structural typing:
|
|
9
|
+
* a real `AnimatedSprite` satisfies this without knowing it exists, and so does anything else
|
|
10
|
+
* shaped the same way.
|
|
11
|
+
*
|
|
12
|
+
* The animation members are optional because a mover degrades cleanly without them - a static
|
|
13
|
+
* sprite simply never changes frame, which is what a game with no walk-cycle art wants.
|
|
14
|
+
*/
|
|
15
|
+
export interface MovableSprite {
|
|
16
|
+
x: number;
|
|
17
|
+
y: number;
|
|
18
|
+
/** advances a frame-based animation, if the thing being moved has one */
|
|
19
|
+
update?(dt: number): void;
|
|
20
|
+
/** whether an animation of this name is registered */
|
|
21
|
+
has?(animation: string): boolean;
|
|
22
|
+
/** switches to a registered animation */
|
|
23
|
+
play?(animation: string): void;
|
|
24
|
+
}
|
|
25
|
+
//# sourceMappingURL=MovableSprite.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"MovableSprite.d.ts","sourceRoot":"","sources":["../../src/rpg/MovableSprite.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,MAAM,WAAW,aAAa;IAC7B,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IAEV,yEAAyE;IACzE,MAAM,CAAC,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAAC;IAE1B,sDAAsD;IACtD,GAAG,CAAC,CAAC,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC;IAEjC,yCAAyC;IACzC,IAAI,CAAC,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI,CAAC;CAC/B"}
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"MovableSprite.js","sourceRoot":"","sources":["../../src/rpg/MovableSprite.ts"],"names":[],"mappings":""}
|
package/dist/rpg/Quest.d.ts
CHANGED
|
@@ -48,6 +48,21 @@ export type QuestMarker = 'offer' | 'turnIn' | 'none';
|
|
|
48
48
|
* variables - not a storage mechanism of its own. A quest's *definition* (its stages, its
|
|
49
49
|
* prerequisites) is static game content, supplied once, the same way the dungeon example's
|
|
50
50
|
* `ITEMS` table is; only which stage each quest has reached is what gets saved.
|
|
51
|
+
*
|
|
52
|
+
* @example
|
|
53
|
+
* ```ts
|
|
54
|
+
* import { QuestLog, GameState } from '@datamoc/mw_games/rpg';
|
|
55
|
+
*
|
|
56
|
+
* const state = new GameState();
|
|
57
|
+
* const quests = new QuestLog();
|
|
58
|
+
* quests.define({ id: 'rats', stages: [{ counter: { variable: 'ratsKilled', target: 5 } }] });
|
|
59
|
+
*
|
|
60
|
+
* quests.track('rats');
|
|
61
|
+
* state.setVariable('ratsKilled', 5);
|
|
62
|
+
* quests.advanceStage('rats', state); // true - the counter stage is satisfied
|
|
63
|
+
*
|
|
64
|
+
* console.log(quests.status('rats')); // 'complete'
|
|
65
|
+
* ```
|
|
51
66
|
*/
|
|
52
67
|
export declare class QuestLog {
|
|
53
68
|
private definitions;
|
|
@@ -89,9 +104,14 @@ export declare class QuestLog {
|
|
|
89
104
|
* the next one would also already be satisfied; call it again (a fresh turn, a fresh
|
|
90
105
|
* check) to walk through several at once.
|
|
91
106
|
*
|
|
107
|
+
* Named `advanceStage` rather than `advance`, because everything else called `advance` in
|
|
108
|
+
* this framework ticks a clock forward by whole turns (`TurnClock`, `Charges`, `Field`,
|
|
109
|
+
* `Barrier`, `AbilityCycle`). This advances a quest through its stage list, which is not
|
|
110
|
+
* time passing at all, and sharing the word made both harder to read.
|
|
111
|
+
*
|
|
92
112
|
* @returns true if a stage (or the whole quest) completed this call
|
|
93
113
|
*/
|
|
94
|
-
|
|
114
|
+
advanceStage(id: string, state: GameState): boolean;
|
|
95
115
|
/** whether the current stage's condition or counter already holds, without advancing it */
|
|
96
116
|
private stageSatisfied;
|
|
97
117
|
private require;
|
package/dist/rpg/Quest.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"Quest.d.ts","sourceRoot":"","sources":["../../src/rpg/Quest.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAChD,OAAO,EAAkB,KAAK,cAAc,EAAE,MAAM,YAAY,CAAC;AAEjE;;;;;;GAMG;AACH,MAAM,WAAW,UAAU;IAC1B,SAAS,CAAC,EAAE,cAAc,CAAC;IAC3B,OAAO,CAAC,EAAE;QAAE,QAAQ,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC;IAE/C,6EAA6E;IAC7E,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;OAKG;IACH,QAAQ,CAAC,EAAE;QAAE,GAAG,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CAClD;AAED,MAAM,WAAW,eAAe;IAC/B,EAAE,EAAE,MAAM,CAAC;IACX,MAAM,EAAE,UAAU,EAAE,CAAC;IAErB,wEAAwE;IACxE,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC;CACpB;AAED,MAAM,MAAM,WAAW,GAAG,aAAa,GAAG,WAAW,GAAG,QAAQ,GAAG,UAAU,CAAC;AAE9E;;;;;;;GAOG;AACH,MAAM,MAAM,WAAW,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAC;AAEtD
|
|
1
|
+
{"version":3,"file":"Quest.d.ts","sourceRoot":"","sources":["../../src/rpg/Quest.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAChD,OAAO,EAAkB,KAAK,cAAc,EAAE,MAAM,YAAY,CAAC;AAEjE;;;;;;GAMG;AACH,MAAM,WAAW,UAAU;IAC1B,SAAS,CAAC,EAAE,cAAc,CAAC;IAC3B,OAAO,CAAC,EAAE;QAAE,QAAQ,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAAC;IAE/C,6EAA6E;IAC7E,WAAW,CAAC,EAAE,MAAM,CAAC;IAErB;;;;;OAKG;IACH,QAAQ,CAAC,EAAE;QAAE,GAAG,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CAClD;AAED,MAAM,WAAW,eAAe;IAC/B,EAAE,EAAE,MAAM,CAAC;IACX,MAAM,EAAE,UAAU,EAAE,CAAC;IAErB,wEAAwE;IACxE,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC;CACpB;AAED,MAAM,MAAM,WAAW,GAAG,aAAa,GAAG,WAAW,GAAG,QAAQ,GAAG,UAAU,CAAC;AAE9E;;;;;;;GAOG;AACH,MAAM,MAAM,WAAW,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAC;AAEtD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,qBAAa,QAAQ;IACpB,OAAO,CAAC,WAAW,CAAsC;IAEzD,0EAA0E;IAC1E,OAAO,CAAC,UAAU,CAA6B;IAE/C,8EAA8E;IAC9E,OAAO,CAAC,OAAO,CAAuB;IAEtC,MAAM,CAAC,KAAK,EAAE,eAAe,GAAG,IAAI,CAEnC;IAED,6FAA6F;IAC7F,KAAK,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI,CAG7B;IAED,6FAA6F;IAC7F,YAAY,IAAI,MAAM,GAAG,IAAI,CAE5B;IAED,uFAAuF;IACvF,eAAe,IAAI;QAAE,GAAG,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAG/D;IAED;;;OAGG;IACH,SAAS,CAAC,GAAG,EAAE,SAAS,MAAM,EAAE,EAAE,KAAK,EAAE,SAAS,GAAG,WAAW,CAI/D;IAED,oFAAoF;IACpF,QAAQ,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAG5B;IAED,mEAAmE;IACnE,KAAK,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAGtB;IAED,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,WAAW,CAK9B;IAED,uFAAuF;IACvF,YAAY,CAAC,EAAE,EAAE,MAAM,GAAG,UAAU,GAAG,IAAI,CAG1C;IAED,0FAA0F;IAC1F,QAAQ,CAAC,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,GAAG,MAAM,GAAG,IAAI,CAIpD;IAED;;;;;;;;;;;;;;;OAeG;IACH,YAAY,CAAC,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,GAAG,OAAO,CAKlD;IAED,2FAA2F;IAC3F,OAAO,CAAC,cAAc;IAWtB,OAAO,CAAC,OAAO;IAMf,MAAM,IAAI;QAAE,UAAU,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAAA;KAAE,CAEnE;IAED,4FAA4F;IAC5F,MAAM,CAAC,QAAQ,CACd,WAAW,EAAE,eAAe,EAAE,EAC9B,IAAI,EAAE;QAAE,UAAU,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;QAAC,OAAO,CAAC,EAAE,MAAM,GAAG,IAAI,CAAA;KAAE,GAC/D,QAAQ,CAMV;CACD"}
|
package/dist/rpg/Quest.js
CHANGED
|
@@ -4,6 +4,21 @@ import { conditionHolds } from './Event.js';
|
|
|
4
4
|
* variables - not a storage mechanism of its own. A quest's *definition* (its stages, its
|
|
5
5
|
* prerequisites) is static game content, supplied once, the same way the dungeon example's
|
|
6
6
|
* `ITEMS` table is; only which stage each quest has reached is what gets saved.
|
|
7
|
+
*
|
|
8
|
+
* @example
|
|
9
|
+
* ```ts
|
|
10
|
+
* import { QuestLog, GameState } from '@datamoc/mw_games/rpg';
|
|
11
|
+
*
|
|
12
|
+
* const state = new GameState();
|
|
13
|
+
* const quests = new QuestLog();
|
|
14
|
+
* quests.define({ id: 'rats', stages: [{ counter: { variable: 'ratsKilled', target: 5 } }] });
|
|
15
|
+
*
|
|
16
|
+
* quests.track('rats');
|
|
17
|
+
* state.setVariable('ratsKilled', 5);
|
|
18
|
+
* quests.advanceStage('rats', state); // true - the counter stage is satisfied
|
|
19
|
+
*
|
|
20
|
+
* console.log(quests.status('rats')); // 'complete'
|
|
21
|
+
* ```
|
|
7
22
|
*/
|
|
8
23
|
export class QuestLog {
|
|
9
24
|
constructor() {
|
|
@@ -82,9 +97,14 @@ export class QuestLog {
|
|
|
82
97
|
* the next one would also already be satisfied; call it again (a fresh turn, a fresh
|
|
83
98
|
* check) to walk through several at once.
|
|
84
99
|
*
|
|
100
|
+
* Named `advanceStage` rather than `advance`, because everything else called `advance` in
|
|
101
|
+
* this framework ticks a clock forward by whole turns (`TurnClock`, `Charges`, `Field`,
|
|
102
|
+
* `Barrier`, `AbilityCycle`). This advances a quest through its stage list, which is not
|
|
103
|
+
* time passing at all, and sharing the word made both harder to read.
|
|
104
|
+
*
|
|
85
105
|
* @returns true if a stage (or the whole quest) completed this call
|
|
86
106
|
*/
|
|
87
|
-
|
|
107
|
+
advanceStage(id, state) {
|
|
88
108
|
if (!this.stageSatisfied(id, state))
|
|
89
109
|
return false;
|
|
90
110
|
this.stageIndex.set(id, this.stageIndex.get(id) + 1);
|
package/dist/rpg/Quest.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"Quest.js","sourceRoot":"","sources":["../../src/rpg/Quest.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAuB,MAAM,YAAY,CAAC;AA6CjE
|
|
1
|
+
{"version":3,"file":"Quest.js","sourceRoot":"","sources":["../../src/rpg/Quest.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAuB,MAAM,YAAY,CAAC;AA6CjE;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,OAAO,QAAQ;IAArB;QACS,gBAAW,GAAG,IAAI,GAAG,EAA2B,CAAC;QAEzD,0EAA0E;QAClE,eAAU,GAAG,IAAI,GAAG,EAAkB,CAAC;QAE/C,8EAA8E;QACtE,YAAO,GAAkB,IAAI,CAAC;IAyHvC,CAAC;IAvHA,MAAM,CAAC,KAAsB;QAC5B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;IACvC,CAAC;IAED,6FAA6F;IAC7F,KAAK,CAAC,EAAiB;QACtB,IAAI,EAAE,KAAK,IAAI;YAAE,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAClC,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;IACnB,CAAC;IAED,6FAA6F;IAC7F,YAAY;QACX,OAAO,IAAI,CAAC,OAAO,KAAK,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9F,CAAC;IAED,uFAAuF;IACvF,eAAe;QACd,MAAM,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/B,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,QAAQ,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9D,CAAC;IAED;;;OAGG;IACH,SAAS,CAAC,GAAsB,EAAE,KAAgB;QACjD,IAAI,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;YAAE,OAAO,QAAQ,CAAC;QACtG,IAAI,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,WAAW,CAAC;YAAE,OAAO,OAAO,CAAC;QACtE,OAAO,MAAM,CAAC;IACf,CAAC;IAED,oFAAoF;IACpF,QAAQ,CAAC,EAAU;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAC/B,OAAO,CAAC,KAAK,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,UAAU,CAAC,CAAC;IAC3E,CAAC;IAED,mEAAmE;IACnE,KAAK,CAAC,EAAU;QACf,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,UAAU,EAAE,mDAAmD,CAAC,CAAC;QACzG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED,MAAM,CAAC,EAAU;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACtC,IAAI,KAAK,KAAK,SAAS;YAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,aAAa,CAAC;QAChF,OAAO,KAAK,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,QAAQ,CAAC;IAC7D,CAAC;IAED,uFAAuF;IACvF,YAAY,CAAC,EAAU;QACtB,IAAI,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,QAAQ;YAAE,OAAO,IAAI,CAAC;QAC9C,OAAO,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAE,CAAC,CAAC;IAC1D,CAAC;IAED,0FAA0F;IAC1F,QAAQ,CAAC,EAAU,EAAE,KAAgB;QACpC,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC;QACpC,IAAI,CAAC,KAAK,EAAE,OAAO;YAAE,OAAO,IAAI,CAAC;QACjC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IACnF,CAAC;IAED;;;;;;;;;;;;;;;OAeG;IACH,YAAY,CAAC,EAAU,EAAE,KAAgB;QACxC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,EAAE,EAAE,KAAK,CAAC;YAAE,OAAO,KAAK,CAAC;QAElD,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAE,GAAG,CAAC,CAAC,CAAC;QACtD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,2FAA2F;IACnF,cAAc,CAAC,EAAU,EAAE,KAAgB;QAClD,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC;QACpC,IAAI,CAAC,KAAK;YAAE,OAAO,KAAK,CAAC;QAEzB,OAAO,KAAK,CAAC,SAAS;YACrB,CAAC,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC;YACxC,CAAC,CAAC,KAAK,CAAC,OAAO;gBACd,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM;gBAChE,CAAC,CAAC,IAAI,CAAC;IACV,CAAC;IAEO,OAAO,CAAC,EAAU;QACzB,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACvC,IAAI,CAAC,KAAK;YAAE,MAAM,IAAI,KAAK,CAAC,mBAAmB,EAAE,GAAG,CAAC,CAAC;QACtD,OAAO,KAAK,CAAC;IACd,CAAC;IAED,MAAM;QACL,OAAO,EAAE,UAAU,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;IACpE,CAAC;IAED,4FAA4F;IAC5F,MAAM,CAAC,QAAQ,CACd,WAA8B,EAC9B,IAAiE;QAEjE,MAAM,GAAG,GAAG,IAAI,QAAQ,EAAE,CAAC;QAC3B,KAAK,MAAM,KAAK,IAAI,WAAW;YAAE,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,MAAM,CAAC,EAAE,EAAE,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU;YAAE,GAAG,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QACzE,IAAI,IAAI,CAAC,OAAO;YAAE,GAAG,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC7C,OAAO,GAAG,CAAC;IACZ,CAAC;CACD"}
|
package/dist/rpg/automap.d.ts
CHANGED
|
@@ -1,4 +1,41 @@
|
|
|
1
|
-
|
|
1
|
+
/**
|
|
2
|
+
* The slice of a tile map automapping reads and writes, named rather than imported.
|
|
3
|
+
*
|
|
4
|
+
* Automapping is a grid transform: it matches patterns of tile indices and writes tile
|
|
5
|
+
* indices back. Naming `render.TileMap` for that pulled a whole 2D renderer into `mwg/rpg`
|
|
6
|
+
* for two method signatures, which is why this is an interface instead - a real `TileMap`
|
|
7
|
+
* satisfies it structurally, and so does any other grid a game keeps its own way.
|
|
8
|
+
*/
|
|
9
|
+
export interface AutomapTarget {
|
|
10
|
+
readonly widthInTiles: number;
|
|
11
|
+
readonly heightInTiles: number;
|
|
12
|
+
getTile(layer: string | number, x: number, y: number): number;
|
|
13
|
+
setTile(layer: string | number, x: number, y: number, value: number): void;
|
|
14
|
+
}
|
|
15
|
+
/**
|
|
16
|
+
* The wildcard: an `input` cell holding it constrains nothing, an `output` cell holding it
|
|
17
|
+
* leaves the target alone.
|
|
18
|
+
*
|
|
19
|
+
* Deliberately the same value as `two-d/render`'s own `EMPTY`, declared here rather than
|
|
20
|
+
* imported so this module needs no renderer. `tests/automap.test.ts` asserts the two stay
|
|
21
|
+
* equal, the same way the version test pins `version.ts` to `package.json`.
|
|
22
|
+
*
|
|
23
|
+
* @example
|
|
24
|
+
* ```ts
|
|
25
|
+
* import { automap, AUTOMAP_EMPTY, type AutomapTarget, type AutomapRule } from '@datamoc/mw_games/rpg';
|
|
26
|
+
*
|
|
27
|
+
* declare const map: AutomapTarget; // a real two-d/render.TileMap satisfies this structurally
|
|
28
|
+
*
|
|
29
|
+
* const cornerRule: AutomapRule = {
|
|
30
|
+
* width: 2, height: 2,
|
|
31
|
+
* input: { ground: [1, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] },
|
|
32
|
+
* outputs: [{ ground: [2, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] }],
|
|
33
|
+
* };
|
|
34
|
+
*
|
|
35
|
+
* const changed = automap(map, [cornerRule]); // how many cells the rules actually wrote
|
|
36
|
+
* ```
|
|
37
|
+
*/
|
|
38
|
+
export declare const EMPTY = -1;
|
|
2
39
|
/**
|
|
3
40
|
* One automapping rule: a 2D pattern to find, and what to write where it matches.
|
|
4
41
|
*
|
|
@@ -36,5 +73,5 @@ export interface AutomapOptions {
|
|
|
36
73
|
* where they would hang past the map edge are skipped. Returns how many times rules
|
|
37
74
|
* matched (origins times rules), for tests and debug overlays.
|
|
38
75
|
*/
|
|
39
|
-
export declare function automap(map:
|
|
76
|
+
export declare function automap(map: AutomapTarget, rules: readonly AutomapRule[], options?: AutomapOptions): number;
|
|
40
77
|
//# sourceMappingURL=automap.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"automap.d.ts","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"AAAA,OAAO,
|
|
1
|
+
{"version":3,"file":"automap.d.ts","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,WAAW,aAAa;IAC7B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;IAC9D,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3E;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,KAAK,KAAK,CAAC;AAGxB;;;;;;;;GAQG;AACH,MAAM,WAAW,WAAW;IAC3B,2CAA2C;IAC3C,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,0FAA0F;IAC1F,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,mGAAmG;IACnG,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC;IACzC;;;;OAIG;IACH,OAAO,EAAE,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;CAClD;AAED,MAAM,WAAW,cAAc;IAC9B,mFAAmF;IACnF,IAAI,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,MAAM,CAAC;CACpC;AAED;;;;;;;;GAQG;AACH,wBAAgB,OAAO,CAAC,GAAG,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,WAAW,EAAE,EAAE,OAAO,GAAE,cAAmB,GAAG,MAAM,CAwB/G"}
|
package/dist/rpg/automap.js
CHANGED
|
@@ -1,4 +1,27 @@
|
|
|
1
|
-
|
|
1
|
+
/**
|
|
2
|
+
* The wildcard: an `input` cell holding it constrains nothing, an `output` cell holding it
|
|
3
|
+
* leaves the target alone.
|
|
4
|
+
*
|
|
5
|
+
* Deliberately the same value as `two-d/render`'s own `EMPTY`, declared here rather than
|
|
6
|
+
* imported so this module needs no renderer. `tests/automap.test.ts` asserts the two stay
|
|
7
|
+
* equal, the same way the version test pins `version.ts` to `package.json`.
|
|
8
|
+
*
|
|
9
|
+
* @example
|
|
10
|
+
* ```ts
|
|
11
|
+
* import { automap, AUTOMAP_EMPTY, type AutomapTarget, type AutomapRule } from '@datamoc/mw_games/rpg';
|
|
12
|
+
*
|
|
13
|
+
* declare const map: AutomapTarget; // a real two-d/render.TileMap satisfies this structurally
|
|
14
|
+
*
|
|
15
|
+
* const cornerRule: AutomapRule = {
|
|
16
|
+
* width: 2, height: 2,
|
|
17
|
+
* input: { ground: [1, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] },
|
|
18
|
+
* outputs: [{ ground: [2, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] }],
|
|
19
|
+
* };
|
|
20
|
+
*
|
|
21
|
+
* const changed = automap(map, [cornerRule]); // how many cells the rules actually wrote
|
|
22
|
+
* ```
|
|
23
|
+
*/
|
|
24
|
+
export const EMPTY = -1;
|
|
2
25
|
import { int } from '../core/Random.js';
|
|
3
26
|
/**
|
|
4
27
|
* Applies automapping rules to a `TileMap`, in order.
|
package/dist/rpg/automap.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"automap.js","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"automap.js","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"AAeA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,CAAC,MAAM,KAAK,GAAG,CAAC,CAAC,CAAC;AACxB,OAAO,EAAE,GAAG,EAAE,MAAM,mBAAmB,CAAC;AAgCxC;;;;;;;;GAQG;AACH,MAAM,UAAU,OAAO,CAAC,GAAkB,EAAE,KAA6B,EAAE,OAAO,GAAmB,EAAE;IACtG,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,GAAG,CAAC;IACjC,IAAI,OAAO,GAAG,CAAC,CAAC;IAEhB,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;QAC7B,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE,CAAC;QAC3C,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACvB,MAAM,OAAO,GAAG,WAAW,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC;QACvC,OAAO,IAAI,OAAO,CAAC,MAAM,CAAC;QAC1B,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO;QACjC,KAAK,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,OAAO,EAAE,CAAC;YAChC,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;YACvD,KAAK,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;gBACrD,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;oBACzC,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,CAAC;wBACxC,MAAM,KAAK,GAAG,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;wBAC1C,IAAI,KAAK,KAAK,KAAK;4BAAE,GAAG,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,KAAK,CAAC,CAAC;oBAClE,CAAC;gBACF,CAAC;YACF,CAAC;QACF,CAAC;IACF,CAAC,CAAC,CAAC;IAEH,OAAO,OAAO,CAAC;AAChB,CAAC;AAED,SAAS,SAAS,CAAC,IAAiB,EAAE,KAAa;IAClD,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,IAAI,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;QAC5G,MAAM,IAAI,KAAK,CAAC,iBAAiB,KAAK,qCAAqC,CAAC,CAAC;IAC9E,CAAC;IACD,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAC/B,MAAM,IAAI,KAAK,CAAC,iBAAiB,KAAK,wEAAwE,CAAC,CAAC;IACjH,CAAC;IACD,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;IACtC,KAAK,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;QACzD,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,EAAE,CAAC;YAC3B,MAAM,IAAI,KAAK,CACd,iBAAiB,KAAK,YAAY,KAAK,SAAS,KAAK,CAAC,MAAM,8BAA8B,IAAI,EAAE,CAChG,CAAC;QACH,CAAC;IACF,CAAC;IACD,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QAClC,KAAK,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC;YACrD,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,EAAE,CAAC;gBAC3B,MAAM,IAAI,KAAK,CACd,iBAAiB,KAAK,YAAY,CAAC,GAAG,CAAC,KAAK,KAAK,SAAS,KAAK,CAAC,MAAM,8BAA8B,IAAI,EAAE,CAC1G,CAAC;YACH,CAAC;QACF,CAAC;IACF,CAAC,CAAC,CAAC;AACJ,CAAC;AAED,kFAAkF;AAClF,SAAS,WAAW,CAAC,GAAkB,EAAE,IAAiB;IACzD,MAAM,GAAG,GAA4B,EAAE,CAAC;IACxC,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,MAAM,IAAI,GAAG,CAAC,aAAa,EAAE,EAAE,EAAE,EAAE,CAAC;QAC9D,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,IAAI,GAAG,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,CAAC;YAC5D,IAAI,SAAS,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,CAAC;gBAAE,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;QACtD,CAAC;IACF,CAAC;IACD,OAAO,GAAG,CAAC;AACZ,CAAC;AAED,SAAS,SAAS,CAAC,GAAkB,EAAE,IAAiB,EAAE,EAAU,EAAE,EAAU;IAC/E,KAAK,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;QACzD,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;YACzC,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,CAAC;gBACxC,MAAM,IAAI,GAAG,KAAK,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;gBACzC,IAAI,IAAI,KAAK,KAAK,IAAI,GAAG,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,KAAK,IAAI;oBAAE,OAAO,KAAK,CAAC;YACnF,CAAC;QACF,CAAC;IACF,CAAC;IACD,OAAO,IAAI,CAAC;AACb,CAAC"}
|
package/dist/rpg/index.d.ts
CHANGED
|
@@ -1,12 +1,12 @@
|
|
|
1
|
-
export { loadTiledMap } from './TiledMap.ts';
|
|
2
|
-
export type { TiledMapData, TiledLayer, TiledObject, LoadedTiledMap, TilesetSheet, TiledTilesetData } from './TiledMap.ts';
|
|
3
1
|
export { automap } from './automap.ts';
|
|
4
|
-
export type { AutomapRule, AutomapOptions } from './automap.ts';
|
|
2
|
+
export type { AutomapRule, AutomapOptions, AutomapTarget } from './automap.ts';
|
|
3
|
+
export { EMPTY as AUTOMAP_EMPTY } from './automap.ts';
|
|
4
|
+
export type { MovableSprite } from './MovableSprite.ts';
|
|
5
5
|
export { GameState } from './GameState.ts';
|
|
6
6
|
export { activePage, conditionHolds } from './Event.ts';
|
|
7
7
|
export type { EventTrigger, EventCondition, EventPage, MapEvent } from './Event.ts';
|
|
8
8
|
export { EventRunner } from './EventRunner.ts';
|
|
9
|
-
export type { EventCommand, EventRunnerState, EventRunnerOptions, MoveStep } from './EventRunner.ts';
|
|
9
|
+
export type { EventCommand, EventRunnerState, EventRunnerOptions, MoveStep, DialoguePresenter, DialogueRequest, EventChoice } from './EventRunner.ts';
|
|
10
10
|
export { GridMover } from './GridMover.ts';
|
|
11
11
|
export type { GridMoverOptions, Direction4 } from './GridMover.ts';
|
|
12
12
|
export { FreeMover } from './FreeMover.ts';
|
package/dist/rpg/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,WAAW,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC/E,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AACtD,YAAY,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACxD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AACxD,YAAY,EAAE,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACpF,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,YAAY,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,eAAe,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AACtJ,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AACxG,YAAY,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AACtF,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AACxF,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AACxG,YAAY,EAAE,UAAU,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC"}
|
package/dist/rpg/index.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
export { loadTiledMap } from './TiledMap.js';
|
|
2
1
|
export { automap } from './automap.js';
|
|
2
|
+
export { EMPTY as AUTOMAP_EMPTY } from './automap.js';
|
|
3
3
|
export { GameState } from './GameState.js';
|
|
4
4
|
export { activePage, conditionHolds } from './Event.js';
|
|
5
5
|
export { EventRunner } from './EventRunner.js';
|
package/dist/rpg/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AAExG,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC"}
|
|
@@ -0,0 +1,98 @@
|
|
|
1
|
+
import { Generator } from '../core/Random.ts';
|
|
2
|
+
import { Scheduler, type Actor, type SchedulerSnapshot } from '../roguelike/Scheduler.ts';
|
|
3
|
+
import type { SimulationStatus } from './Scenario.ts';
|
|
4
|
+
/** What a rule receives besides state and command: the two sources of non-determinism a
|
|
5
|
+
* simulation must route explicitly rather than reach for globally. */
|
|
6
|
+
export interface SimulationContext<A extends Actor> {
|
|
7
|
+
readonly random: Generator;
|
|
8
|
+
readonly scheduler: Scheduler<A>;
|
|
9
|
+
}
|
|
10
|
+
export interface SimulationOutcome<State, Event> {
|
|
11
|
+
state: State;
|
|
12
|
+
events: readonly Event[];
|
|
13
|
+
status: SimulationStatus;
|
|
14
|
+
/** time this command cost its actor at speed 1, charged via `scheduler.spend`; omit or
|
|
15
|
+
* null for a command that does not consume a scheduler turn (a menu action, a query). */
|
|
16
|
+
cost?: number | null;
|
|
17
|
+
}
|
|
18
|
+
export type SimulationRuntimeRule<State, Command, Event, A extends Actor> = (state: State, command: Command, context: SimulationContext<A>) => SimulationOutcome<State, Event>;
|
|
19
|
+
/** The logical state a game needs to resume a run bit-for-bit: not the storage format
|
|
20
|
+
* (`core.SaveSystem` owns that), but what it wraps. */
|
|
21
|
+
export interface SimulationSnapshot<State> {
|
|
22
|
+
version: number;
|
|
23
|
+
state: State;
|
|
24
|
+
scheduler: SchedulerSnapshot;
|
|
25
|
+
random: readonly [number, number, number, number];
|
|
26
|
+
}
|
|
27
|
+
/**
|
|
28
|
+
* A small facade over one state + one scheduler + one RNG, for the interactive half of a
|
|
29
|
+
* turn-based simulation: the command a player just issued, dispatched through the game's own
|
|
30
|
+
* rule. `advanceToInput`/`runScenario` (`simulation/Turns.ts`/`Scenario.ts`) still cover the
|
|
31
|
+
* automatic-actor loop and fixed-command replay respectively; a game composes both against
|
|
32
|
+
* the same `scheduler` rather than choosing one over the other.
|
|
33
|
+
*
|
|
34
|
+
* @example
|
|
35
|
+
* ```ts
|
|
36
|
+
* import { SimulationRuntime, type SimulationRuntimeRule } from '@datamoc/mw_games/simulation';
|
|
37
|
+
* import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
|
|
38
|
+
* import { Generator } from '@datamoc/mw_games/core';
|
|
39
|
+
*
|
|
40
|
+
* interface Fighter extends Actor { id: string; hp: number }
|
|
41
|
+
* type State = { hero: Fighter; rat: Fighter };
|
|
42
|
+
* type Command = 'attack';
|
|
43
|
+
* type Event = { type: 'damage'; targetId: string; amount: number };
|
|
44
|
+
*
|
|
45
|
+
* const rule: SimulationRuntimeRule<State, Command, Event, Fighter> = (state, _cmd, { random }) => {
|
|
46
|
+
* const amount = random.int(3) + 1;
|
|
47
|
+
* const rat = { ...state.rat, hp: state.rat.hp - amount };
|
|
48
|
+
* const next = { ...state, rat };
|
|
49
|
+
* return { state: next, events: [{ type: 'damage', targetId: rat.id, amount }], status: 'ready', cost: 1 };
|
|
50
|
+
* };
|
|
51
|
+
*
|
|
52
|
+
* const hero: Fighter = { id: 'hero', hp: 10 };
|
|
53
|
+
* const rat: Fighter = { id: 'rat', hp: 5 };
|
|
54
|
+
* const scheduler = new Scheduler<Fighter>();
|
|
55
|
+
* scheduler.add(hero);
|
|
56
|
+
* scheduler.add(rat);
|
|
57
|
+
*
|
|
58
|
+
* const runtime = new SimulationRuntime<State, Command, Event, Fighter>({
|
|
59
|
+
* state: { hero, rat },
|
|
60
|
+
* scheduler,
|
|
61
|
+
* random: new Generator(1),
|
|
62
|
+
* rule,
|
|
63
|
+
* actorId: (fighter) => fighter.id,
|
|
64
|
+
* });
|
|
65
|
+
*
|
|
66
|
+
* const { events } = runtime.dispatch('attack');
|
|
67
|
+
* ```
|
|
68
|
+
*/
|
|
69
|
+
export declare class SimulationRuntime<State, Command, Event, A extends Actor> {
|
|
70
|
+
private _state;
|
|
71
|
+
readonly scheduler: Scheduler<A>;
|
|
72
|
+
readonly random: Generator;
|
|
73
|
+
private readonly rule;
|
|
74
|
+
private readonly actorId;
|
|
75
|
+
constructor(options: {
|
|
76
|
+
state: State;
|
|
77
|
+
scheduler: Scheduler<A>;
|
|
78
|
+
random: Generator;
|
|
79
|
+
rule: SimulationRuntimeRule<State, Command, Event, A>;
|
|
80
|
+
actorId: (actor: A) => string;
|
|
81
|
+
});
|
|
82
|
+
get state(): State;
|
|
83
|
+
/** Runs one command through the rule, commits the resulting state, and charges its cost
|
|
84
|
+
* to the scheduler's current actor when one is given. */
|
|
85
|
+
dispatch(command: Command): SimulationOutcome<State, Event>;
|
|
86
|
+
snapshot(version?: number): SimulationSnapshot<State>;
|
|
87
|
+
/**
|
|
88
|
+
* Rebuilds a runtime from a snapshot taken by `snapshot()`. The caller supplies
|
|
89
|
+
* `actorOf` to resolve the scheduler's ids back to live actor objects, the same way
|
|
90
|
+
* `Scheduler.restore` does - the runtime has no identity primitive of its own to lean on.
|
|
91
|
+
*/
|
|
92
|
+
static restore<State, Command, Event, A extends Actor>(snapshot: SimulationSnapshot<State>, options: {
|
|
93
|
+
rule: SimulationRuntimeRule<State, Command, Event, A>;
|
|
94
|
+
actorOf: (id: string) => A;
|
|
95
|
+
actorId: (actor: A) => string;
|
|
96
|
+
}): SimulationRuntime<State, Command, Event, A>;
|
|
97
|
+
}
|
|
98
|
+
//# sourceMappingURL=Runtime.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"Runtime.d.ts","sourceRoot":"","sources":["../../src/simulation/Runtime.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,KAAK,KAAK,EAAE,KAAK,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAC1F,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAEtD;sEACsE;AACtE,MAAM,WAAW,iBAAiB,CAAC,CAAC,SAAS,KAAK;IACjD,QAAQ,CAAC,MAAM,EAAE,SAAS,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;CACjC;AAED,MAAM,WAAW,iBAAiB,CAAC,KAAK,EAAE,KAAK;IAC9C,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,EAAE,SAAS,KAAK,EAAE,CAAC;IACzB,MAAM,EAAE,gBAAgB,CAAC;IACzB;6FACyF;IACzF,IAAI,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;CACrB;AAED,MAAM,MAAM,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK,IAAI,CAC3E,KAAK,EAAE,KAAK,EACZ,OAAO,EAAE,OAAO,EAChB,OAAO,EAAE,iBAAiB,CAAC,CAAC,CAAC,KACzB,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;AAErC;uDACuD;AACvD,MAAM,WAAW,kBAAkB,CAAC,KAAK;IACxC,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,KAAK,CAAC;IACb,SAAS,EAAE,iBAAiB,CAAC;IAC7B,MAAM,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CAClD;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH,qBAAa,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK;IACpE,OAAO,CAAC,MAAM,CAAQ;IACtB,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;IACjC,QAAQ,CAAC,MAAM,EAAE,SAAS,CAAC;IAC3B,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAkD;IACvE,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAuB;IAE/C,YAAY,OAAO,EAAE;QACpB,KAAK,EAAE,KAAK,CAAC;QACb,SAAS,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,EAAE,SAAS,CAAC;QAClB,IAAI,EAAE,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACtD,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,KAAK,MAAM,CAAC;KAC9B,EAMA;IAED,IAAI,KAAK,IAAI,KAAK,CAEjB;IAED;6DACyD;IACzD,QAAQ,CAAC,OAAO,EAAE,OAAO,GAAG,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,CAK1D;IAED,QAAQ,CAAC,OAAO,SAAI,GAAG,kBAAkB,CAAC,KAAK,CAAC,CAO/C;IAED;;;;OAIG;IACH,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK,EACpD,QAAQ,EAAE,kBAAkB,CAAC,KAAK,CAAC,EACnC,OAAO,EAAE;QACR,IAAI,EAAE,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACtD,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,CAAC;QAC3B,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,KAAK,MAAM,CAAC;KAC9B,GACC,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAW7C;CACD"}
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@@ -0,0 +1,91 @@
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1
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import { Generator } from '../core/Random.js';
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import { Scheduler } from '../roguelike/Scheduler.js';
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/**
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4
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* A small facade over one state + one scheduler + one RNG, for the interactive half of a
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* turn-based simulation: the command a player just issued, dispatched through the game's own
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* rule. `advanceToInput`/`runScenario` (`simulation/Turns.ts`/`Scenario.ts`) still cover the
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7
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* automatic-actor loop and fixed-command replay respectively; a game composes both against
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* the same `scheduler` rather than choosing one over the other.
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*
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* @example
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* ```ts
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* import { SimulationRuntime, type SimulationRuntimeRule } from '@datamoc/mw_games/simulation';
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* import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
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* import { Generator } from '@datamoc/mw_games/core';
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*
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* interface Fighter extends Actor { id: string; hp: number }
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* type State = { hero: Fighter; rat: Fighter };
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* type Command = 'attack';
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* type Event = { type: 'damage'; targetId: string; amount: number };
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*
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* const rule: SimulationRuntimeRule<State, Command, Event, Fighter> = (state, _cmd, { random }) => {
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* const amount = random.int(3) + 1;
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* const rat = { ...state.rat, hp: state.rat.hp - amount };
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* const next = { ...state, rat };
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* return { state: next, events: [{ type: 'damage', targetId: rat.id, amount }], status: 'ready', cost: 1 };
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* };
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*
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* const hero: Fighter = { id: 'hero', hp: 10 };
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* const rat: Fighter = { id: 'rat', hp: 5 };
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* const scheduler = new Scheduler<Fighter>();
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* scheduler.add(hero);
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* scheduler.add(rat);
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*
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34
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+
* const runtime = new SimulationRuntime<State, Command, Event, Fighter>({
|
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+
* state: { hero, rat },
|
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+
* scheduler,
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37
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+
* random: new Generator(1),
|
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+
* rule,
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+
* actorId: (fighter) => fighter.id,
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* });
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*
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+
* const { events } = runtime.dispatch('attack');
|
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|
+
* ```
|
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|
+
*/
|
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45
|
+
export class SimulationRuntime {
|
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46
|
+
constructor(options) {
|
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47
|
+
this._state = options.state;
|
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48
|
+
this.scheduler = options.scheduler;
|
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49
|
+
this.random = options.random;
|
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50
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+
this.rule = options.rule;
|
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51
|
+
this.actorId = options.actorId;
|
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52
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+
}
|
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53
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+
get state() {
|
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54
|
+
return this._state;
|
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55
|
+
}
|
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56
|
+
/** Runs one command through the rule, commits the resulting state, and charges its cost
|
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+
* to the scheduler's current actor when one is given. */
|
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58
|
+
dispatch(command) {
|
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59
|
+
const outcome = this.rule(this._state, command, { random: this.random, scheduler: this.scheduler });
|
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60
|
+
this._state = outcome.state;
|
|
61
|
+
if (outcome.cost != null)
|
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+
this.scheduler.spend(outcome.cost);
|
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63
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+
return outcome;
|
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64
|
+
}
|
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65
|
+
snapshot(version = 1) {
|
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66
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+
return {
|
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67
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+
version,
|
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68
|
+
state: this._state,
|
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69
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+
scheduler: this.scheduler.toJSON(this.actorId),
|
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70
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+
random: this.random.getState(),
|
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71
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+
};
|
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72
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+
}
|
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73
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+
/**
|
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74
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+
* Rebuilds a runtime from a snapshot taken by `snapshot()`. The caller supplies
|
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75
|
+
* `actorOf` to resolve the scheduler's ids back to live actor objects, the same way
|
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76
|
+
* `Scheduler.restore` does - the runtime has no identity primitive of its own to lean on.
|
|
77
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+
*/
|
|
78
|
+
static restore(snapshot, options) {
|
|
79
|
+
const random = new Generator();
|
|
80
|
+
random.setState(snapshot.random);
|
|
81
|
+
const scheduler = Scheduler.restore(snapshot.scheduler, options.actorOf);
|
|
82
|
+
return new SimulationRuntime({
|
|
83
|
+
state: snapshot.state,
|
|
84
|
+
scheduler,
|
|
85
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+
random,
|
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86
|
+
rule: options.rule,
|
|
87
|
+
actorId: options.actorId,
|
|
88
|
+
});
|
|
89
|
+
}
|
|
90
|
+
}
|
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|
+
//# sourceMappingURL=Runtime.js.map
|
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@@ -0,0 +1 @@
|
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|
1
|
+
{"version":3,"file":"Runtime.js","sourceRoot":"","sources":["../../src/simulation/Runtime.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAsC,MAAM,2BAA2B,CAAC;AAkC1F;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH,MAAM,OAAO,iBAAiB;IAO7B,YAAY,OAMX;QACA,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;QACnC,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QACzB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;IAChC,CAAC;IAED,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED;6DACyD;IACzD,QAAQ,CAAC,OAAgB;QACxB,MAAM,OAAO,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC;QACpG,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;QAC5B,IAAI,OAAO,CAAC,IAAI,IAAI,IAAI;YAAE,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAC7D,OAAO,OAAO,CAAC;IAChB,CAAC;IAED,QAAQ,CAAC,OAAO,GAAG,CAAC;QACnB,OAAO;YACN,OAAO;YACP,KAAK,EAAE,IAAI,CAAC,MAAM;YAClB,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC;YAC9C,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE;SAC9B,CAAC;IACH,CAAC;IAED;;;;OAIG;IACH,MAAM,CAAC,OAAO,CACb,QAAmC,EACnC,OAIC;QAED,MAAM,MAAM,GAAG,IAAI,SAAS,EAAE,CAAC;QAC/B,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QACjC,MAAM,SAAS,GAAG,SAAS,CAAC,OAAO,CAAI,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;QAC5E,OAAO,IAAI,iBAAiB,CAA2B;YACtD,KAAK,EAAE,QAAQ,CAAC,KAAK;YACrB,SAAS;YACT,MAAM;YACN,IAAI,EAAE,OAAO,CAAC,IAAI;YAClB,OAAO,EAAE,OAAO,CAAC,OAAO;SACxB,CAAC,CAAC;IACJ,CAAC;CACD"}
|
|
@@ -24,6 +24,21 @@ export interface ScenarioResult<State, Event> extends SimulationStep<State, Even
|
|
|
24
24
|
* initial state, random state, commands, and rules that use only those inputs.
|
|
25
25
|
* No cloning or rollback is implicit: mutable rules and throwing rules remain the game's
|
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26
26
|
* responsibility. Persist a game's snapshot and random state together to resume a run.
|
|
27
|
+
*
|
|
28
|
+
* @example
|
|
29
|
+
* ```ts
|
|
30
|
+
* import { runScenario, type SimulationRule } from '@datamoc/mw_games/simulation';
|
|
31
|
+
* import { Generator } from '@datamoc/mw_games/core';
|
|
32
|
+
*
|
|
33
|
+
* type State = { hp: number };
|
|
34
|
+
* const step: SimulationRule<State, 'attack', { damage: number }, Generator> = (state, _cmd, rng) => {
|
|
35
|
+
* const damage = rng.int(3) + 1;
|
|
36
|
+
* const hp = state.hp - damage;
|
|
37
|
+
* return { state: { hp }, events: [{ damage }], status: hp <= 0 ? 'finished' : 'ready' };
|
|
38
|
+
* };
|
|
39
|
+
*
|
|
40
|
+
* const result = runScenario({ state: { hp: 10 }, commands: ['attack', 'attack'], random: new Generator(1), step });
|
|
41
|
+
* ```
|
|
27
42
|
*/
|
|
28
43
|
export declare function runScenario<State, Command, Event, Random>(scenario: Scenario<State, Command, Event, Random>): ScenarioResult<State, Event>;
|
|
29
44
|
//# sourceMappingURL=Scenario.d.ts.map
|
|
@@ -1 +1 @@
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|
|
1
|
-
{"version":3,"file":"Scenario.d.ts","sourceRoot":"","sources":["../../src/simulation/Scenario.ts"],"names":[],"mappings":"AAAA,MAAM,MAAM,gBAAgB,GAAG,OAAO,GAAG,UAAU,CAAC;AAEpD,MAAM,WAAW,cAAc,CAAC,KAAK,EAAE,KAAK;IAC3C,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,EAAE,SAAS,KAAK,EAAE,CAAC;IACzB,MAAM,EAAE,gBAAgB,CAAC;CACzB;AAED,gFAAgF;AAChF,MAAM,MAAM,cAAc,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,IACvD,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,KAAK,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;AAElF,MAAM,WAAW,QAAQ,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM;IACtD,KAAK,EAAE,KAAK,CAAC;IACb,kFAAkF;IAClF,QAAQ,EAAE,SAAS,OAAO,EAAE,CAAC;IAC7B,MAAM,EAAE,MAAM,CAAC;IACf,IAAI,EAAE,cAAc,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IACpD,+DAA+D;IAC/D,MAAM,CAAC,EAAE,gBAAgB,CAAC;CAC1B;AAED,MAAM,WAAW,cAAc,CAAC,KAAK,EAAE,KAAK,CAAE,SAAQ,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC;IACjF,iBAAiB,EAAE,MAAM,CAAC;CAC1B;AAED
|
|
1
|
+
{"version":3,"file":"Scenario.d.ts","sourceRoot":"","sources":["../../src/simulation/Scenario.ts"],"names":[],"mappings":"AAAA,MAAM,MAAM,gBAAgB,GAAG,OAAO,GAAG,UAAU,CAAC;AAEpD,MAAM,WAAW,cAAc,CAAC,KAAK,EAAE,KAAK;IAC3C,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,EAAE,SAAS,KAAK,EAAE,CAAC;IACzB,MAAM,EAAE,gBAAgB,CAAC;CACzB;AAED,gFAAgF;AAChF,MAAM,MAAM,cAAc,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,IACvD,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,KAAK,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;AAElF,MAAM,WAAW,QAAQ,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM;IACtD,KAAK,EAAE,KAAK,CAAC;IACb,kFAAkF;IAClF,QAAQ,EAAE,SAAS,OAAO,EAAE,CAAC;IAC7B,MAAM,EAAE,MAAM,CAAC;IACf,IAAI,EAAE,cAAc,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IACpD,+DAA+D;IAC/D,MAAM,CAAC,EAAE,gBAAgB,CAAC;CAC1B;AAED,MAAM,WAAW,cAAc,CAAC,KAAK,EAAE,KAAK,CAAE,SAAQ,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC;IACjF,iBAAiB,EAAE,MAAM,CAAC;CAC1B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EACxD,QAAQ,EAAE,QAAQ,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,GAC/C,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,CAc9B"}
|
|
@@ -4,6 +4,21 @@
|
|
|
4
4
|
* initial state, random state, commands, and rules that use only those inputs.
|
|
5
5
|
* No cloning or rollback is implicit: mutable rules and throwing rules remain the game's
|
|
6
6
|
* responsibility. Persist a game's snapshot and random state together to resume a run.
|
|
7
|
+
*
|
|
8
|
+
* @example
|
|
9
|
+
* ```ts
|
|
10
|
+
* import { runScenario, type SimulationRule } from '@datamoc/mw_games/simulation';
|
|
11
|
+
* import { Generator } from '@datamoc/mw_games/core';
|
|
12
|
+
*
|
|
13
|
+
* type State = { hp: number };
|
|
14
|
+
* const step: SimulationRule<State, 'attack', { damage: number }, Generator> = (state, _cmd, rng) => {
|
|
15
|
+
* const damage = rng.int(3) + 1;
|
|
16
|
+
* const hp = state.hp - damage;
|
|
17
|
+
* return { state: { hp }, events: [{ damage }], status: hp <= 0 ? 'finished' : 'ready' };
|
|
18
|
+
* };
|
|
19
|
+
*
|
|
20
|
+
* const result = runScenario({ state: { hp: 10 }, commands: ['attack', 'attack'], random: new Generator(1), step });
|
|
21
|
+
* ```
|
|
7
22
|
*/
|
|
8
23
|
export function runScenario(scenario) {
|
|
9
24
|
let state = scenario.state;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"Scenario.js","sourceRoot":"","sources":["../../src/simulation/Scenario.ts"],"names":[],"mappings":"AA0BA
|
|
1
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+
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