@datamoc/mw_games 0.3.1 → 0.4.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (770) hide show
  1. package/README.md +401 -395
  2. package/dist/actors/Advancement.d.ts +17 -0
  3. package/dist/actors/Advancement.d.ts.map +1 -1
  4. package/dist/actors/Advancement.js +17 -0
  5. package/dist/actors/Advancement.js.map +1 -1
  6. package/dist/actors/Affix.d.ts +46 -0
  7. package/dist/actors/Affix.d.ts.map +1 -1
  8. package/dist/actors/Affix.js +32 -1
  9. package/dist/actors/Affix.js.map +1 -1
  10. package/dist/actors/Appearances.d.ts +12 -0
  11. package/dist/actors/Appearances.d.ts.map +1 -1
  12. package/dist/actors/Appearances.js +12 -0
  13. package/dist/actors/Appearances.js.map +1 -1
  14. package/dist/actors/Aura.d.ts +16 -0
  15. package/dist/actors/Aura.d.ts.map +1 -1
  16. package/dist/actors/Aura.js +16 -0
  17. package/dist/actors/Aura.js.map +1 -1
  18. package/dist/actors/Barrier.d.ts +60 -0
  19. package/dist/actors/Barrier.d.ts.map +1 -0
  20. package/dist/actors/Barrier.js +70 -0
  21. package/dist/actors/Barrier.js.map +1 -0
  22. package/dist/actors/Charges.d.ts +35 -0
  23. package/dist/actors/Charges.d.ts.map +1 -1
  24. package/dist/actors/Charges.js +26 -0
  25. package/dist/actors/Charges.js.map +1 -1
  26. package/dist/actors/Equipment.d.ts +48 -0
  27. package/dist/actors/Equipment.d.ts.map +1 -1
  28. package/dist/actors/Equipment.js +51 -1
  29. package/dist/actors/Equipment.js.map +1 -1
  30. package/dist/actors/Inventory.d.ts +70 -3
  31. package/dist/actors/Inventory.d.ts.map +1 -1
  32. package/dist/actors/Inventory.js +109 -5
  33. package/dist/actors/Inventory.js.map +1 -1
  34. package/dist/actors/ItemState.d.ts +24 -2
  35. package/dist/actors/ItemState.d.ts.map +1 -1
  36. package/dist/actors/ItemState.js +31 -2
  37. package/dist/actors/ItemState.js.map +1 -1
  38. package/dist/actors/ItemStatusEffect.d.ts +13 -0
  39. package/dist/actors/ItemStatusEffect.d.ts.map +1 -1
  40. package/dist/actors/ItemStatusEffect.js +13 -0
  41. package/dist/actors/ItemStatusEffect.js.map +1 -1
  42. package/dist/actors/Loot.d.ts +15 -1
  43. package/dist/actors/Loot.d.ts.map +1 -1
  44. package/dist/actors/Loot.js +16 -2
  45. package/dist/actors/Loot.js.map +1 -1
  46. package/dist/actors/Progression.d.ts +23 -1
  47. package/dist/actors/Progression.d.ts.map +1 -1
  48. package/dist/actors/Progression.js +21 -1
  49. package/dist/actors/Progression.js.map +1 -1
  50. package/dist/actors/Resource.d.ts +30 -0
  51. package/dist/actors/Resource.d.ts.map +1 -1
  52. package/dist/actors/Resource.js +22 -0
  53. package/dist/actors/Resource.js.map +1 -1
  54. package/dist/actors/Scaling.d.ts +8 -0
  55. package/dist/actors/Scaling.d.ts.map +1 -1
  56. package/dist/actors/Scaling.js.map +1 -1
  57. package/dist/actors/Shop.d.ts +15 -0
  58. package/dist/actors/Shop.d.ts.map +1 -1
  59. package/dist/actors/Shop.js.map +1 -1
  60. package/dist/actors/SkillPoints.d.ts +27 -0
  61. package/dist/actors/SkillPoints.d.ts.map +1 -1
  62. package/dist/actors/SkillPoints.js +29 -0
  63. package/dist/actors/SkillPoints.js.map +1 -1
  64. package/dist/actors/StatBlock.d.ts +16 -0
  65. package/dist/actors/StatBlock.d.ts.map +1 -1
  66. package/dist/actors/StatBlock.js +21 -0
  67. package/dist/actors/StatBlock.js.map +1 -1
  68. package/dist/actors/StatusEffect.d.ts +18 -0
  69. package/dist/actors/StatusEffect.d.ts.map +1 -1
  70. package/dist/actors/StatusEffect.js +18 -0
  71. package/dist/actors/StatusEffect.js.map +1 -1
  72. package/dist/actors/Support.d.ts +13 -2
  73. package/dist/actors/Support.d.ts.map +1 -1
  74. package/dist/actors/Support.js +13 -2
  75. package/dist/actors/Support.js.map +1 -1
  76. package/dist/actors/Traits.d.ts +14 -0
  77. package/dist/actors/Traits.d.ts.map +1 -1
  78. package/dist/actors/Traits.js +14 -0
  79. package/dist/actors/Traits.js.map +1 -1
  80. package/dist/actors/craft.d.ts +16 -0
  81. package/dist/actors/craft.d.ts.map +1 -1
  82. package/dist/actors/craft.js +16 -0
  83. package/dist/actors/craft.js.map +1 -1
  84. package/dist/actors/index.d.ts +8 -5
  85. package/dist/actors/index.d.ts.map +1 -1
  86. package/dist/actors/index.js +3 -2
  87. package/dist/actors/index.js.map +1 -1
  88. package/dist/actors/skillCheck.d.ts +8 -0
  89. package/dist/actors/skillCheck.d.ts.map +1 -1
  90. package/dist/actors/skillCheck.js +8 -0
  91. package/dist/actors/skillCheck.js.map +1 -1
  92. package/dist/assets/ByteProgress.d.ts +37 -0
  93. package/dist/assets/ByteProgress.d.ts.map +1 -0
  94. package/dist/assets/ByteProgress.js +54 -0
  95. package/dist/assets/ByteProgress.js.map +1 -0
  96. package/dist/assets/Streaming.d.ts +11 -1
  97. package/dist/assets/Streaming.d.ts.map +1 -1
  98. package/dist/assets/Streaming.js +11 -1
  99. package/dist/assets/Streaming.js.map +1 -1
  100. package/dist/assets/index.d.ts +11 -52
  101. package/dist/assets/index.d.ts.map +1 -1
  102. package/dist/assets/index.js +9 -80
  103. package/dist/assets/index.js.map +1 -1
  104. package/dist/assets/loader.d.ts +45 -0
  105. package/dist/assets/loader.d.ts.map +1 -0
  106. package/dist/assets/loader.js +72 -0
  107. package/dist/assets/loader.js.map +1 -0
  108. package/dist/assets/paths.d.ts +50 -0
  109. package/dist/assets/paths.d.ts.map +1 -0
  110. package/dist/assets/paths.js +59 -0
  111. package/dist/assets/paths.js.map +1 -0
  112. package/dist/audio/Captions.d.ts +13 -1
  113. package/dist/audio/Captions.d.ts.map +1 -1
  114. package/dist/audio/Captions.js +13 -1
  115. package/dist/audio/Captions.js.map +1 -1
  116. package/dist/audio/Midi.d.ts +19 -1
  117. package/dist/audio/Midi.d.ts.map +1 -1
  118. package/dist/audio/Midi.js +19 -1
  119. package/dist/audio/Midi.js.map +1 -1
  120. package/dist/audio/Music.d.ts +11 -0
  121. package/dist/audio/Music.d.ts.map +1 -1
  122. package/dist/audio/Music.js +11 -0
  123. package/dist/audio/Music.js.map +1 -1
  124. package/dist/audio/Orchestrator.d.ts +14 -0
  125. package/dist/audio/Orchestrator.d.ts.map +1 -1
  126. package/dist/audio/Orchestrator.js +14 -0
  127. package/dist/audio/Orchestrator.js.map +1 -1
  128. package/dist/audio/Playable.d.ts +11 -1
  129. package/dist/audio/Playable.d.ts.map +1 -1
  130. package/dist/audio/Playable.js +12 -2
  131. package/dist/audio/Playable.js.map +1 -1
  132. package/dist/audio/Sound.d.ts +8 -0
  133. package/dist/audio/Sound.d.ts.map +1 -1
  134. package/dist/audio/Sound.js +8 -0
  135. package/dist/audio/Sound.js.map +1 -1
  136. package/dist/audio/Synth.d.ts +15 -0
  137. package/dist/audio/Synth.d.ts.map +1 -1
  138. package/dist/audio/Synth.js +15 -0
  139. package/dist/audio/Synth.js.map +1 -1
  140. package/dist/battle/BattleAI.d.ts +18 -2
  141. package/dist/battle/BattleAI.d.ts.map +1 -1
  142. package/dist/battle/BattleAI.js +18 -2
  143. package/dist/battle/BattleAI.js.map +1 -1
  144. package/dist/battle/Evolution.d.ts +12 -0
  145. package/dist/battle/Evolution.d.ts.map +1 -1
  146. package/dist/battle/Evolution.js +12 -0
  147. package/dist/battle/Evolution.js.map +1 -1
  148. package/dist/battle/Field.d.ts +13 -2
  149. package/dist/battle/Field.d.ts.map +1 -1
  150. package/dist/battle/Field.js +3 -3
  151. package/dist/battle/Field.js.map +1 -1
  152. package/dist/battle/Hooks.d.ts +23 -13
  153. package/dist/battle/Hooks.d.ts.map +1 -1
  154. package/dist/battle/Hooks.js +36 -18
  155. package/dist/battle/Hooks.js.map +1 -1
  156. package/dist/battle/Move.d.ts +13 -0
  157. package/dist/battle/Move.d.ts.map +1 -1
  158. package/dist/battle/Move.js +13 -0
  159. package/dist/battle/Move.js.map +1 -1
  160. package/dist/battle/Party.d.ts +11 -0
  161. package/dist/battle/Party.d.ts.map +1 -1
  162. package/dist/battle/Party.js +11 -0
  163. package/dist/battle/Party.js.map +1 -1
  164. package/dist/battle/Species.d.ts +10 -0
  165. package/dist/battle/Species.d.ts.map +1 -1
  166. package/dist/battle/Species.js +10 -0
  167. package/dist/battle/Species.js.map +1 -1
  168. package/dist/battle/StatStages.d.ts +14 -0
  169. package/dist/battle/StatStages.d.ts.map +1 -1
  170. package/dist/battle/StatStages.js.map +1 -1
  171. package/dist/battle/TypeMatrix.d.ts +11 -0
  172. package/dist/battle/TypeMatrix.d.ts.map +1 -1
  173. package/dist/battle/TypeMatrix.js +11 -0
  174. package/dist/battle/TypeMatrix.js.map +1 -1
  175. package/dist/core/Achievements.d.ts +15 -0
  176. package/dist/core/Achievements.d.ts.map +1 -1
  177. package/dist/core/Achievements.js +15 -0
  178. package/dist/core/Achievements.js.map +1 -1
  179. package/dist/core/Collection.d.ts +12 -0
  180. package/dist/core/Collection.d.ts.map +1 -1
  181. package/dist/core/Collection.js +12 -0
  182. package/dist/core/Collection.js.map +1 -1
  183. package/dist/core/Entity.d.ts +42 -0
  184. package/dist/core/Entity.d.ts.map +1 -0
  185. package/dist/core/Entity.js +47 -0
  186. package/dist/core/Entity.js.map +1 -0
  187. package/dist/core/Feedback.d.ts +11 -1
  188. package/dist/core/Feedback.d.ts.map +1 -1
  189. package/dist/core/Feedback.js +11 -1
  190. package/dist/core/Feedback.js.map +1 -1
  191. package/dist/core/Hex.d.ts +14 -0
  192. package/dist/core/Hex.d.ts.map +1 -1
  193. package/dist/core/Hex.js +14 -0
  194. package/dist/core/Hex.js.map +1 -1
  195. package/dist/core/Hooks.d.ts +48 -0
  196. package/dist/core/Hooks.d.ts.map +1 -0
  197. package/dist/core/Hooks.js +33 -0
  198. package/dist/core/Hooks.js.map +1 -0
  199. package/dist/core/Input.d.ts +53 -0
  200. package/dist/core/Input.d.ts.map +1 -1
  201. package/dist/core/Input.js +126 -21
  202. package/dist/core/Input.js.map +1 -1
  203. package/dist/core/Loading.d.ts +17 -0
  204. package/dist/core/Loading.d.ts.map +1 -1
  205. package/dist/core/Loading.js +17 -0
  206. package/dist/core/Loading.js.map +1 -1
  207. package/dist/core/Log.d.ts +9 -0
  208. package/dist/core/Log.d.ts.map +1 -1
  209. package/dist/core/Log.js +9 -0
  210. package/dist/core/Log.js.map +1 -1
  211. package/dist/core/Multiplayer.d.ts +12 -0
  212. package/dist/core/Multiplayer.d.ts.map +1 -1
  213. package/dist/core/Multiplayer.js +12 -0
  214. package/dist/core/Multiplayer.js.map +1 -1
  215. package/dist/core/News.d.ts +12 -0
  216. package/dist/core/News.d.ts.map +1 -1
  217. package/dist/core/News.js.map +1 -1
  218. package/dist/core/PlayerInput.d.ts +19 -0
  219. package/dist/core/PlayerInput.d.ts.map +1 -1
  220. package/dist/core/PlayerInput.js +25 -0
  221. package/dist/core/PlayerInput.js.map +1 -1
  222. package/dist/core/Presentation.d.ts +56 -0
  223. package/dist/core/Presentation.d.ts.map +1 -0
  224. package/dist/core/Presentation.js +78 -0
  225. package/dist/core/Presentation.js.map +1 -0
  226. package/dist/core/Random.d.ts +38 -5
  227. package/dist/core/Random.d.ts.map +1 -1
  228. package/dist/core/Random.js +38 -5
  229. package/dist/core/Random.js.map +1 -1
  230. package/dist/core/Replay.d.ts +31 -0
  231. package/dist/core/Replay.d.ts.map +1 -1
  232. package/dist/core/Replay.js +31 -0
  233. package/dist/core/Replay.js.map +1 -1
  234. package/dist/core/RunHistory.d.ts +12 -0
  235. package/dist/core/RunHistory.d.ts.map +1 -1
  236. package/dist/core/RunHistory.js.map +1 -1
  237. package/dist/core/Sanitize.d.ts +18 -0
  238. package/dist/core/Sanitize.d.ts.map +1 -1
  239. package/dist/core/Sanitize.js +18 -0
  240. package/dist/core/Sanitize.js.map +1 -1
  241. package/dist/core/Save.d.ts.map +1 -1
  242. package/dist/core/Save.js +13 -0
  243. package/dist/core/Save.js.map +1 -1
  244. package/dist/core/SaveSync.d.ts +14 -0
  245. package/dist/core/SaveSync.d.ts.map +1 -1
  246. package/dist/core/SaveSync.js.map +1 -1
  247. package/dist/core/Scene.d.ts +29 -6
  248. package/dist/core/Scene.d.ts.map +1 -1
  249. package/dist/core/Scene.js +31 -6
  250. package/dist/core/Scene.js.map +1 -1
  251. package/dist/core/SceneStack.d.ts +28 -4
  252. package/dist/core/SceneStack.d.ts.map +1 -1
  253. package/dist/core/SceneStack.js +24 -0
  254. package/dist/core/SceneStack.js.map +1 -1
  255. package/dist/core/Scramble.d.ts +8 -0
  256. package/dist/core/Scramble.d.ts.map +1 -1
  257. package/dist/core/Scramble.js +8 -0
  258. package/dist/core/Scramble.js.map +1 -1
  259. package/dist/core/Session.d.ts +10 -0
  260. package/dist/core/Session.d.ts.map +1 -1
  261. package/dist/core/Session.js.map +1 -1
  262. package/dist/core/Signal.d.ts +11 -0
  263. package/dist/core/Signal.d.ts.map +1 -1
  264. package/dist/core/Signal.js.map +1 -1
  265. package/dist/core/Spawner.d.ts +17 -0
  266. package/dist/core/Spawner.d.ts.map +1 -1
  267. package/dist/core/Spawner.js +17 -0
  268. package/dist/core/Spawner.js.map +1 -1
  269. package/dist/core/Stats.d.ts +14 -0
  270. package/dist/core/Stats.d.ts.map +1 -1
  271. package/dist/core/Stats.js +14 -0
  272. package/dist/core/Stats.js.map +1 -1
  273. package/dist/core/Telemetry.d.ts +11 -0
  274. package/dist/core/Telemetry.d.ts.map +1 -1
  275. package/dist/core/Telemetry.js +11 -0
  276. package/dist/core/Telemetry.js.map +1 -1
  277. package/dist/core/Tween.d.ts +16 -1
  278. package/dist/core/Tween.d.ts.map +1 -1
  279. package/dist/core/Tween.js +16 -1
  280. package/dist/core/Tween.js.map +1 -1
  281. package/dist/core/UndoHistory.d.ts +15 -0
  282. package/dist/core/UndoHistory.d.ts.map +1 -1
  283. package/dist/core/UndoHistory.js.map +1 -1
  284. package/dist/core/index.d.ts +7 -2
  285. package/dist/core/index.d.ts.map +1 -1
  286. package/dist/core/index.js +3 -1
  287. package/dist/core/index.js.map +1 -1
  288. package/dist/i18n/Format.d.ts +25 -0
  289. package/dist/i18n/Format.d.ts.map +1 -0
  290. package/dist/i18n/Format.js +32 -0
  291. package/dist/i18n/Format.js.map +1 -0
  292. package/dist/i18n/SemanticMessage.d.ts +71 -0
  293. package/dist/i18n/SemanticMessage.d.ts.map +1 -0
  294. package/dist/i18n/SemanticMessage.js +40 -0
  295. package/dist/i18n/SemanticMessage.js.map +1 -0
  296. package/dist/i18n/Validate.d.ts +56 -0
  297. package/dist/i18n/Validate.d.ts.map +1 -0
  298. package/dist/i18n/Validate.js +65 -0
  299. package/dist/i18n/Validate.js.map +1 -0
  300. package/dist/i18n/index.d.ts +39 -0
  301. package/dist/i18n/index.d.ts.map +1 -1
  302. package/dist/i18n/index.js +48 -1
  303. package/dist/i18n/index.js.map +1 -1
  304. package/dist/index.d.ts +4 -5
  305. package/dist/index.d.ts.map +1 -1
  306. package/dist/index.js +4 -5
  307. package/dist/index.js.map +1 -1
  308. package/dist/mw_games.global.js +153 -88
  309. package/dist/roguelike/Blob.d.ts +11 -0
  310. package/dist/roguelike/Blob.d.ts.map +1 -1
  311. package/dist/roguelike/Blob.js +11 -0
  312. package/dist/roguelike/Blob.js.map +1 -1
  313. package/dist/roguelike/Boss.d.ts +16 -4
  314. package/dist/roguelike/Boss.d.ts.map +1 -1
  315. package/dist/roguelike/Boss.js +18 -6
  316. package/dist/roguelike/Boss.js.map +1 -1
  317. package/dist/roguelike/Combat.d.ts +23 -11
  318. package/dist/roguelike/Combat.d.ts.map +1 -1
  319. package/dist/roguelike/Combat.js +22 -16
  320. package/dist/roguelike/Combat.js.map +1 -1
  321. package/dist/roguelike/ContentRoll.d.ts +53 -0
  322. package/dist/roguelike/ContentRoll.d.ts.map +1 -0
  323. package/dist/roguelike/ContentRoll.js +48 -0
  324. package/dist/roguelike/ContentRoll.js.map +1 -0
  325. package/dist/roguelike/Doors.d.ts +13 -0
  326. package/dist/roguelike/Doors.d.ts.map +1 -1
  327. package/dist/roguelike/Doors.js +13 -0
  328. package/dist/roguelike/Doors.js.map +1 -1
  329. package/dist/roguelike/DungeonParity.d.ts +57 -0
  330. package/dist/roguelike/DungeonParity.d.ts.map +1 -0
  331. package/dist/roguelike/DungeonParity.js +78 -0
  332. package/dist/roguelike/DungeonParity.js.map +1 -0
  333. package/dist/roguelike/Elevation.d.ts +15 -0
  334. package/dist/roguelike/Elevation.d.ts.map +1 -1
  335. package/dist/roguelike/Elevation.js +15 -0
  336. package/dist/roguelike/Elevation.js.map +1 -1
  337. package/dist/roguelike/Features.d.ts +59 -0
  338. package/dist/roguelike/Features.d.ts.map +1 -0
  339. package/dist/roguelike/Features.js +76 -0
  340. package/dist/roguelike/Features.js.map +1 -0
  341. package/dist/roguelike/FieldOfView.d.ts +13 -0
  342. package/dist/roguelike/FieldOfView.d.ts.map +1 -1
  343. package/dist/roguelike/FieldOfView.js +13 -0
  344. package/dist/roguelike/FieldOfView.js.map +1 -1
  345. package/dist/roguelike/Level.d.ts +26 -1
  346. package/dist/roguelike/Level.d.ts.map +1 -1
  347. package/dist/roguelike/Level.js +26 -1
  348. package/dist/roguelike/Level.js.map +1 -1
  349. package/dist/roguelike/MonsterAI.d.ts +14 -0
  350. package/dist/roguelike/MonsterAI.d.ts.map +1 -1
  351. package/dist/roguelike/MonsterAI.js +15 -1
  352. package/dist/roguelike/MonsterAI.js.map +1 -1
  353. package/dist/roguelike/MultiStageAbility.d.ts +59 -0
  354. package/dist/roguelike/MultiStageAbility.d.ts.map +1 -0
  355. package/dist/roguelike/MultiStageAbility.js +76 -0
  356. package/dist/roguelike/MultiStageAbility.js.map +1 -0
  357. package/dist/roguelike/Pathfinder.d.ts +23 -2
  358. package/dist/roguelike/Pathfinder.d.ts.map +1 -1
  359. package/dist/roguelike/Pathfinder.js +23 -2
  360. package/dist/roguelike/Pathfinder.js.map +1 -1
  361. package/dist/roguelike/RoomBuilders.d.ts +60 -0
  362. package/dist/roguelike/RoomBuilders.d.ts.map +1 -0
  363. package/dist/roguelike/RoomBuilders.js +57 -0
  364. package/dist/roguelike/RoomBuilders.js.map +1 -0
  365. package/dist/roguelike/Scheduler.d.ts +48 -1
  366. package/dist/roguelike/Scheduler.d.ts.map +1 -1
  367. package/dist/roguelike/Scheduler.js +58 -1
  368. package/dist/roguelike/Scheduler.js.map +1 -1
  369. package/dist/roguelike/Secrets.d.ts +13 -0
  370. package/dist/roguelike/Secrets.d.ts.map +1 -1
  371. package/dist/roguelike/Secrets.js +13 -0
  372. package/dist/roguelike/Secrets.js.map +1 -1
  373. package/dist/roguelike/Stealth.d.ts +13 -0
  374. package/dist/roguelike/Stealth.d.ts.map +1 -1
  375. package/dist/roguelike/Stealth.js +13 -0
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  377. package/dist/roguelike/Targeting.d.ts +67 -1
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  716. package/dist/ui/RebindScreen.d.ts.map +0 -1
  717. package/dist/ui/RebindScreen.js.map +0 -1
  718. package/dist/ui/StatsScreen.d.ts.map +0 -1
  719. package/dist/ui/StatsScreen.js.map +0 -1
  720. package/dist/ui/Toast.d.ts.map +0 -1
  721. package/dist/ui/Toast.js.map +0 -1
  722. package/dist/ui/VerticalLabel.d.ts.map +0 -1
  723. package/dist/ui/VerticalLabel.js.map +0 -1
  724. package/dist/ui/Window.d.ts.map +0 -1
  725. package/dist/ui/Window.js.map +0 -1
  726. package/dist/ui/WindowStack.d.ts.map +0 -1
  727. package/dist/ui/WindowStack.js.map +0 -1
  728. package/dist/ui/index.d.ts.map +0 -1
  729. package/dist/ui/index.js.map +0 -1
  730. package/dist/ui/theme.d.ts.map +0 -1
  731. package/dist/ui/theme.js.map +0 -1
  732. /package/dist/{render → two-d/render}/ActorAnimator.d.ts +0 -0
  733. /package/dist/{render → two-d/render}/ActorAnimator.js +0 -0
  734. /package/dist/{render → two-d/render}/AnimatedSprite.js +0 -0
  735. /package/dist/{render → two-d/render}/Autotile.d.ts +0 -0
  736. /package/dist/{render → two-d/render}/Autotile.js +0 -0
  737. /package/dist/{render → two-d/render}/Camera.d.ts +0 -0
  738. /package/dist/{render → two-d/render}/Capabilities.d.ts +0 -0
  739. /package/dist/{render → two-d/render}/Capabilities.js +0 -0
  740. /package/dist/{render → two-d/render}/ColorBlindness.d.ts +0 -0
  741. /package/dist/{render → two-d/render}/ColorBlindness.js +0 -0
  742. /package/dist/{render → two-d/render}/LayeredSprite.js +0 -0
  743. /package/dist/{render → two-d/render}/Minimap.d.ts +0 -0
  744. /package/dist/{render → two-d/render}/Projectile.d.ts +0 -0
  745. /package/dist/{render → two-d/render}/Projectile.js +0 -0
  746. /package/dist/{render → two-d/render}/StatusVisuals.d.ts +0 -0
  747. /package/dist/{render → two-d/render}/StatusVisuals.js +0 -0
  748. /package/dist/{render → two-d/render}/TileMap.d.ts +0 -0
  749. /package/dist/{render → two-d/render}/Viewport.d.ts +0 -0
  750. /package/dist/{render → two-d/render}/Viewport.js +0 -0
  751. /package/dist/{stage → two-d/stage}/index.d.ts +0 -0
  752. /package/dist/{stage → two-d/stage}/index.js +0 -0
  753. /package/dist/{ui → two-d/ui}/Bar.d.ts +0 -0
  754. /package/dist/{ui → two-d/ui}/Bar.js +0 -0
  755. /package/dist/{ui → two-d/ui}/BitmapLabel.d.ts +0 -0
  756. /package/dist/{ui → two-d/ui}/BitmapLabel.js +0 -0
  757. /package/dist/{ui → two-d/ui}/FloatingText.d.ts +0 -0
  758. /package/dist/{ui → two-d/ui}/FloatingText.js +0 -0
  759. /package/dist/{ui → two-d/ui}/HelpScreen.js +0 -0
  760. /package/dist/{ui → two-d/ui}/IconGrid.js +0 -0
  761. /package/dist/{ui → two-d/ui}/Label.d.ts +0 -0
  762. /package/dist/{ui → two-d/ui}/Label.js +0 -0
  763. /package/dist/{ui → two-d/ui}/ListView.js +0 -0
  764. /package/dist/{ui → two-d/ui}/LoadingScreen.js +0 -0
  765. /package/dist/{ui → two-d/ui}/MessageBox.js +0 -0
  766. /package/dist/{ui → two-d/ui}/StatsScreen.d.ts +0 -0
  767. /package/dist/{ui → two-d/ui}/StatsScreen.js +0 -0
  768. /package/dist/{ui → two-d/ui}/VerticalLabel.d.ts +0 -0
  769. /package/dist/{ui → two-d/ui}/VerticalLabel.js +0 -0
  770. /package/dist/{ui → two-d/ui}/WindowStack.d.ts +0 -0
@@ -17,6 +17,24 @@ export interface EquipmentOptions<Slot extends string, Item extends EquippableIt
17
17
  * Whatever an item's `modifiers` are, equipping it applies them to the given `StatBlock` and
18
18
  * unequipping removes exactly those - tagged by the item itself as their `source`, so two
19
19
  * rings of the same kind never remove each other's bonus by mistake.
20
+ *
21
+ * @example
22
+ * ```ts
23
+ * import { EquipmentSlots, StatBlock } from '@datamoc/mw_games/actors';
24
+ *
25
+ * const stats = new StatBlock({ base: { attack: 3 } });
26
+ * const equipment = new EquipmentSlots<'weapon' | 'armor', { modifiers?: import('@datamoc/mw_games/actors').Modifier[] }>(
27
+ * ['weapon', 'armor'],
28
+ * stats
29
+ * );
30
+ *
31
+ * const sword = { modifiers: [{ stat: 'attack', op: 'add' as const, value: 5 }] };
32
+ * equipment.equip('weapon', sword);
33
+ * console.log(stats.get('attack')); // 8
34
+ *
35
+ * equipment.unequip('weapon');
36
+ * console.log(stats.get('attack')); // 3
37
+ * ```
20
38
  */
21
39
  export declare class EquipmentSlots<Slot extends string, Item extends EquippableItem> {
22
40
  private readonly names;
@@ -32,9 +50,39 @@ export declare class EquipmentSlots<Slot extends string, Item extends Equippable
32
50
  * changing anything when the slot is locked
33
51
  */
34
52
  equip(slot: Slot, item: Item): Item | undefined;
53
+ /** puts an item on and applies its modifiers, with no lock check - the shared half of `equip` and `fromJSON` */
54
+ private wear;
35
55
  /** @returns the removed item, or undefined for an empty slot - or a locked one, which stays put */
36
56
  unequip(slot: Slot): Item | undefined;
37
57
  get slots(): readonly Slot[];
38
58
  private assertSlot;
59
+ /**
60
+ * Which slot holds which item, by whatever id `identify` gives each one.
61
+ *
62
+ * An item is a game's own object here (`Item` is a type parameter, and `EquippableItem`
63
+ * requires only `modifiers`), so this framework has no idea what identifies one. The
64
+ * caller says, usually with the same id its item table is keyed by.
65
+ */
66
+ toJSON(identify: (item: Item) => string): SavedEquipment<Slot>;
67
+ /**
68
+ * Rebuilds the slots and re-equips everything, so each item's modifiers land back on the
69
+ * `StatBlock` exactly as they were.
70
+ *
71
+ * That reapplication is the point: `StatBlock.toJSON` deliberately saves no modifiers,
72
+ * precisely because whatever applied them puts them back on load. A locked item is
73
+ * restored rather than refused - a cursed ring the character was already wearing is still
74
+ * on their finger after a reload, and `equip`'s refusal is about *putting one on*, which
75
+ * is not what this is doing.
76
+ */
77
+ static fromJSON<Slot extends string, Item extends EquippableItem>(defs: {
78
+ slots: readonly Slot[];
79
+ /** turns a saved id back into the game's own item object */
80
+ resolve: (id: string) => Item;
81
+ stats?: StatBlock | null;
82
+ locked?: (slot: Slot, item: Item) => boolean;
83
+ }, data: SavedEquipment<Slot>): EquipmentSlots<Slot, Item>;
84
+ }
85
+ export interface SavedEquipment<Slot extends string> {
86
+ worn: [Slot, string][];
39
87
  }
40
88
  //# sourceMappingURL=Equipment.d.ts.map
@@ -1 +1 @@
1
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+ {"version":3,"file":"Equipment.d.ts","sourceRoot":"","sources":["../../src/actors/Equipment.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAE1D,MAAM,WAAW,cAAc;IAC9B,oFAAoF;IACpF,SAAS,CAAC,EAAE,QAAQ,EAAE,CAAC;CACvB;AAED,MAAM,WAAW,gBAAgB,CAAC,IAAI,SAAS,MAAM,EAAE,IAAI,SAAS,cAAc;IACjF;;;;OAIG;IACH,MAAM,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,KAAK,OAAO,CAAC;CAC7C;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,qBAAa,cAAc,CAAC,IAAI,SAAS,MAAM,EAAE,IAAI,SAAS,cAAc;IAC3E,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAoB;IAC1C,OAAO,CAAC,IAAI,CAAyB;IACrC,OAAO,CAAC,KAAK,CAAmB;IAChC,OAAO,CAAC,YAAY,CAAsC;IAE1D,YAAY,KAAK,EAAE,SAAS,IAAI,EAAE,EAAE,KAAK,GAAE,SAAS,GAAG,IAAW,EAAE,OAAO,GAAE,gBAAgB,CAAC,IAAI,EAAE,IAAI,CAAM,EAI7G;IAED,GAAG,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI,GAAG,SAAS,CAEhC;IAED,4JAA4J;IAC5J,QAAQ,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO,CAG5B;IAED;;;OAGG;IACH,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,GAAG,IAAI,GAAG,SAAS,CAO9C;IAED,gHAAgH;IAChH,OAAO,CAAC,IAAI;IAOZ,mGAAmG;IACnG,OAAO,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI,GAAG,SAAS,CAQpC;IAED,IAAI,KAAK,IAAI,SAAS,IAAI,EAAE,CAE3B;IAED,OAAO,CAAC,UAAU;IAIlB;;;;;;OAMG;IACH,MAAM,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,IAAI,KAAK,MAAM,GAAG,cAAc,CAAC,IAAI,CAAC,CAE7D;IAED;;;;;;;;;OASG;IACH,MAAM,CAAC,QAAQ,CAAC,IAAI,SAAS,MAAM,EAAE,IAAI,SAAS,cAAc,EAC/D,IAAI,EAAE;QACL,KAAK,EAAE,SAAS,IAAI,EAAE,CAAC;QACvB,4DAA4D;QAC5D,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAC;QAC9B,KAAK,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC;QACzB,MAAM,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,KAAK,OAAO,CAAC;KAC7C,EACD,IAAI,EAAE,cAAc,CAAC,IAAI,CAAC,GACxB,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,CAQ5B;CACD;AAED,MAAM,WAAW,cAAc,CAAC,IAAI,SAAS,MAAM;IAClD,IAAI,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,EAAE,CAAC;CACvB"}
@@ -4,6 +4,24 @@
4
4
  * Whatever an item's `modifiers` are, equipping it applies them to the given `StatBlock` and
5
5
  * unequipping removes exactly those - tagged by the item itself as their `source`, so two
6
6
  * rings of the same kind never remove each other's bonus by mistake.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { EquipmentSlots, StatBlock } from '@datamoc/mw_games/actors';
11
+ *
12
+ * const stats = new StatBlock({ base: { attack: 3 } });
13
+ * const equipment = new EquipmentSlots<'weapon' | 'armor', { modifiers?: import('@datamoc/mw_games/actors').Modifier[] }>(
14
+ * ['weapon', 'armor'],
15
+ * stats
16
+ * );
17
+ *
18
+ * const sword = { modifiers: [{ stat: 'attack', op: 'add' as const, value: 5 }] };
19
+ * equipment.equip('weapon', sword);
20
+ * console.log(stats.get('attack')); // 8
21
+ *
22
+ * equipment.unequip('weapon');
23
+ * console.log(stats.get('attack')); // 3
24
+ * ```
7
25
  */
8
26
  export class EquipmentSlots {
9
27
  constructor(slots, stats = null, options = {}) {
@@ -29,11 +47,15 @@ export class EquipmentSlots {
29
47
  if (this.isLocked(slot))
30
48
  return undefined;
31
49
  const previous = this.unequip(slot);
50
+ this.wear(slot, item);
51
+ return previous;
52
+ }
53
+ /** puts an item on and applies its modifiers, with no lock check - the shared half of `equip` and `fromJSON` */
54
+ wear(slot, item) {
32
55
  this.worn.set(slot, item);
33
56
  for (const modifier of item.modifiers ?? []) {
34
57
  this.stats?.addModifier({ ...modifier, source: item });
35
58
  }
36
- return previous;
37
59
  }
38
60
  /** @returns the removed item, or undefined for an empty slot - or a locked one, which stays put */
39
61
  unequip(slot) {
@@ -53,5 +75,33 @@ export class EquipmentSlots {
53
75
  if (!this.names.has(slot))
54
76
  throw new Error(`no such equipment slot: "${slot}"`);
55
77
  }
78
+ /**
79
+ * Which slot holds which item, by whatever id `identify` gives each one.
80
+ *
81
+ * An item is a game's own object here (`Item` is a type parameter, and `EquippableItem`
82
+ * requires only `modifiers`), so this framework has no idea what identifies one. The
83
+ * caller says, usually with the same id its item table is keyed by.
84
+ */
85
+ toJSON(identify) {
86
+ return { worn: [...this.worn].map(([slot, item]) => [slot, identify(item)]) };
87
+ }
88
+ /**
89
+ * Rebuilds the slots and re-equips everything, so each item's modifiers land back on the
90
+ * `StatBlock` exactly as they were.
91
+ *
92
+ * That reapplication is the point: `StatBlock.toJSON` deliberately saves no modifiers,
93
+ * precisely because whatever applied them puts them back on load. A locked item is
94
+ * restored rather than refused - a cursed ring the character was already wearing is still
95
+ * on their finger after a reload, and `equip`'s refusal is about *putting one on*, which
96
+ * is not what this is doing.
97
+ */
98
+ static fromJSON(defs, data) {
99
+ const equipment = new EquipmentSlots(defs.slots, defs.stats ?? null, { locked: defs.locked });
100
+ for (const [slot, id] of data.worn) {
101
+ equipment.assertSlot(slot);
102
+ equipment.wear(slot, defs.resolve(id));
103
+ }
104
+ return equipment;
105
+ }
56
106
  }
57
107
  //# sourceMappingURL=Equipment.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Equipment.js","sourceRoot":"","sources":["../../src/actors/Equipment.ts"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,OAAO,cAAc;IAM1B,YAAY,KAAsB,EAAE,KAAK,GAAqB,IAAI,EAAE,OAAO,GAAiC,EAAE;QAJtG,SAAI,GAAG,IAAI,GAAG,EAAc,CAAC;QAKpC,IAAI,CAAC,KAAK,GAAG,IAAI,GAAG,CAAC,KAAK,CAAC,CAAC;QAC5B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,GAAG,EAAE,CAAC,KAAK,CAAC,CAAC;IACrD,CAAC;IAED,GAAG,CAAC,IAAU;QACb,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC;IAED,4JAA4J;IAC5J,QAAQ,CAAC,IAAU;QAClB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACjC,OAAO,IAAI,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACH,KAAK,CAAC,IAAU,EAAE,IAAU;QAC3B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;YAAE,OAAO,SAAS,CAAC;QAC1C,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAEpC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QACtB,OAAO,QAAQ,CAAC;IACjB,CAAC;IAED,gHAAgH;IACxG,IAAI,CAAC,IAAU,EAAE,IAAU;QAClC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC1B,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,IAAI,EAAE,EAAE,CAAC;YAC7C,IAAI,CAAC,KAAK,EAAE,WAAW,CAAC,EAAE,GAAG,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC,CAAC;QACxD,CAAC;IACF,CAAC;IAED,mGAAmG;IACnG,OAAO,CAAC,IAAU;QACjB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACjC,IAAI,CAAC,IAAI;YAAE,OAAO,SAAS,CAAC;QAC5B,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,EAAE,IAAI,CAAC;YAAE,OAAO,SAAS,CAAC;QAEpD,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,KAAK,EAAE,mBAAmB,CAAC,IAAI,CAAC,CAAC;QACtC,OAAO,IAAI,CAAC;IACb,CAAC;IAED,IAAI,KAAK;QACR,OAAO,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;IACxB,CAAC;IAEO,UAAU,CAAC,IAAU;QAC5B,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,4BAA4B,IAAI,GAAG,CAAC,CAAC;IACjF,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,QAAgC;QACtC,OAAO,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;IAC/E,CAAC;IAED;;;;;;;;;OASG;IACH,MAAM,CAAC,QAAQ,CACd,IAMC,EACD,IAA0B;QAE1B,MAAM,SAAS,GAAG,IAAI,cAAc,CAAa,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,IAAI,IAAI,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;QAE1G,KAAK,MAAM,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACpC,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAC3B,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC;QACxC,CAAC;QACD,OAAO,SAAS,CAAC;IAClB,CAAC;CACD"}
@@ -5,13 +5,33 @@
5
5
  * stacking means in practice - forty arrows are one inventory slot, not forty. Weight and
6
6
  * capacity are optional: a game that does not track carry weight simply never sets a
7
7
  * capacity, and every check trivially passes.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { Inventory } from '@datamoc/mw_games/actors';
12
+ *
13
+ * const bag = new Inventory({ capacity: 50 });
14
+ * bag.add({ id: 'potion', quantity: 3, stackable: true, weight: 0.5 });
15
+ * bag.add({ id: 'potion', quantity: 2, stackable: true, weight: 0.5 }); // merges into one stack of 5
16
+ *
17
+ * const potion = bag.find('potion');
18
+ * console.log(potion?.quantity, bag.totalWeight);
19
+ * ```
8
20
  */
9
21
  export interface InventoryItem {
10
- /** identifies the kind of item; two stackable entries with the same id merge */
22
+ /** identifies the kind of item; two stackable entries with the same id (and `instanceId`) merge */
11
23
  id: string;
12
24
  quantity: number;
13
25
  stackable?: boolean;
14
26
  weight?: number;
27
+ /**
28
+ * Distinguishes otherwise-identical instances of the same item id - two `"sword"`s, one
29
+ * enchanted and one not, or two enchanted differently - so they never silently merge into
30
+ * one stack the way plain quantity stacking assumes every unit of an id is interchangeable.
31
+ * Omitted (the default, and the only behaviour before this existed), every stackable item
32
+ * of an id still merges into a single stack.
33
+ */
34
+ instanceId?: string;
15
35
  /** an unidentified potion, a cursed ring the player does not yet know is cursed */
16
36
  identified?: boolean;
17
37
  cursed?: boolean;
@@ -37,7 +57,8 @@ export declare class Inventory {
37
57
  get items(): readonly InventoryItem[];
38
58
  get totalWeight(): number;
39
59
  private weightOf;
40
- find(id: string): InventoryItem | undefined;
60
+ /** Finds the first item of a kind, or the matching instance when `instanceId` is supplied. */
61
+ find(id: string, instanceId?: string): InventoryItem | undefined;
41
62
  /**
42
63
  * Adds an item, merging into an existing stack when both are stackable.
43
64
  *
@@ -45,6 +66,52 @@ export declare class Inventory {
45
66
  */
46
67
  add(item: InventoryItem): boolean;
47
68
  /** removes up to `quantity` (default: the whole stack); the slot disappears once empty */
48
- remove(id: string, quantity?: number): void;
69
+ remove(id: string, quantity?: number, instanceId?: string): void;
70
+ /**
71
+ * Takes up to `quantity` from one stack and returns an item snapshot suitable for adding to
72
+ * another inventory. All instance state travels with it; only the quantity is split.
73
+ */
74
+ take(id: string, quantity?: number, instanceId?: string): InventoryItem | undefined;
75
+ /**
76
+ * What a save has to remember about one slot: its id, how many, and every field that can
77
+ * diverge between two items sharing that id.
78
+ *
79
+ * The split is the whole design question here. `stackable` and `weight` describe the *kind*
80
+ * of item and live in a game's own item table, so they are supplied fresh on load like
81
+ * every other definition in this framework, and a game that rebalances an item's weight
82
+ * sees the new value on an old save rather than the stale one baked into it. Everything
83
+ * else - an enchantment level, wear, a rolled affix, whether it has been identified, the
84
+ * `instanceId` keeping two otherwise-identical swords apart - belongs to the individual
85
+ * item and is exactly what would be lost if a save recorded only "3 x potion".
86
+ */
87
+ toJSON(): SavedInventory;
88
+ /**
89
+ * Rebuilds an inventory, taking each item's kind-level fields from `defs`.
90
+ *
91
+ * Throws on an id `defs` does not know, rather than restoring a weightless unstackable
92
+ * ghost of it: a save naming an item the game no longer has is a real problem, and finding
93
+ * out at load is far cheaper than finding out when a carry-weight check silently disagrees.
94
+ */
95
+ static fromJSON(defs: ReadonlyMap<string, ItemDefinition>, data: SavedInventory): Inventory;
96
+ }
97
+ /** the kind-level fields a game's own item table supplies, rather than the save file */
98
+ export type ItemDefinition = Pick<InventoryItem, 'stackable' | 'weight'>;
99
+ /** one slot as saved: instance state only, no kind-level fields */
100
+ export interface SavedInventoryItem {
101
+ id: string;
102
+ quantity: number;
103
+ instanceId?: string;
104
+ identified?: boolean;
105
+ cursed?: boolean;
106
+ blessed?: boolean;
107
+ level?: number;
108
+ affix?: string;
109
+ durability?: number;
110
+ maxDurability?: number;
111
+ contents?: SavedInventory;
112
+ }
113
+ export interface SavedInventory {
114
+ capacity?: number;
115
+ slots: SavedInventoryItem[];
49
116
  }
50
117
  //# sourceMappingURL=Inventory.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Inventory.d.ts","sourceRoot":"","sources":["../../src/actors/Inventory.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,MAAM,WAAW,aAAa;IAC7B,mGAAmG;IACnG,EAAE,EAAE,MAAM,CAAC;IACX,QAAQ,EAAE,MAAM,CAAC;IACjB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB;;;;;;OAMG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IAEpB,mFAAmF;IACnF,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,OAAO,CAAC,EAAE,OAAO,CAAC;IAElB,qFAAqF;IACrF,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,sFAAsF;IACtF,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,yEAAyE;IACzE,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,aAAa,CAAC,EAAE,MAAM,CAAC;IAEvB,oFAAoF;IACpF,QAAQ,CAAC,EAAE,SAAS,CAAC;CACrB;AAED,MAAM,WAAW,gBAAgB;IAChC,8DAA8D;IAC9D,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,qBAAa,SAAS;IACrB,OAAO,CAAC,KAAK,CAAuB;IACpC,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAE3B,YAAY,OAAO,GAAE,gBAAqB,EAEzC;IAED,IAAI,KAAK,IAAI,SAAS,aAAa,EAAE,CAEpC;IAED,IAAI,WAAW,IAAI,MAAM,CAExB;IAED,OAAO,CAAC,QAAQ;IAIhB,8FAA8F;IAC9F,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,aAAa,GAAG,SAAS,CAE/D;IAED;;;;OAIG;IACH,GAAG,CAAC,IAAI,EAAE,aAAa,GAAG,OAAO,CAiBhC;IAED,0FAA0F;IAC1F,MAAM,CAAC,EAAE,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,IAAI,CAQ/D;IAED;;;OAGG;IACH,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,QAAQ,SAAI,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,aAAa,GAAG,SAAS,CAY7E;IAED;;;;;;;;;;;OAWG;IACH,MAAM,IAAI,cAAc,CAiBvB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,EAAE,cAAc,CAAC,EAAE,IAAI,EAAE,cAAc,GAAG,SAAS,CAiB1F;CACD;AAED,wFAAwF;AACxF,MAAM,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,EAAE,WAAW,GAAG,QAAQ,CAAC,CAAC;AAEzE,mEAAmE;AACnE,MAAM,WAAW,kBAAkB;IAClC,EAAE,EAAE,MAAM,CAAC;IACX,QAAQ,EAAE,MAAM,CAAC;IACjB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,EAAE,cAAc,CAAC;CAC1B;AAED,MAAM,WAAW,cAAc;IAC9B,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,kBAAkB,EAAE,CAAC;CAC5B"}
@@ -5,6 +5,18 @@
5
5
  * stacking means in practice - forty arrows are one inventory slot, not forty. Weight and
6
6
  * capacity are optional: a game that does not track carry weight simply never sets a
7
7
  * capacity, and every check trivially passes.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { Inventory } from '@datamoc/mw_games/actors';
12
+ *
13
+ * const bag = new Inventory({ capacity: 50 });
14
+ * bag.add({ id: 'potion', quantity: 3, stackable: true, weight: 0.5 });
15
+ * bag.add({ id: 'potion', quantity: 2, stackable: true, weight: 0.5 }); // merges into one stack of 5
16
+ *
17
+ * const potion = bag.find('potion');
18
+ * console.log(potion?.quantity, bag.totalWeight);
19
+ * ```
8
20
  */
9
21
  export class Inventory {
10
22
  constructor(options = {}) {
@@ -20,8 +32,9 @@ export class Inventory {
20
32
  weightOf(item) {
21
33
  return (item.weight ?? 0) * item.quantity + (item.contents?.totalWeight ?? 0);
22
34
  }
23
- find(id) {
24
- return this.slots.find((item) => item.id === id);
35
+ /** Finds the first item of a kind, or the matching instance when `instanceId` is supplied. */
36
+ find(id, instanceId) {
37
+ return this.slots.find((item) => item.id === id && (instanceId === undefined || item.instanceId === instanceId));
25
38
  }
26
39
  /**
27
40
  * Adds an item, merging into an existing stack when both are stackable.
@@ -29,11 +42,15 @@ export class Inventory {
29
42
  * @returns false when a capacity is set and this would exceed it - nothing is added
30
43
  */
31
44
  add(item) {
45
+ if (!Number.isFinite(item.quantity) || item.quantity <= 0)
46
+ return false;
47
+ if (item.weight !== undefined && (!Number.isFinite(item.weight) || item.weight < 0))
48
+ return false;
32
49
  if (this.capacity !== undefined && this.totalWeight + this.weightOf(item) > this.capacity) {
33
50
  return false;
34
51
  }
35
52
  if (item.stackable) {
36
- const existing = this.slots.find((s) => s.id === item.id && s.stackable);
53
+ const existing = this.slots.find((s) => s.id === item.id && s.stackable && s.instanceId === item.instanceId);
37
54
  if (existing) {
38
55
  existing.quantity += item.quantity;
39
56
  return true;
@@ -43,8 +60,10 @@ export class Inventory {
43
60
  return true;
44
61
  }
45
62
  /** removes up to `quantity` (default: the whole stack); the slot disappears once empty */
46
- remove(id, quantity) {
47
- const index = this.slots.findIndex((item) => item.id === id);
63
+ remove(id, quantity, instanceId) {
64
+ if (quantity !== undefined && (!Number.isFinite(quantity) || quantity <= 0))
65
+ return;
66
+ const index = this.slots.findIndex((item) => item.id === id && (instanceId === undefined || item.instanceId === instanceId));
48
67
  if (index === -1)
49
68
  return;
50
69
  const item = this.slots[index];
@@ -52,5 +71,90 @@ export class Inventory {
52
71
  if (item.quantity <= 0)
53
72
  this.slots.splice(index, 1);
54
73
  }
74
+ /**
75
+ * Takes up to `quantity` from one stack and returns an item snapshot suitable for adding to
76
+ * another inventory. All instance state travels with it; only the quantity is split.
77
+ */
78
+ take(id, quantity = 1, instanceId) {
79
+ if (!Number.isFinite(quantity) || quantity <= 0)
80
+ return undefined;
81
+ const index = this.slots.findIndex((item) => item.id === id && (instanceId === undefined || item.instanceId === instanceId));
82
+ if (index === -1)
83
+ return undefined;
84
+ const item = this.slots[index];
85
+ const taken = Math.min(Math.floor(quantity), item.quantity);
86
+ if (taken <= 0)
87
+ return undefined;
88
+ const snapshot = { ...item, quantity: taken };
89
+ item.quantity -= taken;
90
+ if (item.quantity <= 0)
91
+ this.slots.splice(index, 1);
92
+ return snapshot;
93
+ }
94
+ /**
95
+ * What a save has to remember about one slot: its id, how many, and every field that can
96
+ * diverge between two items sharing that id.
97
+ *
98
+ * The split is the whole design question here. `stackable` and `weight` describe the *kind*
99
+ * of item and live in a game's own item table, so they are supplied fresh on load like
100
+ * every other definition in this framework, and a game that rebalances an item's weight
101
+ * sees the new value on an old save rather than the stale one baked into it. Everything
102
+ * else - an enchantment level, wear, a rolled affix, whether it has been identified, the
103
+ * `instanceId` keeping two otherwise-identical swords apart - belongs to the individual
104
+ * item and is exactly what would be lost if a save recorded only "3 x potion".
105
+ */
106
+ toJSON() {
107
+ return {
108
+ capacity: this.capacity,
109
+ slots: this.slots.map((item) => ({
110
+ id: item.id,
111
+ quantity: item.quantity,
112
+ instanceId: item.instanceId,
113
+ identified: item.identified,
114
+ cursed: item.cursed,
115
+ blessed: item.blessed,
116
+ level: item.level,
117
+ affix: item.affix,
118
+ durability: item.durability,
119
+ maxDurability: item.maxDurability,
120
+ contents: item.contents?.toJSON(),
121
+ })),
122
+ };
123
+ }
124
+ /**
125
+ * Rebuilds an inventory, taking each item's kind-level fields from `defs`.
126
+ *
127
+ * Throws on an id `defs` does not know, rather than restoring a weightless unstackable
128
+ * ghost of it: a save naming an item the game no longer has is a real problem, and finding
129
+ * out at load is far cheaper than finding out when a carry-weight check silently disagrees.
130
+ */
131
+ static fromJSON(defs, data) {
132
+ const inventory = new Inventory({ capacity: data.capacity });
133
+ inventory.slots = data.slots.map((saved) => {
134
+ const definition = defs.get(saved.id);
135
+ if (!definition)
136
+ throw new Error(`Inventory.fromJSON: no definition for item "${saved.id}"`);
137
+ const { contents, ...instance } = saved;
138
+ //the definition first, then the saved instance state over it, with absent optional
139
+ //fields dropped rather than written as undefined - spreading those would overwrite
140
+ //the definition's own weight or stackable flag with nothing
141
+ const item = { ...definition, ...stripUndefined(instance), id: saved.id, quantity: saved.quantity };
142
+ if (contents)
143
+ item.contents = Inventory.fromJSON(defs, contents);
144
+ return item;
145
+ });
146
+ return inventory;
147
+ }
148
+ }
149
+ /**
150
+ * Drops keys whose value is `undefined`.
151
+ *
152
+ * `toJSON` writes every optional field, so a slot that never had a `level` round-trips as
153
+ * `level: undefined`. Spreading that over a definition would overwrite the definition's own
154
+ * value with `undefined` rather than leaving it alone, which is how a restored item would
155
+ * quietly lose its weight.
156
+ */
157
+ function stripUndefined(value) {
158
+ return Object.fromEntries(Object.entries(value).filter(([, v]) => v !== undefined));
55
159
  }
56
160
  //# sourceMappingURL=Inventory.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Inventory.js","sourceRoot":"","sources":["../../src/actors/Inventory.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AA0CH,MAAM,OAAO,SAAS;IAIrB,YAAY,OAAO,GAAqB,EAAE;QAHlC,UAAK,GAAoB,EAAE,CAAC;QAInC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;IAClC,CAAC;IAED,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,KAAK,CAAC;IACnB,CAAC;IAED,IAAI,WAAW;QACd,OAAO,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,EAAE,CAAC,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;IACvE,CAAC;IAEO,QAAQ,CAAC,IAAmB;QACnC,OAAO,CAAC,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,IAAI,CAAC,QAAQ,EAAE,WAAW,IAAI,CAAC,CAAC,CAAC;IAC/E,CAAC;IAED,8FAA8F;IAC9F,IAAI,CAAC,EAAU,EAAE,UAAmB;QACnC,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,UAAU,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;;OAIG;IACH,GAAG,CAAC,IAAmB;QACtB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QACxE,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,IAAI,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;YAAE,OAAO,KAAK,CAAC;QAClG,IAAI,IAAI,CAAC,QAAQ,KAAK,SAAS,IAAI,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC3F,OAAO,KAAK,CAAC;QACd,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,IAAI,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,UAAU,KAAK,IAAI,CAAC,UAAU,CAAC,CAAC;YAC7G,IAAI,QAAQ,EAAE,CAAC;gBACd,QAAQ,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC;gBACnC,OAAO,IAAI,CAAC;YACb,CAAC;QACF,CAAC;QAED,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,GAAG,IAAI,EAAE,CAAC,CAAC;QAC7B,OAAO,IAAI,CAAC;IACb,CAAC;IAED,0FAA0F;IAC1F,MAAM,CAAC,EAAU,EAAE,QAAiB,EAAE,UAAmB;QACxD,IAAI,QAAQ,KAAK,SAAS,IAAI,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,QAAQ,IAAI,CAAC,CAAC;YAAE,OAAO;QACpF,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,UAAU,CAAC,CAAC,CAAC;QAC7H,IAAI,KAAK,KAAK,CAAC,CAAC;YAAE,OAAO;QAEzB,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAC/B,IAAI,CAAC,QAAQ,IAAI,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC;QAC3C,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IACrD,CAAC;IAED;;;OAGG;IACH,IAAI,CAAC,EAAU,EAAE,QAAQ,GAAG,CAAC,EAAE,UAAmB;QACjD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,QAAQ,IAAI,CAAC;YAAE,OAAO,SAAS,CAAC;QAClE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,UAAU,CAAC,CAAC,CAAC;QAC7H,IAAI,KAAK,KAAK,CAAC,CAAC;YAAE,OAAO,SAAS,CAAC;QAEnC,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC5D,IAAI,KAAK,IAAI,CAAC;YAAE,OAAO,SAAS,CAAC;QACjC,MAAM,QAAQ,GAAG,EAAE,GAAG,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;QAC9C,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC;QACvB,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QACpD,OAAO,QAAQ,CAAC;IACjB,CAAC;IAED;;;;;;;;;;;OAWG;IACH,MAAM;QACL,OAAO;YACN,QAAQ,EAAE,IAAI,CAAC,QAAQ;YACvB,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;gBAChC,EAAE,EAAE,IAAI,CAAC,EAAE;gBACX,QAAQ,EAAE,IAAI,CAAC,QAAQ;gBACvB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,MAAM,EAAE,IAAI,CAAC,MAAM;gBACnB,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,KAAK,EAAE,IAAI,CAAC,KAAK;gBACjB,KAAK,EAAE,IAAI,CAAC,KAAK;gBACjB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,aAAa,EAAE,IAAI,CAAC,aAAa;gBACjC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,MAAM,EAAE;aACjC,CAAC,CAAC;SACH,CAAC;IACH,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,QAAQ,CAAC,IAAyC,EAAE,IAAoB;QAC9E,MAAM,SAAS,GAAG,IAAI,SAAS,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE7D,SAAS,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE;YAC1C,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC;YACtC,IAAI,CAAC,UAAU;gBAAE,MAAM,IAAI,KAAK,CAAC,+CAA+C,KAAK,CAAC,EAAE,GAAG,CAAC,CAAC;YAE7F,MAAM,EAAE,QAAQ,EAAE,GAAG,QAAQ,EAAE,GAAG,KAAK,CAAC;YACxC,mFAAmF;YACnF,mFAAmF;YACnF,4DAA4D;YAC5D,MAAM,IAAI,GAAkB,EAAE,GAAG,UAAU,EAAE,GAAG,cAAc,CAAC,QAAQ,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,EAAE,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC;YACnH,IAAI,QAAQ;gBAAE,IAAI,CAAC,QAAQ,GAAG,SAAS,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YACjE,OAAO,IAAI,CAAC;QACb,CAAC,CAAC,CAAC;QAEH,OAAO,SAAS,CAAC;IAClB,CAAC;CACD;AAyBD;;;;;;;GAOG;AACH,SAAS,cAAc,CAAmB,KAAQ;IACjD,OAAO,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,KAAK,SAAS,CAAC,CAAe,CAAC;AACnG,CAAC"}
@@ -4,11 +4,33 @@ import type { InventoryItem } from './Inventory.ts';
4
4
  * an enchantment/upgrade level, and durability that wears down with use. Small, focused
5
5
  * functions over a plain `InventoryItem` - the same size of primitive `skillCheck` already is -
6
6
  * rather than a class, since none of the three need to remember anything beyond the item.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { identify, enchant, damageItem, repairItem } from '@datamoc/mw_games/actors';
11
+ *
12
+ * const sword = { id: 'sword', quantity: 1, durability: 30, maxDurability: 50 };
13
+ *
14
+ * identify(sword);
15
+ * enchant(sword, 1); // now +1
16
+ *
17
+ * const broke = damageItem(sword, 40); // durability floors at 0
18
+ * repairItem(sword, 10);
19
+ * ```
7
20
  */
8
21
  /** reveals an item's real nature - a potion's true effect, a ring's curse - once identified */
9
22
  export declare function identify(item: InventoryItem): void;
10
- /** raises (or, given a negative delta, lowers) an item's enchantment/upgrade level */
11
- export declare function enchant(item: InventoryItem, delta: number): number;
23
+ /** whether an upgrade leaves an item's affix as it is, or strips it */
24
+ export type AffixUpgradePolicy = 'keep' | 'remove';
25
+ /**
26
+ * Raises (or, given a negative delta, lowers) an item's enchantment/upgrade level.
27
+ *
28
+ * @param affixPolicy `'keep'` (the default, and the only behaviour before this option
29
+ * existed) leaves whatever affix the item carries untouched; `'remove'` strips it - some
30
+ * upgrade paths only preserve an enchantment past a certain rarity tier, a game's own rule
31
+ * this only ever applies when asked to
32
+ */
33
+ export declare function enchant(item: InventoryItem, delta: number, affixPolicy?: AffixUpgradePolicy): number;
12
34
  /**
13
35
  * Wears an item down by `amount`. An item with no `maxDurability` set cannot wear out at all
14
36
  * and this is a no-op - durability is opt-in per item, not a hidden default every item pays for.
@@ -1 +1 @@
1
- {"version":3,"file":"ItemState.d.ts","sourceRoot":"","sources":["../../src/actors/ItemState.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAEpD;;;;;GAKG;AAEH,+FAA+F;AAC/F,wBAAgB,QAAQ,CAAC,IAAI,EAAE,aAAa,GAAG,IAAI,CAElD;AAED,sFAAsF;AACtF,wBAAgB,OAAO,CAAC,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAGlE;AAED;;;;;GAKG;AACH,wBAAgB,UAAU,CAAC,IAAI,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAKvE;AAED,wFAAwF;AACxF,wBAAgB,UAAU,CAAC,IAAI,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAGpE"}
1
+ {"version":3,"file":"ItemState.d.ts","sourceRoot":"","sources":["../../src/actors/ItemState.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAGpD;;;;;;;;;;;;;;;;;;GAkBG;AAEH,+FAA+F;AAC/F,wBAAgB,QAAQ,CAAC,IAAI,EAAE,aAAa,GAAG,IAAI,CAElD;AAED,uEAAuE;AACvE,MAAM,MAAM,kBAAkB,GAAG,MAAM,GAAG,QAAQ,CAAC;AAEnD;;;;;;;GAOG;AACH,wBAAgB,OAAO,CAAC,IAAI,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,WAAW,GAAE,kBAA2B,GAAG,MAAM,CAK5G;AAED;;;;;GAKG;AACH,wBAAgB,UAAU,CAAC,IAAI,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAMvE;AAED,wFAAwF;AACxF,wBAAgB,UAAU,CAAC,IAAI,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAIpE"}
@@ -1,16 +1,41 @@
1
+ import { removeAffix } from './Affix.js';
1
2
  /**
2
3
  * The three item-shaped states `Inventory` only had fields for, not behaviour: identification,
3
4
  * an enchantment/upgrade level, and durability that wears down with use. Small, focused
4
5
  * functions over a plain `InventoryItem` - the same size of primitive `skillCheck` already is -
5
6
  * rather than a class, since none of the three need to remember anything beyond the item.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { identify, enchant, damageItem, repairItem } from '@datamoc/mw_games/actors';
11
+ *
12
+ * const sword = { id: 'sword', quantity: 1, durability: 30, maxDurability: 50 };
13
+ *
14
+ * identify(sword);
15
+ * enchant(sword, 1); // now +1
16
+ *
17
+ * const broke = damageItem(sword, 40); // durability floors at 0
18
+ * repairItem(sword, 10);
19
+ * ```
6
20
  */
7
21
  /** reveals an item's real nature - a potion's true effect, a ring's curse - once identified */
8
22
  export function identify(item) {
9
23
  item.identified = true;
10
24
  }
11
- /** raises (or, given a negative delta, lowers) an item's enchantment/upgrade level */
12
- export function enchant(item, delta) {
25
+ /**
26
+ * Raises (or, given a negative delta, lowers) an item's enchantment/upgrade level.
27
+ *
28
+ * @param affixPolicy `'keep'` (the default, and the only behaviour before this option
29
+ * existed) leaves whatever affix the item carries untouched; `'remove'` strips it - some
30
+ * upgrade paths only preserve an enchantment past a certain rarity tier, a game's own rule
31
+ * this only ever applies when asked to
32
+ */
33
+ export function enchant(item, delta, affixPolicy = 'keep') {
34
+ if (!Number.isFinite(delta))
35
+ return item.level ?? 0;
13
36
  item.level = (item.level ?? 0) + delta;
37
+ if (affixPolicy === 'remove')
38
+ removeAffix(item);
14
39
  return item.level;
15
40
  }
16
41
  /**
@@ -22,6 +47,8 @@ export function enchant(item, delta) {
22
47
  export function damageItem(item, amount) {
23
48
  if (item.maxDurability === undefined)
24
49
  return false;
50
+ if (!Number.isFinite(amount) || amount <= 0)
51
+ return (item.durability ?? item.maxDurability) <= 0;
25
52
  item.durability = Math.max(0, (item.durability ?? item.maxDurability) - amount);
26
53
  return item.durability <= 0;
27
54
  }
@@ -29,6 +56,8 @@ export function damageItem(item, amount) {
29
56
  export function repairItem(item, amount) {
30
57
  if (item.maxDurability === undefined)
31
58
  return;
59
+ if (!Number.isFinite(amount) || amount <= 0)
60
+ return;
32
61
  item.durability = Math.min(item.maxDurability, (item.durability ?? item.maxDurability) + amount);
33
62
  }
34
63
  //# sourceMappingURL=ItemState.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ItemState.js","sourceRoot":"","sources":["../../src/actors/ItemState.ts"],"names":[],"mappings":"AAEA;;;;;GAKG;AAEH,+FAA+F;AAC/F,MAAM,UAAU,QAAQ,CAAC,IAAmB;IAC3C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB,CAAC;AAED,sFAAsF;AACtF,MAAM,UAAU,OAAO,CAAC,IAAmB,EAAE,KAAa;IACzD,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;IACvC,OAAO,IAAI,CAAC,KAAK,CAAC;AACnB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,UAAU,CAAC,IAAmB,EAAE,MAAc;IAC7D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS;QAAE,OAAO,KAAK,CAAC;IAEnD,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,CAAC;IAChF,OAAO,IAAI,CAAC,UAAU,IAAI,CAAC,CAAC;AAC7B,CAAC;AAED,wFAAwF;AACxF,MAAM,UAAU,UAAU,CAAC,IAAmB,EAAE,MAAc;IAC7D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS;QAAE,OAAO;IAC7C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,CAAC;AAClG,CAAC"}
1
+ {"version":3,"file":"ItemState.js","sourceRoot":"","sources":["../../src/actors/ItemState.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAEzC;;;;;;;;;;;;;;;;;;GAkBG;AAEH,+FAA+F;AAC/F,MAAM,UAAU,QAAQ,CAAC,IAAmB;IAC3C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB,CAAC;AAKD;;;;;;;GAOG;AACH,MAAM,UAAU,OAAO,CAAC,IAAmB,EAAE,KAAa,EAAE,WAAW,GAAuB,MAAM;IACnG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC;QAAE,OAAO,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;IACpD,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;IACvC,IAAI,WAAW,KAAK,QAAQ;QAAE,WAAW,CAAC,IAAI,CAAC,CAAC;IAChD,OAAO,IAAI,CAAC,KAAK,CAAC;AACnB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,UAAU,CAAC,IAAmB,EAAE,MAAc;IAC7D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS;QAAE,OAAO,KAAK,CAAC;IACnD,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,MAAM,IAAI,CAAC;QAAE,OAAO,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;IAEjG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,CAAC;IAChF,OAAO,IAAI,CAAC,UAAU,IAAI,CAAC,CAAC;AAC7B,CAAC;AAED,wFAAwF;AACxF,MAAM,UAAU,UAAU,CAAC,IAAmB,EAAE,MAAc;IAC7D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS;QAAE,OAAO;IAC7C,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,MAAM,IAAI,CAAC;QAAE,OAAO;IACpD,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,MAAM,CAAC,CAAC;AAClG,CAAC"}
@@ -22,6 +22,19 @@ export interface ItemStatusEffectHandle {
22
22
  * it), and restores exactly that value once `clock` expires the effect or `cancel()` is
23
23
  * called early - the same "never has to remember to remove what it added" guarantee
24
24
  * `applyStatusEffect` already gives a `StatBlock`.
25
+ *
26
+ * @example
27
+ * ```ts
28
+ * import { applyItemStatusEffect } from '@datamoc/mw_games/actors';
29
+ * import { TurnClock } from '@datamoc/mw_games/world';
30
+ *
31
+ * const sword = { id: 'sword', quantity: 1, blessed: false };
32
+ * const clock = new TurnClock();
33
+ *
34
+ * const blessing = applyItemStatusEffect(sword, clock, { fields: { blessed: true }, duration: 3 });
35
+ * clock.advance(3); // blessed reverts to false automatically
36
+ * blessing.cancel(); // or end it early
37
+ * ```
25
38
  */
26
39
  export declare function applyItemStatusEffect<T extends object>(item: T, clock: EffectClock, options: ItemStatusEffectOptions<T>): ItemStatusEffectHandle;
27
40
  //# sourceMappingURL=ItemStatusEffect.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ItemStatusEffect.d.ts","sourceRoot":"","sources":["../../src/actors/ItemStatusEffect.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,MAAM,WAAW,uBAAuB,CAAC,CAAC;IACzC,2FAA2F;IAC3F,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IAEnB,0CAA0C;IAC1C,QAAQ,EAAE,MAAM,CAAC;IAEjB,qFAAqF;IACrF,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC;CAC9B;AAED,sGAAsG;AACtG,MAAM,WAAW,sBAAsB;IACtC,MAAM,IAAI,IAAI,CAAC;CACf;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,qBAAqB,CAAC,CAAC,SAAS,MAAM,EACrD,IAAI,EAAE,CAAC,EACP,KAAK,EAAE,WAAW,EAClB,OAAO,EAAE,uBAAuB,CAAC,CAAC,CAAC,GACjC,sBAAsB,CAuBxB"}
1
+ {"version":3,"file":"ItemStatusEffect.d.ts","sourceRoot":"","sources":["../../src/actors/ItemStatusEffect.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,MAAM,WAAW,uBAAuB,CAAC,CAAC;IACzC,2FAA2F;IAC3F,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;IAEnB,0CAA0C;IAC1C,QAAQ,EAAE,MAAM,CAAC;IAEjB,qFAAqF;IACrF,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC;CAC9B;AAED,sGAAsG;AACtG,MAAM,WAAW,sBAAsB;IACtC,MAAM,IAAI,IAAI,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,qBAAqB,CAAC,CAAC,SAAS,MAAM,EACrD,IAAI,EAAE,CAAC,EACP,KAAK,EAAE,WAAW,EAClB,OAAO,EAAE,uBAAuB,CAAC,CAAC,CAAC,GACjC,sBAAsB,CAuBxB"}
@@ -9,6 +9,19 @@
9
9
  * it), and restores exactly that value once `clock` expires the effect or `cancel()` is
10
10
  * called early - the same "never has to remember to remove what it added" guarantee
11
11
  * `applyStatusEffect` already gives a `StatBlock`.
12
+ *
13
+ * @example
14
+ * ```ts
15
+ * import { applyItemStatusEffect } from '@datamoc/mw_games/actors';
16
+ * import { TurnClock } from '@datamoc/mw_games/world';
17
+ *
18
+ * const sword = { id: 'sword', quantity: 1, blessed: false };
19
+ * const clock = new TurnClock();
20
+ *
21
+ * const blessing = applyItemStatusEffect(sword, clock, { fields: { blessed: true }, duration: 3 });
22
+ * clock.advance(3); // blessed reverts to false automatically
23
+ * blessing.cancel(); // or end it early
24
+ * ```
12
25
  */
13
26
  export function applyItemStatusEffect(item, clock, options) {
14
27
  const previous = new Map();
@@ -1 +1 @@
1
- {"version":3,"file":"ItemStatusEffect.js","sourceRoot":"","sources":["../../src/actors/ItemStatusEffect.ts"],"names":[],"mappings":"AAkBA;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,qBAAqB,CACpC,IAAO,EACP,KAAkB,EAClB,OAAmC;IAEnC,MAAM,QAAQ,GAAG,IAAI,GAAG,EAAuB,CAAC;IAChD,KAAK,MAAM,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAgB,EAAE,CAAC;QAC9D,QAAQ,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAe,CAAC;IAC/C,CAAC;IAED,MAAM,OAAO,GAAG,GAAS,EAAE;QAC1B,KAAK,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,QAAQ;YAAE,IAAI,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;IACxD,CAAC,CAAC;IAEF,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC;QACpB,QAAQ,EAAE,OAAO,CAAC,QAAQ;QAC1B,IAAI,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,IAAI,CAAC;QACpC,QAAQ,EAAE,OAAO;KACjB,CAAC,CAAC;IAEH,OAAO;QACN,MAAM,EAAE,GAAG,EAAE;YACZ,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,EAAE,CAAC;QACX,CAAC;KACD,CAAC;AACH,CAAC"}
1
+ {"version":3,"file":"ItemStatusEffect.js","sourceRoot":"","sources":["../../src/actors/ItemStatusEffect.ts"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,UAAU,qBAAqB,CACpC,IAAO,EACP,KAAkB,EAClB,OAAmC;IAEnC,MAAM,QAAQ,GAAG,IAAI,GAAG,EAAuB,CAAC;IAChD,KAAK,MAAM,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAgB,EAAE,CAAC;QAC9D,QAAQ,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,GAAG,CAAe,CAAC;IAC/C,CAAC;IAED,MAAM,OAAO,GAAG,GAAS,EAAE;QAC1B,KAAK,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,IAAI,QAAQ;YAAE,IAAI,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;IACxD,CAAC,CAAC;IAEF,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,CAAC;QACpB,QAAQ,EAAE,OAAO,CAAC,QAAQ;QAC1B,IAAI,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,IAAI,CAAC;QACpC,QAAQ,EAAE,OAAO;KACjB,CAAC,CAAC;IAEH,OAAO;QACN,MAAM,EAAE,GAAG,EAAE;YACZ,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;YACjB,OAAO,EAAE,CAAC;QACX,CAAC;KACD,CAAC;AACH,CAAC"}
@@ -16,7 +16,21 @@ export interface LootTable {
16
16
  /** probability that this table drops anything at all, 0 to 1; defaults to 1 (always) */
17
17
  chance?: number;
18
18
  }
19
- /** @returns what dropped, or null when the roll misses or the table is empty */
19
+ /**
20
+ * @returns what dropped, or null when the roll misses or the table is empty
21
+ *
22
+ * @example
23
+ * ```ts
24
+ * import { rollLoot, type LootTable } from '@datamoc/mw_games/actors';
25
+ *
26
+ * const ratLoot: LootTable = {
27
+ * chance: 0.5,
28
+ * entries: [{ id: 'gold', weight: 3, quantity: 5 }, { id: 'cheese', weight: 1 }],
29
+ * };
30
+ *
31
+ * const drop = rollLoot(ratLoot); // { id: 'gold', quantity: 5 }, or null, most of the time
32
+ * ```
33
+ */
20
34
  export declare function rollLoot(table: LootTable): {
21
35
  id: string;
22
36
  quantity: number;
@@ -1 +1 @@
1
- {"version":3,"file":"Loot.d.ts","sourceRoot":"","sources":["../../src/actors/Loot.ts"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,MAAM,WAAW,SAAS;IACzB,EAAE,EAAE,MAAM,CAAC;IACX,MAAM,EAAE,MAAM,CAAC;IACf,wDAAwD;IACxD,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,SAAS;IACzB,OAAO,EAAE,SAAS,SAAS,EAAE,CAAC;IAE9B,wFAAwF;IACxF,MAAM,CAAC,EAAE,MAAM,CAAC;CAChB;AAED,gFAAgF;AAChF,wBAAgB,QAAQ,CAAC,KAAK,EAAE,SAAS,GAAG;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CASlF"}
1
+ {"version":3,"file":"Loot.d.ts","sourceRoot":"","sources":["../../src/actors/Loot.ts"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,MAAM,WAAW,SAAS;IACzB,EAAE,EAAE,MAAM,CAAC;IACX,MAAM,EAAE,MAAM,CAAC;IACf,wDAAwD;IACxD,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,SAAS;IACzB,OAAO,EAAE,SAAS,SAAS,EAAE,CAAC;IAE9B,wFAAwF;IACxF,MAAM,CAAC,EAAE,MAAM,CAAC;CAChB;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,QAAQ,CAAC,KAAK,EAAE,SAAS,GAAG;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CASlF"}