@datamoc/mw_games 0.4.0 → 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 (512) hide show
  1. package/README.md +1 -1
  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 +20 -0
  7. package/dist/actors/Affix.d.ts.map +1 -1
  8. package/dist/actors/Affix.js.map +1 -1
  9. package/dist/actors/Appearances.d.ts +12 -0
  10. package/dist/actors/Appearances.d.ts.map +1 -1
  11. package/dist/actors/Appearances.js +12 -0
  12. package/dist/actors/Appearances.js.map +1 -1
  13. package/dist/actors/Aura.d.ts +16 -0
  14. package/dist/actors/Aura.d.ts.map +1 -1
  15. package/dist/actors/Aura.js +16 -0
  16. package/dist/actors/Aura.js.map +1 -1
  17. package/dist/actors/Barrier.d.ts +13 -0
  18. package/dist/actors/Barrier.d.ts.map +1 -1
  19. package/dist/actors/Barrier.js.map +1 -1
  20. package/dist/actors/Charges.d.ts +13 -0
  21. package/dist/actors/Charges.d.ts.map +1 -1
  22. package/dist/actors/Charges.js.map +1 -1
  23. package/dist/actors/Equipment.d.ts +18 -0
  24. package/dist/actors/Equipment.d.ts.map +1 -1
  25. package/dist/actors/Equipment.js +18 -0
  26. package/dist/actors/Equipment.js.map +1 -1
  27. package/dist/actors/Inventory.d.ts +12 -0
  28. package/dist/actors/Inventory.d.ts.map +1 -1
  29. package/dist/actors/Inventory.js +12 -0
  30. package/dist/actors/Inventory.js.map +1 -1
  31. package/dist/actors/ItemState.d.ts +13 -0
  32. package/dist/actors/ItemState.d.ts.map +1 -1
  33. package/dist/actors/ItemState.js +13 -0
  34. package/dist/actors/ItemState.js.map +1 -1
  35. package/dist/actors/ItemStatusEffect.d.ts +13 -0
  36. package/dist/actors/ItemStatusEffect.d.ts.map +1 -1
  37. package/dist/actors/ItemStatusEffect.js +13 -0
  38. package/dist/actors/ItemStatusEffect.js.map +1 -1
  39. package/dist/actors/Loot.d.ts +15 -1
  40. package/dist/actors/Loot.d.ts.map +1 -1
  41. package/dist/actors/Loot.js +15 -1
  42. package/dist/actors/Loot.js.map +1 -1
  43. package/dist/actors/Progression.d.ts +14 -1
  44. package/dist/actors/Progression.d.ts.map +1 -1
  45. package/dist/actors/Progression.js +14 -1
  46. package/dist/actors/Progression.js.map +1 -1
  47. package/dist/actors/Resource.d.ts +14 -0
  48. package/dist/actors/Resource.d.ts.map +1 -1
  49. package/dist/actors/Resource.js.map +1 -1
  50. package/dist/actors/Scaling.d.ts +8 -0
  51. package/dist/actors/Scaling.d.ts.map +1 -1
  52. package/dist/actors/Scaling.js.map +1 -1
  53. package/dist/actors/Shop.d.ts +15 -0
  54. package/dist/actors/Shop.d.ts.map +1 -1
  55. package/dist/actors/Shop.js.map +1 -1
  56. package/dist/actors/SkillPoints.d.ts +13 -0
  57. package/dist/actors/SkillPoints.d.ts.map +1 -1
  58. package/dist/actors/SkillPoints.js +13 -0
  59. package/dist/actors/SkillPoints.js.map +1 -1
  60. package/dist/actors/StatusEffect.d.ts +18 -0
  61. package/dist/actors/StatusEffect.d.ts.map +1 -1
  62. package/dist/actors/StatusEffect.js +18 -0
  63. package/dist/actors/StatusEffect.js.map +1 -1
  64. package/dist/actors/Support.d.ts +11 -0
  65. package/dist/actors/Support.d.ts.map +1 -1
  66. package/dist/actors/Support.js +11 -0
  67. package/dist/actors/Support.js.map +1 -1
  68. package/dist/actors/Traits.d.ts +14 -0
  69. package/dist/actors/Traits.d.ts.map +1 -1
  70. package/dist/actors/Traits.js +14 -0
  71. package/dist/actors/Traits.js.map +1 -1
  72. package/dist/actors/craft.d.ts +16 -0
  73. package/dist/actors/craft.d.ts.map +1 -1
  74. package/dist/actors/craft.js +16 -0
  75. package/dist/actors/craft.js.map +1 -1
  76. package/dist/actors/skillCheck.d.ts +8 -0
  77. package/dist/actors/skillCheck.d.ts.map +1 -1
  78. package/dist/actors/skillCheck.js +8 -0
  79. package/dist/actors/skillCheck.js.map +1 -1
  80. package/dist/assets/ByteProgress.d.ts +10 -0
  81. package/dist/assets/ByteProgress.d.ts.map +1 -1
  82. package/dist/assets/ByteProgress.js +10 -0
  83. package/dist/assets/ByteProgress.js.map +1 -1
  84. package/dist/assets/Streaming.d.ts +10 -0
  85. package/dist/assets/Streaming.d.ts.map +1 -1
  86. package/dist/assets/Streaming.js +10 -0
  87. package/dist/assets/Streaming.js.map +1 -1
  88. package/dist/assets/loader.d.ts +11 -0
  89. package/dist/assets/loader.d.ts.map +1 -1
  90. package/dist/assets/loader.js +11 -0
  91. package/dist/assets/loader.js.map +1 -1
  92. package/dist/assets/paths.d.ts +10 -0
  93. package/dist/assets/paths.d.ts.map +1 -1
  94. package/dist/assets/paths.js +10 -0
  95. package/dist/assets/paths.js.map +1 -1
  96. package/dist/audio/Captions.d.ts +13 -1
  97. package/dist/audio/Captions.d.ts.map +1 -1
  98. package/dist/audio/Captions.js +13 -1
  99. package/dist/audio/Captions.js.map +1 -1
  100. package/dist/audio/Midi.d.ts +19 -1
  101. package/dist/audio/Midi.d.ts.map +1 -1
  102. package/dist/audio/Midi.js +19 -1
  103. package/dist/audio/Midi.js.map +1 -1
  104. package/dist/audio/Music.d.ts +11 -0
  105. package/dist/audio/Music.d.ts.map +1 -1
  106. package/dist/audio/Music.js +11 -0
  107. package/dist/audio/Music.js.map +1 -1
  108. package/dist/audio/Orchestrator.d.ts +14 -0
  109. package/dist/audio/Orchestrator.d.ts.map +1 -1
  110. package/dist/audio/Orchestrator.js +14 -0
  111. package/dist/audio/Orchestrator.js.map +1 -1
  112. package/dist/audio/Playable.d.ts +11 -1
  113. package/dist/audio/Playable.d.ts.map +1 -1
  114. package/dist/audio/Playable.js +11 -1
  115. package/dist/audio/Playable.js.map +1 -1
  116. package/dist/audio/Sound.d.ts +8 -0
  117. package/dist/audio/Sound.d.ts.map +1 -1
  118. package/dist/audio/Sound.js +8 -0
  119. package/dist/audio/Sound.js.map +1 -1
  120. package/dist/audio/Synth.d.ts +15 -0
  121. package/dist/audio/Synth.d.ts.map +1 -1
  122. package/dist/audio/Synth.js +15 -0
  123. package/dist/audio/Synth.js.map +1 -1
  124. package/dist/battle/BattleAI.d.ts +18 -2
  125. package/dist/battle/BattleAI.d.ts.map +1 -1
  126. package/dist/battle/BattleAI.js +18 -2
  127. package/dist/battle/BattleAI.js.map +1 -1
  128. package/dist/battle/Evolution.d.ts +12 -0
  129. package/dist/battle/Evolution.d.ts.map +1 -1
  130. package/dist/battle/Evolution.js +12 -0
  131. package/dist/battle/Evolution.js.map +1 -1
  132. package/dist/battle/Field.d.ts +11 -0
  133. package/dist/battle/Field.d.ts.map +1 -1
  134. package/dist/battle/Field.js.map +1 -1
  135. package/dist/battle/Hooks.d.ts +16 -0
  136. package/dist/battle/Hooks.d.ts.map +1 -1
  137. package/dist/battle/Hooks.js +16 -0
  138. package/dist/battle/Hooks.js.map +1 -1
  139. package/dist/battle/Move.d.ts +13 -0
  140. package/dist/battle/Move.d.ts.map +1 -1
  141. package/dist/battle/Move.js +13 -0
  142. package/dist/battle/Move.js.map +1 -1
  143. package/dist/battle/Party.d.ts +11 -0
  144. package/dist/battle/Party.d.ts.map +1 -1
  145. package/dist/battle/Party.js +11 -0
  146. package/dist/battle/Party.js.map +1 -1
  147. package/dist/battle/Species.d.ts +10 -0
  148. package/dist/battle/Species.d.ts.map +1 -1
  149. package/dist/battle/Species.js +10 -0
  150. package/dist/battle/Species.js.map +1 -1
  151. package/dist/battle/StatStages.d.ts +14 -0
  152. package/dist/battle/StatStages.d.ts.map +1 -1
  153. package/dist/battle/StatStages.js.map +1 -1
  154. package/dist/battle/TypeMatrix.d.ts +11 -0
  155. package/dist/battle/TypeMatrix.d.ts.map +1 -1
  156. package/dist/battle/TypeMatrix.js +11 -0
  157. package/dist/battle/TypeMatrix.js.map +1 -1
  158. package/dist/core/Achievements.d.ts +15 -0
  159. package/dist/core/Achievements.d.ts.map +1 -1
  160. package/dist/core/Achievements.js +15 -0
  161. package/dist/core/Achievements.js.map +1 -1
  162. package/dist/core/Collection.d.ts +12 -0
  163. package/dist/core/Collection.d.ts.map +1 -1
  164. package/dist/core/Collection.js +12 -0
  165. package/dist/core/Collection.js.map +1 -1
  166. package/dist/core/Entity.d.ts +42 -0
  167. package/dist/core/Entity.d.ts.map +1 -0
  168. package/dist/core/Entity.js +47 -0
  169. package/dist/core/Entity.js.map +1 -0
  170. package/dist/core/Feedback.d.ts +11 -1
  171. package/dist/core/Feedback.d.ts.map +1 -1
  172. package/dist/core/Feedback.js +11 -1
  173. package/dist/core/Feedback.js.map +1 -1
  174. package/dist/core/Hex.d.ts +14 -0
  175. package/dist/core/Hex.d.ts.map +1 -1
  176. package/dist/core/Hex.js +14 -0
  177. package/dist/core/Hex.js.map +1 -1
  178. package/dist/core/Hooks.d.ts +14 -0
  179. package/dist/core/Hooks.d.ts.map +1 -1
  180. package/dist/core/Hooks.js.map +1 -1
  181. package/dist/core/Input.d.ts +12 -0
  182. package/dist/core/Input.d.ts.map +1 -1
  183. package/dist/core/Input.js.map +1 -1
  184. package/dist/core/Loading.d.ts +17 -0
  185. package/dist/core/Loading.d.ts.map +1 -1
  186. package/dist/core/Loading.js +17 -0
  187. package/dist/core/Loading.js.map +1 -1
  188. package/dist/core/Log.d.ts +9 -0
  189. package/dist/core/Log.d.ts.map +1 -1
  190. package/dist/core/Log.js +9 -0
  191. package/dist/core/Log.js.map +1 -1
  192. package/dist/core/Multiplayer.d.ts +12 -0
  193. package/dist/core/Multiplayer.d.ts.map +1 -1
  194. package/dist/core/Multiplayer.js +12 -0
  195. package/dist/core/Multiplayer.js.map +1 -1
  196. package/dist/core/News.d.ts +12 -0
  197. package/dist/core/News.d.ts.map +1 -1
  198. package/dist/core/News.js.map +1 -1
  199. package/dist/core/PlayerInput.d.ts +14 -0
  200. package/dist/core/PlayerInput.d.ts.map +1 -1
  201. package/dist/core/PlayerInput.js +14 -0
  202. package/dist/core/PlayerInput.js.map +1 -1
  203. package/dist/core/Presentation.d.ts +56 -0
  204. package/dist/core/Presentation.d.ts.map +1 -0
  205. package/dist/core/Presentation.js +78 -0
  206. package/dist/core/Presentation.js.map +1 -0
  207. package/dist/core/Random.d.ts +24 -0
  208. package/dist/core/Random.d.ts.map +1 -1
  209. package/dist/core/Random.js +24 -0
  210. package/dist/core/Random.js.map +1 -1
  211. package/dist/core/Replay.d.ts +31 -0
  212. package/dist/core/Replay.d.ts.map +1 -1
  213. package/dist/core/Replay.js +31 -0
  214. package/dist/core/Replay.js.map +1 -1
  215. package/dist/core/RunHistory.d.ts +12 -0
  216. package/dist/core/RunHistory.d.ts.map +1 -1
  217. package/dist/core/RunHistory.js.map +1 -1
  218. package/dist/core/Sanitize.d.ts +18 -0
  219. package/dist/core/Sanitize.d.ts.map +1 -1
  220. package/dist/core/Sanitize.js +18 -0
  221. package/dist/core/Sanitize.js.map +1 -1
  222. package/dist/core/Save.d.ts.map +1 -1
  223. package/dist/core/Save.js +13 -0
  224. package/dist/core/Save.js.map +1 -1
  225. package/dist/core/SaveSync.d.ts +14 -0
  226. package/dist/core/SaveSync.d.ts.map +1 -1
  227. package/dist/core/SaveSync.js.map +1 -1
  228. package/dist/core/Scene.d.ts +13 -0
  229. package/dist/core/Scene.d.ts.map +1 -1
  230. package/dist/core/Scene.js +13 -0
  231. package/dist/core/Scene.js.map +1 -1
  232. package/dist/core/SceneStack.d.ts +20 -0
  233. package/dist/core/SceneStack.d.ts.map +1 -1
  234. package/dist/core/SceneStack.js +20 -0
  235. package/dist/core/SceneStack.js.map +1 -1
  236. package/dist/core/Scramble.d.ts +8 -0
  237. package/dist/core/Scramble.d.ts.map +1 -1
  238. package/dist/core/Scramble.js +8 -0
  239. package/dist/core/Scramble.js.map +1 -1
  240. package/dist/core/Session.d.ts +10 -0
  241. package/dist/core/Session.d.ts.map +1 -1
  242. package/dist/core/Session.js.map +1 -1
  243. package/dist/core/Signal.d.ts +11 -0
  244. package/dist/core/Signal.d.ts.map +1 -1
  245. package/dist/core/Signal.js.map +1 -1
  246. package/dist/core/Spawner.d.ts +17 -0
  247. package/dist/core/Spawner.d.ts.map +1 -1
  248. package/dist/core/Spawner.js +17 -0
  249. package/dist/core/Spawner.js.map +1 -1
  250. package/dist/core/Stats.d.ts +14 -0
  251. package/dist/core/Stats.d.ts.map +1 -1
  252. package/dist/core/Stats.js +14 -0
  253. package/dist/core/Stats.js.map +1 -1
  254. package/dist/core/Telemetry.d.ts +11 -0
  255. package/dist/core/Telemetry.d.ts.map +1 -1
  256. package/dist/core/Telemetry.js +11 -0
  257. package/dist/core/Telemetry.js.map +1 -1
  258. package/dist/core/Tween.d.ts +16 -1
  259. package/dist/core/Tween.d.ts.map +1 -1
  260. package/dist/core/Tween.js +16 -1
  261. package/dist/core/Tween.js.map +1 -1
  262. package/dist/core/UndoHistory.d.ts +15 -0
  263. package/dist/core/UndoHistory.d.ts.map +1 -1
  264. package/dist/core/UndoHistory.js.map +1 -1
  265. package/dist/core/index.d.ts +4 -0
  266. package/dist/core/index.d.ts.map +1 -1
  267. package/dist/core/index.js +2 -0
  268. package/dist/core/index.js.map +1 -1
  269. package/dist/i18n/Format.d.ts +25 -0
  270. package/dist/i18n/Format.d.ts.map +1 -0
  271. package/dist/i18n/Format.js +32 -0
  272. package/dist/i18n/Format.js.map +1 -0
  273. package/dist/i18n/SemanticMessage.d.ts +71 -0
  274. package/dist/i18n/SemanticMessage.d.ts.map +1 -0
  275. package/dist/i18n/SemanticMessage.js +40 -0
  276. package/dist/i18n/SemanticMessage.js.map +1 -0
  277. package/dist/i18n/Validate.d.ts +56 -0
  278. package/dist/i18n/Validate.d.ts.map +1 -0
  279. package/dist/i18n/Validate.js +65 -0
  280. package/dist/i18n/Validate.js.map +1 -0
  281. package/dist/i18n/index.d.ts +39 -0
  282. package/dist/i18n/index.d.ts.map +1 -1
  283. package/dist/i18n/index.js +48 -1
  284. package/dist/i18n/index.js.map +1 -1
  285. package/dist/mw_games.global.js +153 -88
  286. package/dist/roguelike/Blob.d.ts +11 -0
  287. package/dist/roguelike/Blob.d.ts.map +1 -1
  288. package/dist/roguelike/Blob.js +11 -0
  289. package/dist/roguelike/Blob.js.map +1 -1
  290. package/dist/roguelike/Boss.d.ts +12 -0
  291. package/dist/roguelike/Boss.d.ts.map +1 -1
  292. package/dist/roguelike/Boss.js +12 -0
  293. package/dist/roguelike/Boss.js.map +1 -1
  294. package/dist/roguelike/Combat.d.ts +13 -0
  295. package/dist/roguelike/Combat.d.ts.map +1 -1
  296. package/dist/roguelike/Combat.js +13 -0
  297. package/dist/roguelike/Combat.js.map +1 -1
  298. package/dist/roguelike/ContentRoll.d.ts +10 -0
  299. package/dist/roguelike/ContentRoll.d.ts.map +1 -1
  300. package/dist/roguelike/ContentRoll.js +10 -0
  301. package/dist/roguelike/ContentRoll.js.map +1 -1
  302. package/dist/roguelike/Doors.d.ts +13 -0
  303. package/dist/roguelike/Doors.d.ts.map +1 -1
  304. package/dist/roguelike/Doors.js +13 -0
  305. package/dist/roguelike/Doors.js.map +1 -1
  306. package/dist/roguelike/DungeonParity.d.ts +15 -0
  307. package/dist/roguelike/DungeonParity.d.ts.map +1 -1
  308. package/dist/roguelike/DungeonParity.js +15 -0
  309. package/dist/roguelike/DungeonParity.js.map +1 -1
  310. package/dist/roguelike/Elevation.d.ts +15 -0
  311. package/dist/roguelike/Elevation.d.ts.map +1 -1
  312. package/dist/roguelike/Elevation.js +15 -0
  313. package/dist/roguelike/Elevation.js.map +1 -1
  314. package/dist/roguelike/Features.d.ts +17 -0
  315. package/dist/roguelike/Features.d.ts.map +1 -1
  316. package/dist/roguelike/Features.js +17 -0
  317. package/dist/roguelike/Features.js.map +1 -1
  318. package/dist/roguelike/FieldOfView.d.ts +13 -0
  319. package/dist/roguelike/FieldOfView.d.ts.map +1 -1
  320. package/dist/roguelike/FieldOfView.js +13 -0
  321. package/dist/roguelike/FieldOfView.js.map +1 -1
  322. package/dist/roguelike/Level.d.ts +26 -1
  323. package/dist/roguelike/Level.d.ts.map +1 -1
  324. package/dist/roguelike/Level.js +26 -1
  325. package/dist/roguelike/Level.js.map +1 -1
  326. package/dist/roguelike/MonsterAI.d.ts +14 -0
  327. package/dist/roguelike/MonsterAI.d.ts.map +1 -1
  328. package/dist/roguelike/MonsterAI.js +14 -0
  329. package/dist/roguelike/MonsterAI.js.map +1 -1
  330. package/dist/roguelike/MultiStageAbility.d.ts +16 -0
  331. package/dist/roguelike/MultiStageAbility.d.ts.map +1 -1
  332. package/dist/roguelike/MultiStageAbility.js +16 -0
  333. package/dist/roguelike/MultiStageAbility.js.map +1 -1
  334. package/dist/roguelike/Pathfinder.d.ts +23 -2
  335. package/dist/roguelike/Pathfinder.d.ts.map +1 -1
  336. package/dist/roguelike/Pathfinder.js +23 -2
  337. package/dist/roguelike/Pathfinder.js.map +1 -1
  338. package/dist/roguelike/RoomBuilders.d.ts +18 -1
  339. package/dist/roguelike/RoomBuilders.d.ts.map +1 -1
  340. package/dist/roguelike/RoomBuilders.js +18 -1
  341. package/dist/roguelike/RoomBuilders.js.map +1 -1
  342. package/dist/roguelike/Scheduler.d.ts +48 -1
  343. package/dist/roguelike/Scheduler.d.ts.map +1 -1
  344. package/dist/roguelike/Scheduler.js +58 -1
  345. package/dist/roguelike/Scheduler.js.map +1 -1
  346. package/dist/roguelike/Secrets.d.ts +13 -0
  347. package/dist/roguelike/Secrets.d.ts.map +1 -1
  348. package/dist/roguelike/Secrets.js +13 -0
  349. package/dist/roguelike/Secrets.js.map +1 -1
  350. package/dist/roguelike/Stealth.d.ts +13 -0
  351. package/dist/roguelike/Stealth.d.ts.map +1 -1
  352. package/dist/roguelike/Stealth.js +13 -0
  353. package/dist/roguelike/Stealth.js.map +1 -1
  354. package/dist/roguelike/Targeting.d.ts +45 -1
  355. package/dist/roguelike/Targeting.d.ts.map +1 -1
  356. package/dist/roguelike/Targeting.js +33 -1
  357. package/dist/roguelike/Targeting.js.map +1 -1
  358. package/dist/roguelike/TriggerTracker.d.ts +10 -0
  359. package/dist/roguelike/TriggerTracker.d.ts.map +1 -1
  360. package/dist/roguelike/TriggerTracker.js +10 -0
  361. package/dist/roguelike/TriggerTracker.js.map +1 -1
  362. package/dist/roguelike/generate.d.ts +41 -1
  363. package/dist/roguelike/generate.d.ts.map +1 -1
  364. package/dist/roguelike/generate.js +41 -1
  365. package/dist/roguelike/generate.js.map +1 -1
  366. package/dist/roguelike/index.d.ts +1 -1
  367. package/dist/roguelike/index.d.ts.map +1 -1
  368. package/dist/rpg/Collision.d.ts +19 -0
  369. package/dist/rpg/Collision.d.ts.map +1 -1
  370. package/dist/rpg/Collision.js +19 -0
  371. package/dist/rpg/Collision.js.map +1 -1
  372. package/dist/rpg/Event.d.ts +17 -0
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@@ -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
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@@ -0,0 +1,91 @@
1
+ import { Generator } from '../core/Random.js';
2
+ import { Scheduler } from '../roguelike/Scheduler.js';
3
+ /**
4
+ * A small facade over one state + one scheduler + one RNG, for the interactive half of a
5
+ * turn-based simulation: the command a player just issued, dispatched through the game's own
6
+ * rule. `advanceToInput`/`runScenario` (`simulation/Turns.ts`/`Scenario.ts`) still cover the
7
+ * automatic-actor loop and fixed-command replay respectively; a game composes both against
8
+ * the same `scheduler` rather than choosing one over the other.
9
+ *
10
+ * @example
11
+ * ```ts
12
+ * import { SimulationRuntime, type SimulationRuntimeRule } from '@datamoc/mw_games/simulation';
13
+ * import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
14
+ * import { Generator } from '@datamoc/mw_games/core';
15
+ *
16
+ * interface Fighter extends Actor { id: string; hp: number }
17
+ * type State = { hero: Fighter; rat: Fighter };
18
+ * type Command = 'attack';
19
+ * type Event = { type: 'damage'; targetId: string; amount: number };
20
+ *
21
+ * const rule: SimulationRuntimeRule<State, Command, Event, Fighter> = (state, _cmd, { random }) => {
22
+ * const amount = random.int(3) + 1;
23
+ * const rat = { ...state.rat, hp: state.rat.hp - amount };
24
+ * const next = { ...state, rat };
25
+ * return { state: next, events: [{ type: 'damage', targetId: rat.id, amount }], status: 'ready', cost: 1 };
26
+ * };
27
+ *
28
+ * const hero: Fighter = { id: 'hero', hp: 10 };
29
+ * const rat: Fighter = { id: 'rat', hp: 5 };
30
+ * const scheduler = new Scheduler<Fighter>();
31
+ * scheduler.add(hero);
32
+ * scheduler.add(rat);
33
+ *
34
+ * const runtime = new SimulationRuntime<State, Command, Event, Fighter>({
35
+ * state: { hero, rat },
36
+ * scheduler,
37
+ * random: new Generator(1),
38
+ * rule,
39
+ * actorId: (fighter) => fighter.id,
40
+ * });
41
+ *
42
+ * const { events } = runtime.dispatch('attack');
43
+ * ```
44
+ */
45
+ export class SimulationRuntime {
46
+ constructor(options) {
47
+ this._state = options.state;
48
+ this.scheduler = options.scheduler;
49
+ this.random = options.random;
50
+ this.rule = options.rule;
51
+ this.actorId = options.actorId;
52
+ }
53
+ get state() {
54
+ return this._state;
55
+ }
56
+ /** Runs one command through the rule, commits the resulting state, and charges its cost
57
+ * to the scheduler's current actor when one is given. */
58
+ dispatch(command) {
59
+ const outcome = this.rule(this._state, command, { random: this.random, scheduler: this.scheduler });
60
+ this._state = outcome.state;
61
+ if (outcome.cost != null)
62
+ this.scheduler.spend(outcome.cost);
63
+ return outcome;
64
+ }
65
+ snapshot(version = 1) {
66
+ return {
67
+ version,
68
+ state: this._state,
69
+ scheduler: this.scheduler.toJSON(this.actorId),
70
+ random: this.random.getState(),
71
+ };
72
+ }
73
+ /**
74
+ * Rebuilds a runtime from a snapshot taken by `snapshot()`. The caller supplies
75
+ * `actorOf` to resolve the scheduler's ids back to live actor objects, the same way
76
+ * `Scheduler.restore` does - the runtime has no identity primitive of its own to lean on.
77
+ */
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
+ random,
86
+ rule: options.rule,
87
+ actorId: options.actorId,
88
+ });
89
+ }
90
+ }
91
+ //# sourceMappingURL=Runtime.js.map
@@ -0,0 +1 @@
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
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 @@
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;;;;;;;;;;;;;;;;;;;;;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;;;;;;GAMG;AACH,MAAM,UAAU,WAAW,CAC1B,QAAiD;IAEjD,IAAI,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;IAC3B,IAAI,MAAM,GAAG,QAAQ,CAAC,MAAM,IAAI,OAAO,CAAC;IACxC,MAAM,MAAM,GAAY,EAAE,CAAC;IAC3B,IAAI,iBAAiB,GAAG,CAAC,CAAC;IAC1B,KAAK,MAAM,OAAO,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC;QACzC,IAAI,MAAM,KAAK,UAAU;YAAE,MAAM;QACjC,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,CAAC;QAC5D,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACnB,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACrB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,MAAM;YAAE,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACpD,iBAAiB,EAAE,CAAC;IACrB,CAAC;IACD,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,iBAAiB,EAAE,CAAC;AACrD,CAAC"}
1
+ {"version":3,"file":"Scenario.js","sourceRoot":"","sources":["../../src/simulation/Scenario.ts"],"names":[],"mappings":"AA0BA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,UAAU,WAAW,CAC1B,QAAiD;IAEjD,IAAI,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;IAC3B,IAAI,MAAM,GAAG,QAAQ,CAAC,MAAM,IAAI,OAAO,CAAC;IACxC,MAAM,MAAM,GAAY,EAAE,CAAC;IAC3B,IAAI,iBAAiB,GAAG,CAAC,CAAC;IAC1B,KAAK,MAAM,OAAO,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC;QACzC,IAAI,MAAM,KAAK,UAAU;YAAE,MAAM;QACjC,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,CAAC;QAC5D,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACnB,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACrB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,MAAM;YAAE,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACpD,iBAAiB,EAAE,CAAC;IACrB,CAAC;IACD,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,iBAAiB,EAAE,CAAC;AACrD,CAAC"}
@@ -24,6 +24,17 @@ export type TurnResult<Actor> = {
24
24
  * even if that action ends the game; return null when the action already handled its cost.
25
25
  * Reaching the budget returns limit without another peek or action. The caller decides
26
26
  * whether to resume, report a stalled simulation, or yield to its host.
27
+ *
28
+ * @example
29
+ * ```ts
30
+ * import { advanceToInput, type TurnRules } from '@datamoc/mw_games/simulation';
31
+ *
32
+ * declare const rules: TurnRules<{ id: string; isPlayer: boolean }>;
33
+ *
34
+ * // runs monster turns automatically, stopping the moment the player needs to act
35
+ * const result = advanceToInput(rules, 1000);
36
+ * if (result.status === 'input') console.log('waiting on', result.actor.id);
37
+ * ```
27
38
  */
28
39
  export declare function advanceToInput<Actor>(rules: TurnRules<Actor>, budget: number): TurnResult<Actor>;
29
40
  //# sourceMappingURL=Turns.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Turns.d.ts","sourceRoot":"","sources":["../../src/simulation/Turns.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,WAAW,cAAc,CAAC,KAAK;IACpC,IAAI,IAAI,KAAK,GAAG,IAAI,CAAC;IACrB,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAAC;CAC1B;AAED,MAAM,WAAW,SAAS,CAAC,KAAK;IAC/B,SAAS,EAAE,cAAc,CAAC,KAAK,CAAC,CAAC;IACjC,QAAQ,IAAI,OAAO,CAAC;IACpB,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC;IAClC,kGAAkG;IAClG,GAAG,CAAC,KAAK,EAAE,KAAK,GAAG,MAAM,GAAG,IAAI,CAAC;CACjC;AAED,MAAM,MAAM,UAAU,CAAC,KAAK,IACzB;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,KAAK,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAChD;IAAE,MAAM,EAAE,UAAU,GAAG,OAAO,GAAG,OAAO,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAAC;AAE7D;;;;;;GAMG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,KAAK,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,CAAC,CAgBhG"}
1
+ {"version":3,"file":"Turns.d.ts","sourceRoot":"","sources":["../../src/simulation/Turns.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,WAAW,cAAc,CAAC,KAAK;IACpC,IAAI,IAAI,KAAK,GAAG,IAAI,CAAC;IACrB,KAAK,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAAC;CAC1B;AAED,MAAM,WAAW,SAAS,CAAC,KAAK;IAC/B,SAAS,EAAE,cAAc,CAAC,KAAK,CAAC,CAAC;IACjC,QAAQ,IAAI,OAAO,CAAC;IACpB,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC;IAClC,kGAAkG;IAClG,GAAG,CAAC,KAAK,EAAE,KAAK,GAAG,MAAM,GAAG,IAAI,CAAC;CACjC;AAED,MAAM,MAAM,UAAU,CAAC,KAAK,IACzB;IAAE,MAAM,EAAE,OAAO,CAAC;IAAC,KAAK,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAChD;IAAE,MAAM,EAAE,UAAU,GAAG,OAAO,GAAG,OAAO,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAAC;AAE7D;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,CAAC,KAAK,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,CAAC,CAgBhG"}
@@ -4,6 +4,17 @@
4
4
  * even if that action ends the game; return null when the action already handled its cost.
5
5
  * Reaching the budget returns limit without another peek or action. The caller decides
6
6
  * whether to resume, report a stalled simulation, or yield to its host.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { advanceToInput, type TurnRules } from '@datamoc/mw_games/simulation';
11
+ *
12
+ * declare const rules: TurnRules<{ id: string; isPlayer: boolean }>;
13
+ *
14
+ * // runs monster turns automatically, stopping the moment the player needs to act
15
+ * const result = advanceToInput(rules, 1000);
16
+ * if (result.status === 'input') console.log('waiting on', result.actor.id);
17
+ * ```
7
18
  */
8
19
  export function advanceToInput(rules, budget) {
9
20
  if (!Number.isSafeInteger(budget) || budget < 0)
@@ -1 +1 @@
1
- {"version":3,"file":"Turns.js","sourceRoot":"","sources":["../../src/simulation/Turns.ts"],"names":[],"mappings":"AAkBA;;;;;;GAMG;AACH,MAAM,UAAU,cAAc,CAAQ,KAAuB,EAAE,MAAc;IAC5E,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,MAAM,GAAG,CAAC;QAAE,MAAM,IAAI,UAAU,CAAC,iDAAiD,CAAC,CAAC;IACzH,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,OAAO,KAAK,GAAG,MAAM,EAAE,CAAC;QACvB,IAAI,KAAK,CAAC,QAAQ,EAAE;YAAE,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC;QAC3D,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;QACrC,IAAI,KAAK,KAAK,IAAI;YAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;QACtD,IAAI,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC;YAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;QACtE,MAAM,IAAI,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAC9B,IAAI,IAAI,KAAK,IAAI,EAAE,CAAC;YACnB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,IAAI,GAAG,CAAC;gBAAE,MAAM,IAAI,UAAU,CAAC,sDAAsD,CAAC,CAAC;YACrH,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,CAAC;QACD,KAAK,EAAE,CAAC;IACT,CAAC;IACD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACnC,CAAC"}
1
+ {"version":3,"file":"Turns.js","sourceRoot":"","sources":["../../src/simulation/Turns.ts"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,cAAc,CAAQ,KAAuB,EAAE,MAAc;IAC5E,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,MAAM,GAAG,CAAC;QAAE,MAAM,IAAI,UAAU,CAAC,iDAAiD,CAAC,CAAC;IACzH,IAAI,KAAK,GAAG,CAAC,CAAC;IACd,OAAO,KAAK,GAAG,MAAM,EAAE,CAAC;QACvB,IAAI,KAAK,CAAC,QAAQ,EAAE;YAAE,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC;QAC3D,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;QACrC,IAAI,KAAK,KAAK,IAAI;YAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;QACtD,IAAI,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC;YAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;QACtE,MAAM,IAAI,GAAG,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAC9B,IAAI,IAAI,KAAK,IAAI,EAAE,CAAC;YACnB,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,IAAI,GAAG,CAAC;gBAAE,MAAM,IAAI,UAAU,CAAC,sDAAsD,CAAC,CAAC;YACrH,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,CAAC;QACD,KAAK,EAAE,CAAC;IACT,CAAC;IACD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACnC,CAAC"}
@@ -2,4 +2,14 @@ export { advanceToInput } from './Turns.ts';
2
2
  export type { ScheduledTurns, TurnRules, TurnResult } from './Turns.ts';
3
3
  export { runScenario } from './Scenario.ts';
4
4
  export type { SimulationStatus, SimulationStep, SimulationRule, Scenario, ScenarioResult } from './Scenario.ts';
5
+ export { SimulationRuntime } from './Runtime.ts';
6
+ export type { SimulationContext, SimulationOutcome, SimulationRuntimeRule, SimulationSnapshot, } from './Runtime.ts';
7
+ /**
8
+ * Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
9
+ * with nothing to do with simulation state or events): `SimulationRuntime` already needs one
10
+ * on every construction, so a game building a simulation-first game need not import a second
11
+ * module just to get the class its own runtime is built around.
12
+ */
13
+ export { Scheduler } from '../roguelike/Scheduler.ts';
14
+ export type { Actor, SchedulerSnapshot } from '../roguelike/Scheduler.ts';
5
15
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,YAAY,EAAE,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,YAAY,EAAE,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAChH,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACjD,YAAY,EACX,iBAAiB,EACjB,iBAAiB,EACjB,qBAAqB,EACrB,kBAAkB,GAClB,MAAM,cAAc,CAAC;AAEtB;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC"}
@@ -1,3 +1,11 @@
1
1
  export { advanceToInput } from './Turns.js';
2
2
  export { runScenario } from './Scenario.js';
3
+ export { SimulationRuntime } from './Runtime.js';
4
+ /**
5
+ * Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
6
+ * with nothing to do with simulation state or events): `SimulationRuntime` already needs one
7
+ * on every construction, so a game building a simulation-first game need not import a second
8
+ * module just to get the class its own runtime is built around.
9
+ */
10
+ export { Scheduler } from '../roguelike/Scheduler.js';
3
11
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AAQjD;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC"}
@@ -31,18 +31,15 @@ export interface GameOptions {
31
31
  */
32
32
  resizeTo?: HTMLElement | Window;
33
33
  /**
34
- * Pixi extension registrations to run before the renderer is built, such as
35
- * `mwg/render`'s `registerColorTransform` for `TintedSprite`.
34
+ * Pixi extension registrations to run before the renderer is built.
36
35
  *
37
- * `mwg/core` does not import `mwg/render` itself - a game that only ever imports
38
- * `mwg/core` should not find the whole render module compiled in regardless. A game
39
- * that does use `TintedSprite` (directly, or through `TileMap`/`DialogueStage`/
40
- * `AnimatedSprite`, which are all built on it) passes its registration function here:
41
- *
42
- * ```ts
43
- * import { registerColorTransform } from 'mw_games/render';
44
- * new Game({ extensions: [registerColorTransform] });
45
- * ```
36
+ * `TintedSprite` (and everything built on it - `AnimatedSprite`, `TileMap`,
37
+ * `DialogueStage`) registers its own colour-transform pipe automatically, at module
38
+ * scope, the moment a game imports it; a game never has to pass anything here for that.
39
+ * This stays as an escape hatch for a game defining its own Pixi extension - a custom
40
+ * render pipe, its own batcher - which still has to be registered before `app.init()`
41
+ * builds the renderer, the same constraint `registerColorTransform` works around by
42
+ * self-registering on import instead of needing a caller to remember it.
46
43
  */
47
44
  extensions?: readonly (() => void)[];
48
45
  }
@@ -1 +1 @@
1
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+ {"version":3,"file":"Game.d.ts","sourceRoot":"","sources":["../../src/two-d/Game.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAiB,MAAM,SAAS,CAAC;AACrD,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAC5C,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAEnD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAkD3C,MAAM,WAAW,WAAW;IAC3B,sEAAsE;IACtE,MAAM,CAAC,EAAE,iBAAiB,CAAC;IAE3B,uDAAuD;IACvD,UAAU,CAAC,EAAE,MAAM,CAAC;IAEpB;;;;;;OAMG;IACH,QAAQ,CAAC,EAAE,MAAM,CAAC;IAElB;;;;;OAKG;IACH,QAAQ,CAAC,EAAE,OAAO,CAAC;IAEnB;;;;;;OAMG;IACH,QAAQ,CAAC,EAAE,WAAW,GAAG,MAAM,CAAC;IAEhC;;;;;;;;;;OAUG;IACH,UAAU,CAAC,EAAE,SAAS,CAAC,MAAM,IAAI,CAAC,EAAE,CAAC;CACrC;AAED;;;;GAIG;AACH,qBAAa,IAAI;IAChB,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAqB;IAE5C,QAAQ,CAAC,GAAG,0CAAqB;IAEjC,mEAAmE;IACnE,OAAO,SAAK;IAEZ,wDAAwD;IACxD,SAAS,SAAK;IAEd,+EAA+E;IAC/E,SAAS,SAAK;IAEd,6EAA6E;IAC7E,QAAQ,CAAC,OAAO,iBAAwB;IAExC,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,YAAY,CAAK;IAEzB,OAAO,CAAC,KAAK,CAA6B;IAC1C,OAAO,CAAC,OAAO,CAAsB;IACrC,OAAO,CAAC,OAAO,CAAwB;IACvC,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,eAAe,CAA6B;IAEpD,YAAY,OAAO,GAAE,WAAgB,EAwBpC;IAED,6EAA6E;IAC7E,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,IAAI,MAAM,IAAI,MAAM,CAEnB;IAED,wEAAwE;IACxE,MAAM,KAAK,OAAO,IAAI,IAAI,CAGzB;IAEK,KAAK,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,CAAC,GAAG,OAAO,CAAC,IAAI,CAAC,CA2DrD;IAED;;;;;OAKG;IACH,WAAW,CAAC,IAAI,EAAE,UAAU,CAAC,OAAO,CAAC,GAAG,IAAI,CAE3C;IAED;;;;;;OAMG;IACH,SAAS,CAAC,IAAI,EAAE,UAAU,CAAC,OAAO,CAAC,GAAG,IAAI,CAEzC;IAED;;;;OAIG;IACH,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,IAAI,CAE/B;IAED,yDAAyD;IACzD,IAAI,YAAY,IAAI,OAAO,GAAG,IAAI,CAEjC;IAED;;;;;;OAMG;IACH,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,SAAI,GAAG,IAAI,CAGzC;IAED;;;;;;;;OAQG;IACH,IAAI,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAGrB;IAED;;;;;;;;;;OAUG;IACH,OAAO,CAAC,MAAM;IAMd,OAAO,CAAC,KAAK;IA8Bb,OAAO,CAAC,SAAS;IAIjB,0EAA0E;IAC1E,OAAO,CAAC,WAAW;IAanB,+EAA+E;IAC/E,OAAO,CAAC,SAAS;IAYjB,kEAAkE;IAClE,OAAO,CAAC,QAAQ;IAMhB,OAAO,IAAI,IAAI,CAOd;CACD"}
@@ -1 +1 @@
1
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@@ -1,5 +1,5 @@
1
- import { Container } from 'pixi.js';
2
1
  import { Scene } from '../core/Scene.ts';
2
+ import type { Container2D } from './render/Types2D.ts';
3
3
  /**
4
4
  * A scene that draws through Pixi: `core.Scene`'s lifecycle plus the container everything
5
5
  * this screen shows hangs off.
@@ -12,7 +12,7 @@ import { Scene } from '../core/Scene.ts';
12
12
  */
13
13
  export declare abstract class Scene2D extends Scene {
14
14
  /** everything this scene draws hangs off here */
15
- readonly stage: Container<import("pixi.js").ContainerChild>;
15
+ readonly stage: Container2D;
16
16
  protected teardown(): void;
17
17
  }
18
18
  export type Scene2DClass = new () => Scene2D;
@@ -1 +1 @@
1
- {"version":3,"file":"Scene2D.d.ts","sourceRoot":"","sources":["../../src/two-d/Scene2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AACpC,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC;;;;;;;;;GASG;AACH,8BAAsB,OAAQ,SAAQ,KAAK;IAC1C,iDAAiD;IACjD,QAAQ,CAAC,KAAK,8CAAmB;IAEjC,UAAmB,QAAQ,IAAI,IAAI,CAElC;CACD;AAED,MAAM,MAAM,YAAY,GAAG,UAAU,OAAO,CAAC"}
1
+ {"version":3,"file":"Scene2D.d.ts","sourceRoot":"","sources":["../../src/two-d/Scene2D.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAEvD;;;;;;;;;GASG;AACH,8BAAsB,OAAQ,SAAQ,KAAK;IAC1C,iDAAiD;IACjD,QAAQ,CAAC,KAAK,EAAE,WAAW,CAAmB;IAE9C,UAAmB,QAAQ,IAAI,IAAI,CAElC;CACD;AAED,MAAM,MAAM,YAAY,GAAG,UAAU,OAAO,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"Scene2D.js","sourceRoot":"","sources":["../../src/two-d/Scene2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AACpC,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAEzC;;;;;;;;;GASG;AACH,MAAM,OAAgB,OAAQ,SAAQ,KAAK;IAA3C;;QACC,iDAAiD;QACxC,UAAK,GAAG,IAAI,SAAS,EAAE,CAAC;IAKlC,CAAC;IAHmB,QAAQ;QAC1B,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC;IACxC,CAAC;CACD"}
1
+ {"version":3,"file":"Scene2D.js","sourceRoot":"","sources":["../../src/two-d/Scene2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AACpC,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAGzC;;;;;;;;;GASG;AACH,MAAM,OAAgB,OAAQ,SAAQ,KAAK;IAA3C;;QACC,iDAAiD;QACxC,UAAK,GAAgB,IAAI,SAAS,EAAE,CAAC;IAK/C,CAAC;IAHmB,QAAQ;QAC1B,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC;IACxC,CAAC;CACD"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Explicit, exceptional backend access.
3
+ *
4
+ * A normal 2D game should never need this: `two-d`'s own facade (`Container2D`, `Texture2D`,
5
+ * `Sprite`/`AnimatedSprite`/`TintedSprite`, `NinePatch`, `SpriteSheet`) covers ordinary needs
6
+ * without naming a `pixi.js` type. This module exists for the rare case where a game needs a
7
+ * Pixi-specific effect the facade does not cover yet - importing from here rather than from
8
+ * `pixi.js` directly keeps that dependency visible and confined to one file, instead of
9
+ * spreading `pixi.js` imports through the game's own source.
10
+ */
11
+ export { Container, Sprite, Texture, Graphics, Rectangle, Text } from 'pixi.js';
12
+ export type { SpriteOptions } from 'pixi.js';
13
+ //# sourceMappingURL=pixi-interop.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pixi-interop.d.ts","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAChF,YAAY,EAAE,aAAa,EAAE,MAAM,SAAS,CAAC"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Explicit, exceptional backend access.
3
+ *
4
+ * A normal 2D game should never need this: `two-d`'s own facade (`Container2D`, `Texture2D`,
5
+ * `Sprite`/`AnimatedSprite`/`TintedSprite`, `NinePatch`, `SpriteSheet`) covers ordinary needs
6
+ * without naming a `pixi.js` type. This module exists for the rare case where a game needs a
7
+ * Pixi-specific effect the facade does not cover yet - importing from here rather than from
8
+ * `pixi.js` directly keeps that dependency visible and confined to one file, instead of
9
+ * spreading `pixi.js` imports through the game's own source.
10
+ */
11
+ export { Container, Sprite, Texture, Graphics, Rectangle, Text } from 'pixi.js';
12
+ //# sourceMappingURL=pixi-interop.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pixi-interop.js","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC"}
@@ -1,5 +1,5 @@
1
- import type { Texture } from 'pixi.js';
2
1
  import { TintedSprite } from './TintedSprite.ts';
2
+ import type { Texture2D } from './Types2D.ts';
3
3
  export interface AnimationOptions {
4
4
  /** frames per second */
5
5
  fps?: number;
@@ -7,10 +7,10 @@ export interface AnimationOptions {
7
7
  loop?: boolean;
8
8
  }
9
9
  export declare class Animation {
10
- readonly frames: readonly Texture[];
10
+ readonly frames: readonly Texture2D[];
11
11
  readonly frameDuration: number;
12
12
  readonly loop: boolean;
13
- constructor(frames: readonly Texture[], { fps, loop }?: AnimationOptions);
13
+ constructor(frames: readonly Texture2D[], { fps, loop }?: AnimationOptions);
14
14
  get duration(): number;
15
15
  }
16
16
  /**
@@ -40,7 +40,7 @@ export declare class AnimatedSprite extends TintedSprite {
40
40
  /** fires once when a non-looping animation reaches its last frame */
41
41
  onFinish: ((name: string) => void) | null;
42
42
  paused: boolean;
43
- add(name: string, frames: readonly Texture[], options?: AnimationOptions): this;
43
+ add(name: string, frames: readonly Texture2D[], options?: AnimationOptions): this;
44
44
  has(name: string): boolean;
45
45
  get playing(): string | null;
46
46
  get isFinished(): boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"AnimatedSprite.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/AnimatedSprite.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AACvC,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAEjD,MAAM,WAAW,gBAAgB;IAChC,wBAAwB;IACxB,GAAG,CAAC,EAAE,MAAM,CAAC;IAEb,mEAAmE;IACnE,IAAI,CAAC,EAAE,OAAO,CAAC;CACf;AAED,qBAAa,SAAS;IACrB,QAAQ,CAAC,MAAM,EAAE,SAAS,OAAO,EAAE,CAAC;IACpC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;IAEvB,YAAY,MAAM,EAAE,SAAS,OAAO,EAAE,EAAE,EAAE,GAAQ,EAAE,IAAW,EAAE,GAAE,gBAAqB,EAKvF;IAED,IAAI,QAAQ,IAAI,MAAM,CAErB;CACD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,cAAe,SAAQ,YAAY;IAC/C,OAAO,CAAC,UAAU,CAAgC;IAElD,OAAO,CAAC,OAAO,CAA0B;IACzC,OAAO,CAAC,WAAW,CAAuB;IAC1C,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,KAAK,CAAK;IAClB,OAAO,CAAC,QAAQ,CAAS;IAEzB,qEAAqE;IACrE,QAAQ,EAAE,CAAC,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC,GAAG,IAAI,CAAQ;IAEjD,MAAM,UAAS;IAEf,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,OAAO,EAAE,EAAE,OAAO,CAAC,EAAE,gBAAgB,GAAG,IAAI,CAG9E;IAED,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEzB;IAED,IAAI,OAAO,IAAI,MAAM,GAAG,IAAI,CAE3B;IAED,IAAI,UAAU,IAAI,OAAO,CAExB;IAED;;;;;OAKG;IACH,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,UAAQ,GAAG,IAAI,CAcxC;IAED,IAAI,IAAI,IAAI,CAGX;IAED,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAuBvB;CACD"}
1
+ {"version":3,"file":"AnimatedSprite.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/AnimatedSprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE9C,MAAM,WAAW,gBAAgB;IAChC,wBAAwB;IACxB,GAAG,CAAC,EAAE,MAAM,CAAC;IAEb,mEAAmE;IACnE,IAAI,CAAC,EAAE,OAAO,CAAC;CACf;AAED,qBAAa,SAAS;IACrB,QAAQ,CAAC,MAAM,EAAE,SAAS,SAAS,EAAE,CAAC;IACtC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;IAEvB,YAAY,MAAM,EAAE,SAAS,SAAS,EAAE,EAAE,EAAE,GAAQ,EAAE,IAAW,EAAE,GAAE,gBAAqB,EAKzF;IAED,IAAI,QAAQ,IAAI,MAAM,CAErB;CACD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,cAAe,SAAQ,YAAY;IAC/C,OAAO,CAAC,UAAU,CAAgC;IAElD,OAAO,CAAC,OAAO,CAA0B;IACzC,OAAO,CAAC,WAAW,CAAuB;IAC1C,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,KAAK,CAAK;IAClB,OAAO,CAAC,QAAQ,CAAS;IAEzB,qEAAqE;IACrE,QAAQ,EAAE,CAAC,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC,GAAG,IAAI,CAAQ;IAEjD,MAAM,UAAS;IAEf,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,SAAS,EAAE,EAAE,OAAO,CAAC,EAAE,gBAAgB,GAAG,IAAI,CAGhF;IAED,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEzB;IAED,IAAI,OAAO,IAAI,MAAM,GAAG,IAAI,CAE3B;IAED,IAAI,UAAU,IAAI,OAAO,CAExB;IAED;;;;;OAKG;IACH,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,UAAQ,GAAG,IAAI,CAcxC;IAED,IAAI,IAAI,IAAI,CAGX;IAED,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAuBvB;CACD"}
@@ -1 +1 @@
1
- {"version":3,"file":"AnimatedSprite.js","sourceRoot":"","sources":["../../../src/two-d/render/AnimatedSprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAUjD,MAAM,OAAO,SAAS;IAKrB,YAAY,MAA0B,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,EAAE,GAAqB,EAAE;QACvF,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,uCAAuC,CAAC,CAAC;QAClF,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,aAAa,GAAG,CAAC,GAAG,GAAG,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IAClB,CAAC;IAED,IAAI,QAAQ;QACX,OAAO,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;IAChD,CAAC;CACD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,OAAO,cAAe,SAAQ,YAAY;IAAhD;;QACS,eAAU,GAAG,IAAI,GAAG,EAAqB,CAAC;QAE1C,YAAO,GAAqB,IAAI,CAAC;QACjC,gBAAW,GAAkB,IAAI,CAAC;QAClC,eAAU,GAAG,CAAC,CAAC;QACf,UAAK,GAAG,CAAC,CAAC;QACV,aAAQ,GAAG,KAAK,CAAC;QAEzB,qEAAqE;QACrE,aAAQ,GAAoC,IAAI,CAAC;QAEjD,WAAM,GAAG,KAAK,CAAC;IAsEhB,CAAC;IApEA,GAAG,CAAC,IAAY,EAAE,MAA0B,EAAE,OAA0B;QACvE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,SAAS,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC;QAC1D,OAAO,IAAI,CAAC;IACb,CAAC;IAED,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED,IAAI,OAAO;QACV,OAAO,IAAI,CAAC,WAAW,CAAC;IACzB,CAAC;IAED,IAAI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACtB,CAAC;IAED;;;;;OAKG;IACH,IAAI,CAAC,IAAY,EAAE,OAAO,GAAG,KAAK;QACjC,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO,IAAI,CAAC;QAEzE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC5C,IAAI,CAAC,SAAS;YAAE,MAAM,IAAI,KAAK,CAAC,uBAAuB,IAAI,kBAAkB,CAAC,CAAC;QAE/E,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;QACzB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;QACf,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAEnC,OAAO,IAAI,CAAC;IACb,CAAC;IAED,IAAI;QACH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IACzB,CAAC;IAED,MAAM,CAAC,EAAU;QAChB,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEvD,IAAI,CAAC,KAAK,IAAI,EAAE,CAAC;QAEjB,iFAAiF;QACjF,iEAAiE;QACjE,OAAO,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC,aAAa,EAAE,CAAC;YAC9C,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC,aAAa,CAAC;YAEtC,IAAI,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,CAAC;iBAAM,IAAI,SAAS,CAAC,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;YACrB,CAAC;iBAAM,CAAC;gBACP,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;gBACrB,IAAI,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,WAAY,CAAC,CAAC;gBACnC,MAAM;YACP,CAAC;QACF,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAClD,CAAC;CACD"}
1
+ {"version":3,"file":"AnimatedSprite.js","sourceRoot":"","sources":["../../../src/two-d/render/AnimatedSprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAWjD,MAAM,OAAO,SAAS;IAKrB,YAAY,MAA4B,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,EAAE,GAAqB,EAAE;QACzF,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,uCAAuC,CAAC,CAAC;QAClF,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,aAAa,GAAG,CAAC,GAAG,GAAG,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IAClB,CAAC;IAED,IAAI,QAAQ;QACX,OAAO,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;IAChD,CAAC;CACD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,OAAO,cAAe,SAAQ,YAAY;IAAhD;;QACS,eAAU,GAAG,IAAI,GAAG,EAAqB,CAAC;QAE1C,YAAO,GAAqB,IAAI,CAAC;QACjC,gBAAW,GAAkB,IAAI,CAAC;QAClC,eAAU,GAAG,CAAC,CAAC;QACf,UAAK,GAAG,CAAC,CAAC;QACV,aAAQ,GAAG,KAAK,CAAC;QAEzB,qEAAqE;QACrE,aAAQ,GAAoC,IAAI,CAAC;QAEjD,WAAM,GAAG,KAAK,CAAC;IAsEhB,CAAC;IApEA,GAAG,CAAC,IAAY,EAAE,MAA4B,EAAE,OAA0B;QACzE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,SAAS,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC;QAC1D,OAAO,IAAI,CAAC;IACb,CAAC;IAED,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAED,IAAI,OAAO;QACV,OAAO,IAAI,CAAC,WAAW,CAAC;IACzB,CAAC;IAED,IAAI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACtB,CAAC;IAED;;;;;OAKG;IACH,IAAI,CAAC,IAAY,EAAE,OAAO,GAAG,KAAK;QACjC,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,WAAW,KAAK,IAAI,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO,IAAI,CAAC;QAEzE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC5C,IAAI,CAAC,SAAS;YAAE,MAAM,IAAI,KAAK,CAAC,uBAAuB,IAAI,kBAAkB,CAAC,CAAC;QAE/E,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;QACzB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;QACf,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAEnC,OAAO,IAAI,CAAC;IACb,CAAC;IAED,IAAI;QACH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;IACzB,CAAC;IAED,MAAM,CAAC,EAAU;QAChB,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEvD,IAAI,CAAC,KAAK,IAAI,EAAE,CAAC;QAEjB,iFAAiF;QACjF,iEAAiE;QACjE,OAAO,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC,aAAa,EAAE,CAAC;YAC9C,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC,aAAa,CAAC;YAEtC,IAAI,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,CAAC;iBAAM,IAAI,SAAS,CAAC,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;YACrB,CAAC;iBAAM,CAAC;gBACP,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;gBACrB,IAAI,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,WAAY,CAAC,CAAC;gBACnC,MAAM;YACP,CAAC;QACF,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAClD,CAAC;CACD"}
@@ -45,9 +45,14 @@ export declare const TINTED_SPRITE_PIPE = "mwg-tinted-sprite";
45
45
  /**
46
46
  * Registers the colour-transform batcher and the `TintedSprite` pipe with Pixi.
47
47
  *
48
- * Called automatically the first time a `TintedSprite` is rendered is not possible, because
49
- * registration has to happen before the renderer is created. A game passes it through
50
- * `GameOptions.extensions`, and it is exported for anyone building their own renderer.
48
+ * `TintedSprite.ts` calls this itself, at module scope, the moment anything imports it
49
+ * (directly, or transitively through `AnimatedSprite`/`TileMap`/`DialogueStage`, all built on
50
+ * it) - registration has to happen before the renderer is created, and an ES module's
51
+ * top-level code always runs before whatever imports it goes on to call `new Game()`/
52
+ * `Game.start()`, so a game never has to know this pipe exists, let alone pass it through
53
+ * `GameOptions.extensions` itself. This stays exported, idempotent (`registered` guards a
54
+ * second call from double-adding it), and public for the rare case of a game building its
55
+ * own renderer setup outside `Game`.
51
56
  */
52
57
  export declare function registerColorTransform(): void;
53
58
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"ColorTransformBatcher.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/ColorTransformBatcher.ts"],"names":[],"mappings":"AAAA,OAAO,EACN,OAAO,EAGP,aAAa,EACb,QAAQ,EACR,MAAM,EAWN,MAAM,SAAS,CAAC;AACjB,OAAO,KAAK,EACX,oBAAoB,EACpB,oBAAoB,EACpB,cAAc,EACd,MAAM,EAKN,MAAM,SAAS,CAAC;AAEjB;;;;;GAKG;AACH,UAAU,aAAa;IACtB,SAAS,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,MAAM,CAAC;IACd,WAAW,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,KAAK,WAAW,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxD,KAAK,WAAW,GAAG,oBAAoB,GAAG,aAAa,CAAC;AA6HxD;;;;;GAKG;AACH,MAAM,WAAW,WAAW;IAC3B,gFAAgF;IAChF,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAmCD,qBAAa,qBAAsB,SAAQ,OAAO;IACjD,gBAAgB;IAChB,MAAM,CAAC,SAAS;iBACf,IAAI;iBACJ,IAAI,EAAE,qBAAqB;MACjB;IAEX,QAAQ,EAAE,QAAQ,CAAgC;IAClD,MAAM,EAAE,MAAM,CAAC;IACN,IAAI,wBAAwC;IAC5C,UAAU,SAAe;IAElC,YAAY,OAAO,EAAE,cAAc,EAGlC;IAED,cAAc,CACb,OAAO,EAAE,WAAW,EACpB,WAAW,EAAE,YAAY,EACzB,UAAU,EAAE,WAAW,EACvB,KAAK,EAAE,MAAM,EACb,SAAS,EAAE,MAAM,GACf,IAAI,CAuBN;IAED,kBAAkB,CACjB,OAAO,EAAE,WAAW,EACpB,WAAW,EAAE,YAAY,EACzB,UAAU,EAAE,WAAW,EACvB,KAAK,EAAE,MAAM,EACb,SAAS,EAAE,MAAM,GACf,IAAI,CAuBN;IAED,2EAA2E;IAC3E,kBAAkB,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,CAI5C;IAEQ,OAAO,IAAI,IAAI,CAGvB;CACD;AAiBD,eAAO,MAAM,kBAAkB,sBAAsB,CAAC;AAyHtD;;;;;;GAMG;AACH,wBAAgB,sBAAsB,IAAI,IAAI,CAM7C;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,SAAI,GAAG,MAAM,CAM3E;AAED,+FAA+F;AAC/F,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,MAAM,CAMnE;AAMD,eAAO,MAAM,YAAY,IAAS,CAAC"}
1
+ {"version":3,"file":"ColorTransformBatcher.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/ColorTransformBatcher.ts"],"names":[],"mappings":"AAAA,OAAO,EACN,OAAO,EAGP,aAAa,EACb,QAAQ,EACR,MAAM,EAWN,MAAM,SAAS,CAAC;AACjB,OAAO,KAAK,EACX,oBAAoB,EACpB,oBAAoB,EACpB,cAAc,EACd,MAAM,EAKN,MAAM,SAAS,CAAC;AAEjB;;;;;GAKG;AACH,UAAU,aAAa;IACtB,SAAS,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,MAAM,CAAC;IACd,WAAW,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,KAAK,WAAW,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxD,KAAK,WAAW,GAAG,oBAAoB,GAAG,aAAa,CAAC;AA6HxD;;;;;GAKG;AACH,MAAM,WAAW,WAAW;IAC3B,gFAAgF;IAChF,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAmCD,qBAAa,qBAAsB,SAAQ,OAAO;IACjD,gBAAgB;IAChB,MAAM,CAAC,SAAS;iBACf,IAAI;iBACJ,IAAI,EAAE,qBAAqB;MACjB;IAEX,QAAQ,EAAE,QAAQ,CAAgC;IAClD,MAAM,EAAE,MAAM,CAAC;IACN,IAAI,wBAAwC;IAC5C,UAAU,SAAe;IAElC,YAAY,OAAO,EAAE,cAAc,EAGlC;IAED,cAAc,CACb,OAAO,EAAE,WAAW,EACpB,WAAW,EAAE,YAAY,EACzB,UAAU,EAAE,WAAW,EACvB,KAAK,EAAE,MAAM,EACb,SAAS,EAAE,MAAM,GACf,IAAI,CAuBN;IAED,kBAAkB,CACjB,OAAO,EAAE,WAAW,EACpB,WAAW,EAAE,YAAY,EACzB,UAAU,EAAE,WAAW,EACvB,KAAK,EAAE,MAAM,EACb,SAAS,EAAE,MAAM,GACf,IAAI,CAuBN;IAED,2EAA2E;IAC3E,kBAAkB,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,CAI5C;IAEQ,OAAO,IAAI,IAAI,CAGvB;CACD;AAiBD,eAAO,MAAM,kBAAkB,sBAAsB,CAAC;AAyHtD;;;;;;;;;;;GAWG;AACH,wBAAgB,sBAAsB,IAAI,IAAI,CAM7C;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,SAAI,GAAG,MAAM,CAM3E;AAED,+FAA+F;AAC/F,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,MAAM,CAMnE;AAMD,eAAO,MAAM,YAAY,IAAS,CAAC"}
@@ -290,9 +290,14 @@ let registered = false;
290
290
  /**
291
291
  * Registers the colour-transform batcher and the `TintedSprite` pipe with Pixi.
292
292
  *
293
- * Called automatically the first time a `TintedSprite` is rendered is not possible, because
294
- * registration has to happen before the renderer is created. A game passes it through
295
- * `GameOptions.extensions`, and it is exported for anyone building their own renderer.
293
+ * `TintedSprite.ts` calls this itself, at module scope, the moment anything imports it
294
+ * (directly, or transitively through `AnimatedSprite`/`TileMap`/`DialogueStage`, all built on
295
+ * it) - registration has to happen before the renderer is created, and an ES module's
296
+ * top-level code always runs before whatever imports it goes on to call `new Game()`/
297
+ * `Game.start()`, so a game never has to know this pipe exists, let alone pass it through
298
+ * `GameOptions.extensions` itself. This stays exported, idempotent (`registered` guards a
299
+ * second call from double-adding it), and public for the rare case of a game building its
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+ * own renderer setup outside `Game`.
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  */
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  export function registerColorTransform() {
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  if (registered)