@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
  373. package/dist/rpg/Event.d.ts.map +1 -1
  374. package/dist/rpg/Event.js +17 -0
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+ {"version":3,"file":"Synth.d.ts","sourceRoot":"","sources":["../../src/audio/Synth.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C;;;;;GAKG;AACH,MAAM,MAAM,QAAQ,GAAG,QAAQ,GAAG,UAAU,GAAG,MAAM,GAAG,OAAO,CAAC;AAEhE,MAAM,WAAW,WAAW;IAC3B,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,gCAAgC;IAChC,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,cAAc;IACd,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,oCAAoC;IACpC,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,kFAAkF;IAClF,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,uEAAuE;IACvE,IAAI,CAAC,EAAE,MAAM,CAAC;CACd;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,cAAc,CAAC,OAAO,GAAE,WAAgB,GAAG,MAAM,CAsBhE;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,QAAQ,CAAC,OAAO,GAAE,WAAgB,EAAE,MAAM,GAAE,CAAC,OAAO,EAAE,MAAM,KAAK,QAAkC,GAAG,QAAQ,CAM7H"}
@@ -2,6 +2,14 @@
2
2
  * Renders a short tone to a `data:audio/wav` URI, ready to hand to an `Audio` element (or
3
3
  * any other `Playable` source) without touching the network or `mwg/assets` - nothing here
4
4
  * is loaded, only computed.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { synthesizeTone } from '@datamoc/mw_games/audio';
9
+ *
10
+ * const dataUri = synthesizeTone({ waveform: 'square', frequency: 880, duration: 0.1 });
11
+ * const audio = new Audio(dataUri);
12
+ * ```
5
13
  */
6
14
  export function synthesizeTone(options = {}) {
7
15
  const waveform = options.waveform ?? 'square';
@@ -31,6 +39,13 @@ export function synthesizeTone(options = {}) {
31
39
  * Synthesizes a tone and plays it once, fire-and-forget - the runtime counterpart to
32
40
  * `Sound.play`, generating instead of loading. `create` is injectable the same way
33
41
  * `Sound`/`Music` already are, so a test never needs a real `Audio` element.
42
+ *
43
+ * @example
44
+ * ```ts
45
+ * import { playTone } from '@datamoc/mw_games/audio';
46
+ *
47
+ * playTone({ waveform: 'sine', frequency: 660, duration: 0.08 }); // a quick UI blip
48
+ * ```
34
49
  */
35
50
  export function playTone(options = {}, create = (uri) => new Audio(uri)) {
36
51
  const playable = create(synthesizeTone(options));
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@@ -7,8 +7,24 @@ import type { TypeMatrix } from './TypeMatrix.ts';
7
7
  * conditions, and move priority are free to override the choice this suggests, the same way
8
8
  * a game is free to ignore `decideMonsterAI`'s step and hand-roll a boss's own behaviour.
9
9
  */
10
- /** picks the move whose type is most effective against `opponentTypes`, ties keeping the
11
- * first candidate; `null` for an empty list */
10
+ /**
11
+ * Picks the move whose type is most effective against `opponentTypes`, ties keeping the
12
+ * first candidate; `null` for an empty list.
13
+ *
14
+ * @example
15
+ * ```ts
16
+ * import { chooseMove, chooseSwitch, TypeMatrix } from '@datamoc/mw_games/battle';
17
+ *
18
+ * const matrix = new TypeMatrix();
19
+ * matrix.set('fire', 'grass', 2);
20
+ *
21
+ * const moves = [{ type: 'fire' }, { type: 'normal' }];
22
+ * const best = chooseMove(moves, matrix, ['grass']); // the fire move
23
+ *
24
+ * const bench = [{ types: ['water'] }, { types: ['grass'] }];
25
+ * const swapTo = chooseSwitch(['grass'], bench, matrix, ['fire']); // index of the water one
26
+ * ```
27
+ */
12
28
  export declare function chooseMove<M extends {
13
29
  type: string;
14
30
  }>(moves: readonly M[], matrix: TypeMatrix, opponentTypes: readonly string[], score?: (move: M, opponentTypes: readonly string[]) => number): M | null;
@@ -1 +1 @@
1
- {"version":3,"file":"BattleAI.d.ts","sourceRoot":"","sources":["../../src/battle/BattleAI.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAElD;;;;;;;GAOG;AAEH;+CAC+C;AAC/C,wBAAgB,UAAU,CAAC,CAAC,SAAS;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,EACpD,KAAK,EAAE,SAAS,CAAC,EAAE,EACnB,MAAM,EAAE,UAAU,EAClB,aAAa,EAAE,SAAS,MAAM,EAAE,EAChC,KAAK,GAAE,CAAC,IAAI,EAAE,CAAC,EAAE,aAAa,EAAE,SAAS,MAAM,EAAE,KAAK,MACf,GACrC,CAAC,GAAG,IAAI,CAeV;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAC3B,WAAW,EAAE,SAAS,MAAM,EAAE,EAC9B,KAAK,EAAE,SAAS;IAAE,KAAK,EAAE,SAAS,MAAM,EAAE,CAAA;CAAE,EAAE,EAC9C,MAAM,EAAE,UAAU,EAClB,aAAa,EAAE,SAAS,MAAM,EAAE,GAC9B,MAAM,GAAG,IAAI,CAaf"}
1
+ {"version":3,"file":"BattleAI.d.ts","sourceRoot":"","sources":["../../src/battle/BattleAI.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAElD;;;;;;;GAOG;AAEH;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,UAAU,CAAC,CAAC,SAAS;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,EACpD,KAAK,EAAE,SAAS,CAAC,EAAE,EACnB,MAAM,EAAE,UAAU,EAClB,aAAa,EAAE,SAAS,MAAM,EAAE,EAChC,KAAK,GAAE,CAAC,IAAI,EAAE,CAAC,EAAE,aAAa,EAAE,SAAS,MAAM,EAAE,KAAK,MACf,GACrC,CAAC,GAAG,IAAI,CAeV;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAC3B,WAAW,EAAE,SAAS,MAAM,EAAE,EAC9B,KAAK,EAAE,SAAS;IAAE,KAAK,EAAE,SAAS,MAAM,EAAE,CAAA;CAAE,EAAE,EAC9C,MAAM,EAAE,UAAU,EAClB,aAAa,EAAE,SAAS,MAAM,EAAE,GAC9B,MAAM,GAAG,IAAI,CAaf"}
@@ -6,8 +6,24 @@
6
6
  * conditions, and move priority are free to override the choice this suggests, the same way
7
7
  * a game is free to ignore `decideMonsterAI`'s step and hand-roll a boss's own behaviour.
8
8
  */
9
- /** picks the move whose type is most effective against `opponentTypes`, ties keeping the
10
- * first candidate; `null` for an empty list */
9
+ /**
10
+ * Picks the move whose type is most effective against `opponentTypes`, ties keeping the
11
+ * first candidate; `null` for an empty list.
12
+ *
13
+ * @example
14
+ * ```ts
15
+ * import { chooseMove, chooseSwitch, TypeMatrix } from '@datamoc/mw_games/battle';
16
+ *
17
+ * const matrix = new TypeMatrix();
18
+ * matrix.set('fire', 'grass', 2);
19
+ *
20
+ * const moves = [{ type: 'fire' }, { type: 'normal' }];
21
+ * const best = chooseMove(moves, matrix, ['grass']); // the fire move
22
+ *
23
+ * const bench = [{ types: ['water'] }, { types: ['grass'] }];
24
+ * const swapTo = chooseSwitch(['grass'], bench, matrix, ['fire']); // index of the water one
25
+ * ```
26
+ */
11
27
  export function chooseMove(moves, matrix, opponentTypes, score = (move, types) => matrix.multiplierFor(move.type, types)) {
12
28
  if (moves.length === 0)
13
29
  return null;
@@ -1 +1 @@
1
- {"version":3,"file":"BattleAI.js","sourceRoot":"","sources":["../../src/battle/BattleAI.ts"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AAEH;+CAC+C;AAC/C,MAAM,UAAU,UAAU,CACzB,KAAmB,EACnB,MAAkB,EAClB,aAAgC,EAChC,KAAK,GAA0D,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAC9E,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC;IAEvC,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,IAAI,CAAC;IAEpC,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;IACpB,IAAI,SAAS,GAAG,KAAK,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAE3C,KAAK,MAAM,IAAI,IAAI,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC;QACnC,MAAM,cAAc,GAAG,KAAK,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;QAClD,IAAI,cAAc,GAAG,SAAS,EAAE,CAAC;YAChC,SAAS,GAAG,cAAc,CAAC;YAC3B,IAAI,GAAG,IAAI,CAAC;QACb,CAAC;IACF,CAAC;IAED,OAAO,IAAI,CAAC;AACb,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,YAAY,CAC3B,WAA8B,EAC9B,KAA8C,EAC9C,MAAkB,EAClB,aAAgC;IAEhC,IAAI,SAAS,GAAkB,IAAI,CAAC;IACpC,IAAI,UAAU,GAAG,aAAa,CAAC,WAAW,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IAEnE,KAAK,CAAC,OAAO,CAAC,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE;QAClC,MAAM,MAAM,GAAG,aAAa,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;QACrE,IAAI,MAAM,GAAG,UAAU,EAAE,CAAC;YACzB,UAAU,GAAG,MAAM,CAAC;YACpB,SAAS,GAAG,KAAK,CAAC;QACnB,CAAC;IACF,CAAC,CAAC,CAAC;IAEH,OAAO,SAAS,CAAC;AAClB,CAAC;AAED,0FAA0F;AAC1F,SAAS,aAAa,CAAC,cAAiC,EAAE,MAAkB,EAAE,cAAiC;IAC9G,OAAO,IAAI,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC,CAAC,CAAC;AAC9F,CAAC"}
1
+ {"version":3,"file":"BattleAI.js","sourceRoot":"","sources":["../../src/battle/BattleAI.ts"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AAEH;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,UAAU,CACzB,KAAmB,EACnB,MAAkB,EAClB,aAAgC,EAChC,KAAK,GAA0D,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAC9E,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC;IAEvC,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,IAAI,CAAC;IAEpC,IAAI,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,CAAC;IACpB,IAAI,SAAS,GAAG,KAAK,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAE3C,KAAK,MAAM,IAAI,IAAI,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC;QACnC,MAAM,cAAc,GAAG,KAAK,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;QAClD,IAAI,cAAc,GAAG,SAAS,EAAE,CAAC;YAChC,SAAS,GAAG,cAAc,CAAC;YAC3B,IAAI,GAAG,IAAI,CAAC;QACb,CAAC;IACF,CAAC;IAED,OAAO,IAAI,CAAC;AACb,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,YAAY,CAC3B,WAA8B,EAC9B,KAA8C,EAC9C,MAAkB,EAClB,aAAgC;IAEhC,IAAI,SAAS,GAAkB,IAAI,CAAC;IACpC,IAAI,UAAU,GAAG,aAAa,CAAC,WAAW,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IAEnE,KAAK,CAAC,OAAO,CAAC,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE;QAClC,MAAM,MAAM,GAAG,aAAa,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;QACrE,IAAI,MAAM,GAAG,UAAU,EAAE,CAAC;YACzB,UAAU,GAAG,MAAM,CAAC;YACpB,SAAS,GAAG,KAAK,CAAC;QACnB,CAAC;IACF,CAAC,CAAC,CAAC;IAEH,OAAO,SAAS,CAAC;AAClB,CAAC;AAED,0FAA0F;AAC1F,SAAS,aAAa,CAAC,cAAiC,EAAE,MAAkB,EAAE,cAAiC;IAC9G,OAAO,IAAI,CAAC,GAAG,CAAC,GAAG,cAAc,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC,CAAC,CAAC;AAC9F,CAAC"}
@@ -17,6 +17,18 @@ export interface EvolutionRule<S> {
17
17
  * "ordered low to high, most-specific-that-matches wins" convention `mwg/rpg`'s event pages
18
18
  * use, so a chain authored `[16 -> adult, 32 -> elder]` reaches "elder" at level 40 rather
19
19
  * than getting stuck on the first threshold it ever crossed.
20
+ *
21
+ * @example
22
+ * ```ts
23
+ * import { checkEvolution, type EvolutionRule } from '@datamoc/mw_games/battle';
24
+ *
25
+ * const rules: EvolutionRule<string>[] = [
26
+ * { at: (level) => level >= 16, into: 'adult-form' },
27
+ * { at: (level) => level >= 32, into: 'elder-form' },
28
+ * ];
29
+ *
30
+ * const evolvedInto = checkEvolution(rules, 40); // 'elder-form'
31
+ * ```
20
32
  */
21
33
  export declare function checkEvolution<S>(rules: readonly EvolutionRule<S>[], level: number): S | null;
22
34
  //# sourceMappingURL=Evolution.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Evolution.d.ts","sourceRoot":"","sources":["../../src/battle/Evolution.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,WAAW,aAAa,CAAC,CAAC;IAC/B,EAAE,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,OAAO,CAAC;IAC/B,IAAI,EAAE,CAAC,CAAC;CACR;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,KAAK,EAAE,SAAS,aAAa,CAAC,CAAC,CAAC,EAAE,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG,IAAI,CAM7F"}
1
+ {"version":3,"file":"Evolution.d.ts","sourceRoot":"","sources":["../../src/battle/Evolution.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,WAAW,aAAa,CAAC,CAAC;IAC/B,EAAE,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,OAAO,CAAC;IAC/B,IAAI,EAAE,CAAC,CAAC;CACR;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,KAAK,EAAE,SAAS,aAAa,CAAC,CAAC,CAAC,EAAE,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG,IAAI,CAM7F"}
@@ -13,6 +13,18 @@
13
13
  * "ordered low to high, most-specific-that-matches wins" convention `mwg/rpg`'s event pages
14
14
  * use, so a chain authored `[16 -> adult, 32 -> elder]` reaches "elder" at level 40 rather
15
15
  * than getting stuck on the first threshold it ever crossed.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * import { checkEvolution, type EvolutionRule } from '@datamoc/mw_games/battle';
20
+ *
21
+ * const rules: EvolutionRule<string>[] = [
22
+ * { at: (level) => level >= 16, into: 'adult-form' },
23
+ * { at: (level) => level >= 32, into: 'elder-form' },
24
+ * ];
25
+ *
26
+ * const evolvedInto = checkEvolution(rules, 40); // 'elder-form'
27
+ * ```
16
28
  */
17
29
  export function checkEvolution(rules, level) {
18
30
  let match = null;
@@ -1 +1 @@
1
- {"version":3,"file":"Evolution.js","sourceRoot":"","sources":["../../src/battle/Evolution.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAOH;;;;;GAKG;AACH,MAAM,UAAU,cAAc,CAAI,KAAkC,EAAE,KAAa;IAClF,IAAI,KAAK,GAAa,IAAI,CAAC;IAC3B,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QAC1B,IAAI,IAAI,CAAC,EAAE,CAAC,KAAK,CAAC;YAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC;IACvC,CAAC;IACD,OAAO,KAAK,CAAC;AACd,CAAC"}
1
+ {"version":3,"file":"Evolution.js","sourceRoot":"","sources":["../../src/battle/Evolution.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAOH;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,UAAU,cAAc,CAAI,KAAkC,EAAE,KAAa;IAClF,IAAI,KAAK,GAAa,IAAI,CAAC;IAC3B,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QAC1B,IAAI,IAAI,CAAC,EAAE,CAAC,KAAK,CAAC;YAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC;IACvC,CAAC;IACD,OAAO,KAAK,CAAC;AACd,CAAC"}
@@ -6,6 +6,17 @@
6
6
  * stat block by hand. Deliberately just a named, optionally-timed flag set - it does
7
7
  * nothing on its own, the same way `mwg` supplies no move-damage formula: a game reads
8
8
  * `field.has('rain')` itself wherever a formula needs to know.
9
+ *
10
+ * @example
11
+ * ```ts
12
+ * import { Field } from '@datamoc/mw_games/battle';
13
+ *
14
+ * const field = new Field();
15
+ * field.set({ id: 'rain', duration: 5 });
16
+ *
17
+ * if (field.has('rain')) console.log('water moves are boosted');
18
+ * field.advance(); // one round passes; duration counts down, expiring at 0
19
+ * ```
9
20
  */
10
21
  export interface FieldCondition {
11
22
  id: string;
@@ -1 +1 @@
1
- {"version":3,"file":"Field.d.ts","sourceRoot":"","sources":["../../src/battle/Field.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,MAAM,WAAW,cAAc;IAC9B,EAAE,EAAE,MAAM,CAAC;IACX,iFAAiF;IACjF,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,qBAAa,KAAK;IACjB,OAAO,CAAC,UAAU,CAAqC;IAEvD,GAAG,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI,CAEnC;IAED,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvB;IAED,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS,CAE1C;IAED,KAAK,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAEtB;IAED,IAAI,MAAM,IAAI,SAAS,cAAc,EAAE,CAEtC;IAED,mFAAmF;IACnF,OAAO,CAAC,MAAM,SAAI,GAAG,IAAI,CAOxB;CACD"}
1
+ {"version":3,"file":"Field.d.ts","sourceRoot":"","sources":["../../src/battle/Field.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,WAAW,cAAc;IAC9B,EAAE,EAAE,MAAM,CAAC;IACX,iFAAiF;IACjF,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,qBAAa,KAAK;IACjB,OAAO,CAAC,UAAU,CAAqC;IAEvD,GAAG,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI,CAEnC;IAED,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvB;IAED,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS,CAE1C;IAED,KAAK,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAEtB;IAED,IAAI,MAAM,IAAI,SAAS,cAAc,EAAE,CAEtC;IAED,mFAAmF;IACnF,OAAO,CAAC,MAAM,SAAI,GAAG,IAAI,CAOxB;CACD"}
@@ -1 +1 @@
1
- {"version":3,"file":"Field.js","sourceRoot":"","sources":["../../src/battle/Field.ts"],"names":[],"mappings":"AAeA,MAAM,OAAO,KAAK;IAAlB;QACS,eAAU,GAAG,IAAI,GAAG,EAA0B,CAAC;IA+BxD,CAAC;IA7BA,GAAG,CAAC,SAAyB;QAC5B,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,GAAG,SAAS,EAAE,CAAC,CAAC;IACrD,CAAC;IAED,GAAG,CAAC,EAAU;QACb,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,GAAG,CAAC,EAAU;QACb,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,KAAK,CAAC,EAAU;QACf,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;IAC5B,CAAC;IAED,IAAI,MAAM;QACT,OAAO,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,CAAC;IACtC,CAAC;IAED,mFAAmF;IACnF,OAAO,CAAC,MAAM,GAAG,CAAC;QACjB,KAAK,MAAM,CAAC,EAAE,EAAE,SAAS,CAAC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAC/C,IAAI,SAAS,CAAC,QAAQ,KAAK,SAAS;gBAAE,SAAS;YAE/C,SAAS,CAAC,QAAQ,IAAI,MAAM,CAAC;YAC7B,IAAI,SAAS,CAAC,QAAQ,IAAI,CAAC;gBAAE,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;QACzD,CAAC;IACF,CAAC;CACD"}
1
+ {"version":3,"file":"Field.js","sourceRoot":"","sources":["../../src/battle/Field.ts"],"names":[],"mappings":"AA0BA,MAAM,OAAO,KAAK;IAAlB;QACS,eAAU,GAAG,IAAI,GAAG,EAA0B,CAAC;IA+BxD,CAAC;IA7BA,GAAG,CAAC,SAAyB;QAC5B,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,GAAG,SAAS,EAAE,CAAC,CAAC;IACrD,CAAC;IAED,GAAG,CAAC,EAAU;QACb,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,GAAG,CAAC,EAAU;QACb,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,KAAK,CAAC,EAAU;QACf,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;IAC5B,CAAC;IAED,IAAI,MAAM;QACT,OAAO,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,CAAC;IACtC,CAAC;IAED,mFAAmF;IACnF,OAAO,CAAC,MAAM,GAAG,CAAC;QACjB,KAAK,MAAM,CAAC,EAAE,EAAE,SAAS,CAAC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAC/C,IAAI,SAAS,CAAC,QAAQ,KAAK,SAAS;gBAAE,SAAS;YAE/C,SAAS,CAAC,QAAQ,IAAI,MAAM,CAAC;YAC7B,IAAI,SAAS,CAAC,QAAQ,IAAI,CAAC;gBAAE,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;QACzD,CAAC;IACF,CAAC;CACD"}
@@ -16,6 +16,22 @@ import { HookRegistry } from '../core/Hooks.ts';
16
16
  * The registry itself is `core.HookRegistry`, shared with `roguelike.CombatHooks`. What is
17
17
  * battle-specific is only the shape of what a handler receives: the creature the event is
18
18
  * about, plus that optional shared context.
19
+ *
20
+ * @example
21
+ * ```ts
22
+ * import { BattleHooks } from '@datamoc/mw_games/battle';
23
+ *
24
+ * const hooks = new BattleHooks<{ name: string }>();
25
+ * const paralysis = {};
26
+ *
27
+ * hooks.on('turnStart', (creature, context) => {
28
+ * if ((context as { skip: boolean }).skip === undefined) return;
29
+ * (context as { skip: boolean }).skip = true; // this creature cannot act this turn
30
+ * }, paralysis);
31
+ *
32
+ * const context = { skip: false };
33
+ * hooks.emit('turnStart', { name: 'hero' }, context);
34
+ * ```
19
35
  */
20
36
  export declare class BattleHooks<C> extends HookRegistry<[creature: C, context?: unknown]> {
21
37
  }
@@ -1 +1 @@
1
- {"version":3,"file":"Hooks.d.ts","sourceRoot":"","sources":["../../src/battle/Hooks.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,WAAW,CAAC,CAAC,CAAE,SAAQ,YAAY,CAAC,CAAC,QAAQ,EAAE,CAAC,EAAE,OAAO,CAAC,EAAE,OAAO,CAAC,CAAC;CAAG;AAErF,YAAY,EAAE,IAAI,IAAI,UAAU,EAAE,MAAM,kBAAkB,CAAC"}
1
+ {"version":3,"file":"Hooks.d.ts","sourceRoot":"","sources":["../../src/battle/Hooks.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,qBAAa,WAAW,CAAC,CAAC,CAAE,SAAQ,YAAY,CAAC,CAAC,QAAQ,EAAE,CAAC,EAAE,OAAO,CAAC,EAAE,OAAO,CAAC,CAAC;CAAG;AAErF,YAAY,EAAE,IAAI,IAAI,UAAU,EAAE,MAAM,kBAAkB,CAAC"}
@@ -16,6 +16,22 @@ import { HookRegistry } from '../core/Hooks.js';
16
16
  * The registry itself is `core.HookRegistry`, shared with `roguelike.CombatHooks`. What is
17
17
  * battle-specific is only the shape of what a handler receives: the creature the event is
18
18
  * about, plus that optional shared context.
19
+ *
20
+ * @example
21
+ * ```ts
22
+ * import { BattleHooks } from '@datamoc/mw_games/battle';
23
+ *
24
+ * const hooks = new BattleHooks<{ name: string }>();
25
+ * const paralysis = {};
26
+ *
27
+ * hooks.on('turnStart', (creature, context) => {
28
+ * if ((context as { skip: boolean }).skip === undefined) return;
29
+ * (context as { skip: boolean }).skip = true; // this creature cannot act this turn
30
+ * }, paralysis);
31
+ *
32
+ * const context = { skip: false };
33
+ * hooks.emit('turnStart', { name: 'hero' }, context);
34
+ * ```
19
35
  */
20
36
  export class BattleHooks extends HookRegistry {
21
37
  }
@@ -1 +1 @@
1
- {"version":3,"file":"Hooks.js","sourceRoot":"","sources":["../../src/battle/Hooks.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,WAAe,SAAQ,YAA8C;CAAG"}
1
+ {"version":3,"file":"Hooks.js","sourceRoot":"","sources":["../../src/battle/Hooks.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,MAAM,OAAO,WAAe,SAAQ,YAA8C;CAAG"}
@@ -24,6 +24,19 @@ export interface BattleAction<C = unknown> {
24
24
  * not a persistent queue. `mwg/roguelike`'s `Scheduler` already covers continuous
25
25
  * energy-cost time for a dungeon; a battle round picks everyone's action first and then
26
26
  * needs only this, a single stable sort.
27
+ *
28
+ * @example
29
+ * ```ts
30
+ * import { battleOrder, type BattleAction } from '@datamoc/mw_games/battle';
31
+ *
32
+ * const actions: BattleAction<string>[] = [
33
+ * { actor: 'hero', speed: 12 },
34
+ * { actor: 'wolf', speed: 18 },
35
+ * { actor: 'hero-item', speed: 12, priority: 1 }, // items go first regardless of speed
36
+ * ];
37
+ *
38
+ * const order = battleOrder(actions).map((a) => a.actor); // ['hero-item', 'wolf', 'hero']
39
+ * ```
27
40
  */
28
41
  export declare function battleOrder<A extends {
29
42
  speed: number;
@@ -1 +1 @@
1
- {"version":3,"file":"Move.d.ts","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,WAAW,IAAI,CAAC,OAAO,GAAG,OAAO;IACtC,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IAEb,yEAAyE;IACzE,IAAI,CAAC,EAAE,MAAM,CAAC;IAEd,uFAAuF;IACvF,MAAM,EAAE,MAAM,CAAC;IAEf,OAAO,CAAC,EAAE,OAAO,CAAC;CAClB;AAED,MAAM,WAAW,YAAY,CAAC,CAAC,GAAG,OAAO;IACxC,KAAK,EAAE,CAAC,CAAC;IACT,KAAK,EAAE,MAAM,CAAC;IAEd,qEAAqE;IACrE,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,CAAC,SAAS;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;CAAE,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,GAAG,CAAC,EAAE,CAEtG"}
1
+ {"version":3,"file":"Move.d.ts","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,WAAW,IAAI,CAAC,OAAO,GAAG,OAAO;IACtC,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IAEb,yEAAyE;IACzE,IAAI,CAAC,EAAE,MAAM,CAAC;IAEd,uFAAuF;IACvF,MAAM,EAAE,MAAM,CAAC;IAEf,OAAO,CAAC,EAAE,OAAO,CAAC;CAClB;AAED,MAAM,WAAW,YAAY,CAAC,CAAC,GAAG,OAAO;IACxC,KAAK,EAAE,CAAC,CAAC;IACT,KAAK,EAAE,MAAM,CAAC;IAEd,qEAAqE;IACrE,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,WAAW,CAAC,CAAC,SAAS;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;CAAE,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,GAAG,CAAC,EAAE,CAEtG"}
@@ -3,6 +3,19 @@
3
3
  * not a persistent queue. `mwg/roguelike`'s `Scheduler` already covers continuous
4
4
  * energy-cost time for a dungeon; a battle round picks everyone's action first and then
5
5
  * needs only this, a single stable sort.
6
+ *
7
+ * @example
8
+ * ```ts
9
+ * import { battleOrder, type BattleAction } from '@datamoc/mw_games/battle';
10
+ *
11
+ * const actions: BattleAction<string>[] = [
12
+ * { actor: 'hero', speed: 12 },
13
+ * { actor: 'wolf', speed: 18 },
14
+ * { actor: 'hero-item', speed: 12, priority: 1 }, // items go first regardless of speed
15
+ * ];
16
+ *
17
+ * const order = battleOrder(actions).map((a) => a.actor); // ['hero-item', 'wolf', 'hero']
18
+ * ```
6
19
  */
7
20
  export function battleOrder(actions) {
8
21
  return [...actions].sort((a, b) => (b.priority ?? 0) - (a.priority ?? 0) || b.speed - a.speed);
@@ -1 +1 @@
1
- {"version":3,"file":"Move.js","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AA2BA;;;;;GAKG;AACH,MAAM,UAAU,WAAW,CAAiD,OAAqB;IAChG,OAAO,CAAC,GAAG,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAChG,CAAC"}
1
+ {"version":3,"file":"Move.js","sourceRoot":"","sources":["../../src/battle/Move.ts"],"names":[],"mappings":"AA2BA;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,UAAU,WAAW,CAAiD,OAAqB;IAChG,OAAO,CAAC,GAAG,OAAO,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;AAChG,CAAC"}
@@ -2,6 +2,17 @@
2
2
  * A roster with a limited active lineup and unlimited off-party storage - a box, a PC,
3
3
  * whatever a game calls it. Active slots can hold a gap (a fainted, withdrawn, or simply
4
4
  * empty slot); storage is just an overflow list in the order creatures were added to it.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { Party, Creature, type Species } from '@datamoc/mw_games/battle';
9
+ *
10
+ * const species: Species = { id: 'fireling', types: ['fire'], baseStats: { attack: 10 } };
11
+ * const party = new Party<Creature>(3); // 3 active slots
12
+ *
13
+ * party.add(new Creature({ species })); // fills an active slot, then overflows to storage
14
+ * console.log(party.members.length, party.boxed.length);
15
+ * ```
5
16
  */
6
17
  export declare class Party<C> {
7
18
  private active;
@@ -1 +1 @@
1
- {"version":3,"file":"Party.d.ts","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,qBAAa,KAAK,CAAC,CAAC;IACnB,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAW;IAE1B,YAAY,UAAU,EAAE,MAAM,EAE7B;IAED,IAAI,OAAO,IAAI,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAEnC;IAED,IAAI,KAAK,IAAI,SAAS,CAAC,EAAE,CAExB;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAQ,EAAE,CAAC,GAAG,IAAI,CAIrB;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAMzB;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CASvD;IAED,qCAAqC;IACrC,IAAI,aAAa,IAAI,CAAC,EAAE,CAEvB;CACD"}
1
+ {"version":3,"file":"Party.d.ts","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,qBAAa,KAAK,CAAC,CAAC;IACnB,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAW;IAE1B,YAAY,UAAU,EAAE,MAAM,EAE7B;IAED,IAAI,OAAO,IAAI,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAEnC;IAED,IAAI,KAAK,IAAI,SAAS,CAAC,EAAE,CAExB;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAQ,EAAE,CAAC,GAAG,IAAI,CAIrB;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAMzB;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CASvD;IAED,qCAAqC;IACrC,IAAI,aAAa,IAAI,CAAC,EAAE,CAEvB;CACD"}
@@ -2,6 +2,17 @@
2
2
  * A roster with a limited active lineup and unlimited off-party storage - a box, a PC,
3
3
  * whatever a game calls it. Active slots can hold a gap (a fainted, withdrawn, or simply
4
4
  * empty slot); storage is just an overflow list in the order creatures were added to it.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { Party, Creature, type Species } from '@datamoc/mw_games/battle';
9
+ *
10
+ * const species: Species = { id: 'fireling', types: ['fire'], baseStats: { attack: 10 } };
11
+ * const party = new Party<Creature>(3); // 3 active slots
12
+ *
13
+ * party.add(new Creature({ species })); // fills an active slot, then overflows to storage
14
+ * console.log(party.members.length, party.boxed.length);
15
+ * ```
5
16
  */
6
17
  export class Party {
7
18
  constructor(activeSize) {
@@ -1 +1 @@
1
- {"version":3,"file":"Party.js","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,OAAO,KAAK;IAIjB,YAAY,UAAkB;QAFtB,YAAO,GAAQ,EAAE,CAAC;QAGzB,IAAI,CAAC,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED,IAAI,OAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAW;QACd,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,IAAI,KAAK,CAAC,CAAC;YAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC;;YACzC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClC,CAAC;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAa;QAClB,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACpC,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC7B,CAAC;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAoB,EAAE,UAAkB;QAChD,IAAI,UAAU,GAAG,CAAC,IAAI,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM;YAAE,OAAO;QAC/D,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;QAC5C,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QACrC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QAC1C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC;QACnC,IAAI,SAAS;YAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7C,CAAC;IAED,qCAAqC;IACrC,IAAI,aAAa;QAChB,OAAO,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAU,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC;IACtD,CAAC;CACD"}
1
+ {"version":3,"file":"Party.js","sourceRoot":"","sources":["../../src/battle/Party.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,MAAM,OAAO,KAAK;IAIjB,YAAY,UAAkB;QAFtB,YAAO,GAAQ,EAAE,CAAC;QAGzB,IAAI,CAAC,MAAM,GAAG,IAAI,KAAK,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED,IAAI,OAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED,sEAAsE;IACtE,GAAG,CAAC,QAAW;QACd,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,IAAI,KAAK,CAAC,CAAC;YAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,QAAQ,CAAC;;YACzC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClC,CAAC;IAED,gEAAgE;IAChE,KAAK,CAAC,KAAa;QAClB,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACpC,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC7B,CAAC;IAED,2FAA2F;IAC3F,QAAQ,CAAC,YAAoB,EAAE,UAAkB;QAChD,IAAI,UAAU,GAAG,CAAC,IAAI,UAAU,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM;YAAE,OAAO;QAC/D,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC;QAC5C,IAAI,CAAC,QAAQ;YAAE,OAAO;QAEtB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QACrC,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QAC1C,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,GAAG,QAAQ,CAAC;QACnC,IAAI,SAAS;YAAE,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAC7C,CAAC;IAED,qCAAqC;IACrC,IAAI,aAAa;QAChB,OAAO,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAU,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC;IACtD,CAAC;CACD"}
@@ -26,6 +26,16 @@ export interface CreatureOptions {
26
26
  * a `StatBlock` so it can carry the same equipment modifiers any other actor can. Reuses
27
27
  * both rather than reimplementing them, since a creature's stats are not a different shape
28
28
  * from a character's - a level and a growth curve, feeding a `StatBlock`.
29
+ *
30
+ * @example
31
+ * ```ts
32
+ * import { Creature, type Species } from '@datamoc/mw_games/battle';
33
+ *
34
+ * const fireling: Species = { id: 'fireling', types: ['fire'], baseStats: { attack: 10, speed: 8 } };
35
+ *
36
+ * const wild = new Creature({ species: fireling, level: 5 });
37
+ * console.log(wild.stats.get('attack'));
38
+ * ```
29
39
  */
30
40
  export declare class Creature {
31
41
  readonly species: Species;
@@ -1 +1 @@
1
- {"version":3,"file":"Species.d.ts","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAc,KAAK,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAErF;;;GAGG;AACH,MAAM,WAAW,OAAO;IACvB,EAAE,EAAE,MAAM,CAAC;IACX,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IAEzB,8FAA8F;IAC9F,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAElC,MAAM,CAAC,EAAE,WAAW,CAAC;CACrB;AAED,MAAM,WAAW,eAAe;IAC/B,OAAO,EAAE,OAAO,CAAC;IACjB,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf;;;;OAIG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;CAChG;AAKD;;;;;GAKG;AACH,qBAAa,QAAQ;IACpB,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,KAAK,EAAE,SAAS,CAAC;IAC1B,QAAQ,CAAC,WAAW,EAAE,WAAW,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,CAAiC;IAErD,YAAY,OAAO,EAAE,eAAe,EAOnC;IAED,yFAAyF;IACzF,YAAY,IAAI,IAAI,CAGnB;IAED,OAAO,CAAC,WAAW;CAInB"}
1
+ {"version":3,"file":"Species.d.ts","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAc,KAAK,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAErF;;;GAGG;AACH,MAAM,WAAW,OAAO;IACvB,EAAE,EAAE,MAAM,CAAC;IACX,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IAEzB,8FAA8F;IAC9F,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAElC,MAAM,CAAC,EAAE,WAAW,CAAC;CACrB;AAED,MAAM,WAAW,eAAe;IAC/B,OAAO,EAAE,OAAO,CAAC;IACjB,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf;;;;OAIG;IACH,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;CAChG;AAKD;;;;;;;;;;;;;;;GAeG;AACH,qBAAa,QAAQ;IACpB,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,KAAK,EAAE,SAAS,CAAC;IAC1B,QAAQ,CAAC,WAAW,EAAE,WAAW,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,CAAiC;IAErD,YAAY,OAAO,EAAE,eAAe,EAOnC;IAED,yFAAyF;IACzF,YAAY,IAAI,IAAI,CAGnB;IAED,OAAO,CAAC,WAAW;CAInB"}
@@ -7,6 +7,16 @@ const DEFAULT_GROWTH = powerCurve(20, 2, 100);
7
7
  * a `StatBlock` so it can carry the same equipment modifiers any other actor can. Reuses
8
8
  * both rather than reimplementing them, since a creature's stats are not a different shape
9
9
  * from a character's - a level and a growth curve, feeding a `StatBlock`.
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { Creature, type Species } from '@datamoc/mw_games/battle';
14
+ *
15
+ * const fireling: Species = { id: 'fireling', types: ['fire'], baseStats: { attack: 10, speed: 8 } };
16
+ *
17
+ * const wild = new Creature({ species: fireling, level: 5 });
18
+ * console.log(wild.stats.get('attack'));
19
+ * ```
10
20
  */
11
21
  export class Creature {
12
22
  constructor(options) {
@@ -1 +1 @@
1
- {"version":3,"file":"Species.js","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAoB,MAAM,0BAA0B,CAAC;AA4BrF,2FAA2F;AAC3F,MAAM,cAAc,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAE9C;;;;;GAKG;AACH,MAAM,OAAO,QAAQ;IAMpB,YAAY,OAAwB;QACnC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,IAAI,cAAc,EAAE;YAC5E,KAAK,EAAE,OAAO,CAAC,KAAK,IAAI,CAAC;SACzB,CAAC,CAAC;QACH,IAAI,CAAC,KAAK,GAAG,IAAI,SAAS,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC;IAC1D,CAAC;IAED,yFAAyF;IACzF,YAAY;QACX,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QAChC,KAAK,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACnF,CAAC;IAEO,WAAW;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC;QACrC,OAAO,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;IAC3G,CAAC;CACD"}
1
+ {"version":3,"file":"Species.js","sourceRoot":"","sources":["../../src/battle/Species.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAoB,MAAM,0BAA0B,CAAC;AA4BrF,2FAA2F;AAC3F,MAAM,cAAc,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAE9C;;;;;;;;;;;;;;;GAeG;AACH,MAAM,OAAO,QAAQ;IAMpB,YAAY,OAAwB;QACnC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;QACvC,IAAI,CAAC,WAAW,GAAG,IAAI,WAAW,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,IAAI,cAAc,EAAE;YAC5E,KAAK,EAAE,OAAO,CAAC,KAAK,IAAI,CAAC;SACzB,CAAC,CAAC;QACH,IAAI,CAAC,KAAK,GAAG,IAAI,SAAS,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,EAAE,CAAC,CAAC;IAC1D,CAAC;IAED,yFAAyF;IACzF,YAAY;QACX,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QAChC,KAAK,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC;YAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACnF,CAAC;IAEO,WAAW;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC;QACrC,OAAO,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;IAC3G,CAAC;CACD"}
@@ -7,6 +7,20 @@ import type { StatBlock } from '../actors/StatBlock.ts';
7
7
  * seam that shape needed: `mwg` supplies the clamp and the one-modifier-per-stat bookkeeping,
8
8
  * a game supplies `multiplier` - there is no "official" stage-to-multiplier curve to default
9
9
  * to without copying a specific existing game's numbers.
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { StatStages } from '@datamoc/mw_games/battle';
14
+ * import { StatBlock } from '@datamoc/mw_games/actors';
15
+ *
16
+ * const stats = new StatBlock({ base: { attack: 10 } });
17
+ * const stages = new StatStages(stats, { max: 6, multiplier: (stage) => 1 + stage * 0.5 });
18
+ *
19
+ * stages.change('attack', 2); // two stages up
20
+ * console.log(stats.get('attack')); // 20
21
+ *
22
+ * stages.resetAll(); // switching out clears every stage at once
23
+ * ```
10
24
  */
11
25
  export interface StatStagesOptions {
12
26
  /** the furthest a stage can go, either direction (Infinity for no cap at all) */
@@ -1 +1 @@
1
- {"version":3,"file":"StatStages.d.ts","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAY,MAAM,wBAAwB,CAAC;AAElE;;;;;;;;GAQG;AACH,MAAM,WAAW,iBAAiB;IACjC,iFAAiF;IACjF,GAAG,EAAE,MAAM,CAAC;IAEZ,6EAA6E;IAC7E,UAAU,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC;CACtC;AAED,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAY;IACzB,OAAO,CAAC,GAAG,CAAS;IACpB,OAAO,CAAC,aAAa,CAA4B;IAEjD,OAAO,CAAC,MAAM,CAA6B;IAC3C,OAAO,CAAC,SAAS,CAA+B;IAEhD,YAAY,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,iBAAiB,EAIvD;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAExB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAS1C;IAED,OAAO,CAAC,aAAa;IAcrB,0FAA0F;IAC1F,QAAQ,IAAI,IAAI,CAIf;CACD"}
1
+ {"version":3,"file":"StatStages.d.ts","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,SAAS,EAAY,MAAM,wBAAwB,CAAC;AAElE;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,WAAW,iBAAiB;IACjC,iFAAiF;IACjF,GAAG,EAAE,MAAM,CAAC;IAEZ,6EAA6E;IAC7E,UAAU,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,MAAM,CAAC;CACtC;AAED,qBAAa,UAAU;IACtB,OAAO,CAAC,KAAK,CAAY;IACzB,OAAO,CAAC,GAAG,CAAS;IACpB,OAAO,CAAC,aAAa,CAA4B;IAEjD,OAAO,CAAC,MAAM,CAA6B;IAC3C,OAAO,CAAC,SAAS,CAA+B;IAEhD,YAAY,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,iBAAiB,EAIvD;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAExB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAS1C;IAED,OAAO,CAAC,aAAa;IAcrB,0FAA0F;IAC1F,QAAQ,IAAI,IAAI,CAIf;CACD"}
@@ -1 +1 @@
1
- {"version":3,"file":"StatStages.js","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAmBA,MAAM,OAAO,UAAU;IAQtB,YAAY,KAAgB,EAAE,OAA0B;QAHhD,WAAM,GAAG,IAAI,GAAG,EAAkB,CAAC;QACnC,cAAS,GAAG,IAAI,GAAG,EAAoB,CAAC;QAG/C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,UAAU,CAAC;IACzC,CAAC;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAY,EAAE,KAAa;QACjC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QACtE,MAAM,OAAO,GAAG,IAAI,GAAG,OAAO,CAAC;QAC/B,IAAI,OAAO,KAAK,CAAC;YAAE,OAAO,CAAC,CAAC;QAE5B,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC5B,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC/B,OAAO,OAAO,CAAC;IAChB,CAAC;IAEO,aAAa,CAAC,IAAY,EAAE,KAAa;QAChD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC1C,IAAI,QAAQ;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QAElD,IAAI,KAAK,KAAK,CAAC,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC5B,OAAO;QACR,CAAC;QAED,MAAM,QAAQ,GAAa,EAAE,IAAI,EAAE,EAAE,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,CAAC;QACtF,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACpC,CAAC;IAED,0FAA0F;IAC1F,QAAQ;QACP,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QACpF,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QACvB,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;IACrB,CAAC;CACD"}
1
+ {"version":3,"file":"StatStages.js","sourceRoot":"","sources":["../../src/battle/StatStages.ts"],"names":[],"mappings":"AAiCA,MAAM,OAAO,UAAU;IAQtB,YAAY,KAAgB,EAAE,OAA0B;QAHhD,WAAM,GAAG,IAAI,GAAG,EAAkB,CAAC;QACnC,cAAS,GAAG,IAAI,GAAG,EAAoB,CAAC;QAG/C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,UAAU,CAAC;IACzC,CAAC;IAED,sDAAsD;IACtD,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACnC,CAAC;IAED;;;;;;OAMG;IACH,MAAM,CAAC,IAAY,EAAE,KAAa;QACjC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC/B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,EAAE,OAAO,GAAG,KAAK,CAAC,CAAC,CAAC;QACtE,MAAM,OAAO,GAAG,IAAI,GAAG,OAAO,CAAC;QAC/B,IAAI,OAAO,KAAK,CAAC;YAAE,OAAO,CAAC,CAAC;QAE5B,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC5B,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC/B,OAAO,OAAO,CAAC;IAChB,CAAC;IAEO,aAAa,CAAC,IAAY,EAAE,KAAa;QAChD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC1C,IAAI,QAAQ;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QAElD,IAAI,KAAK,KAAK,CAAC,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC5B,OAAO;QACR,CAAC;QAED,MAAM,QAAQ,GAAa,EAAE,IAAI,EAAE,EAAE,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,CAAC;QACtF,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,QAAQ,CAAC,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACpC,CAAC;IAED,0FAA0F;IAC1F,QAAQ;QACP,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE;YAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QACpF,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QACvB,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;IACrB,CAAC;CACD"}
@@ -2,6 +2,17 @@
2
2
  * An effectiveness matrix between arbitrary types - `mwg` supplies the matrix, not a type
3
3
  * chart. Type names are whatever strings a game defines; an unset pairing multiplies by 1,
4
4
  * so a matrix only has to name the pairings that are not neutral.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { TypeMatrix } from '@datamoc/mw_games/battle';
9
+ *
10
+ * const matrix = new TypeMatrix();
11
+ * matrix.set('fire', 'grass', 2); // super effective
12
+ * matrix.set('fire', 'water', 0.5); // not very effective
13
+ *
14
+ * const total = matrix.multiplierFor('fire', ['grass', 'ice']); // 2 * 1 = 2
15
+ * ```
5
16
  */
6
17
  export declare class TypeMatrix {
7
18
  private multipliers;
@@ -1 +1 @@
1
- {"version":3,"file":"TypeMatrix.d.ts","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,WAAW,CAA6B;IAEhD,OAAO,CAAC,GAAG;IAIX,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CAElE;IAED,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM,CAEhD;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAS,EAAE,MAAM,EAAE,cAAc,EAAE,SAAS,MAAM,EAAE,GAAG,MAAM,CAE1E;CACD"}
1
+ {"version":3,"file":"TypeMatrix.d.ts","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,WAAW,CAA6B;IAEhD,OAAO,CAAC,GAAG;IAIX,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,IAAI,CAElE;IAED,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM,CAEhD;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAS,EAAE,MAAM,EAAE,cAAc,EAAE,SAAS,MAAM,EAAE,GAAG,MAAM,CAE1E;CACD"}
@@ -2,6 +2,17 @@
2
2
  * An effectiveness matrix between arbitrary types - `mwg` supplies the matrix, not a type
3
3
  * chart. Type names are whatever strings a game defines; an unset pairing multiplies by 1,
4
4
  * so a matrix only has to name the pairings that are not neutral.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import { TypeMatrix } from '@datamoc/mw_games/battle';
9
+ *
10
+ * const matrix = new TypeMatrix();
11
+ * matrix.set('fire', 'grass', 2); // super effective
12
+ * matrix.set('fire', 'water', 0.5); // not very effective
13
+ *
14
+ * const total = matrix.multiplierFor('fire', ['grass', 'ice']); // 2 * 1 = 2
15
+ * ```
5
16
  */
6
17
  export class TypeMatrix {
7
18
  constructor() {
@@ -1 +1 @@
1
- {"version":3,"file":"TypeMatrix.js","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAAvB;QACS,gBAAW,GAAG,IAAI,GAAG,EAAkB,CAAC;IAkBjD,CAAC;IAhBQ,GAAG,CAAC,SAAiB,EAAE,SAAiB;QAC/C,OAAO,GAAG,SAAS,IAAI,SAAS,EAAE,CAAC;IACpC,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB,EAAE,UAAkB;QAC3D,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,UAAU,CAAC,CAAC;IAClE,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB;QACvC,OAAO,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,CAAC;IAClE,CAAC;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAiB,EAAE,cAAiC;QACjE,OAAO,cAAc,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,SAAS,EAAE,EAAE,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/F,CAAC;CACD"}
1
+ {"version":3,"file":"TypeMatrix.js","sourceRoot":"","sources":["../../src/battle/TypeMatrix.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,MAAM,OAAO,UAAU;IAAvB;QACS,gBAAW,GAAG,IAAI,GAAG,EAAkB,CAAC;IAkBjD,CAAC;IAhBQ,GAAG,CAAC,SAAiB,EAAE,SAAiB;QAC/C,OAAO,GAAG,SAAS,IAAI,SAAS,EAAE,CAAC;IACpC,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB,EAAE,UAAkB;QAC3D,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,UAAU,CAAC,CAAC;IAClE,CAAC;IAED,GAAG,CAAC,SAAiB,EAAE,SAAiB;QACvC,OAAO,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,CAAC;IAClE,CAAC;IAED,0FAA0F;IAC1F,aAAa,CAAC,SAAiB,EAAE,cAAiC;QACjE,OAAO,cAAc,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,SAAS,EAAE,EAAE,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/F,CAAC;CACD"}
@@ -8,6 +8,21 @@
8
8
  * can only ever move one way and an unlocked achievement can never disagree with the
9
9
  * count behind it. Descriptions are display text `mwg` never reads; persistence is the
10
10
  * usual definitions-fresh, progress-saved split (`QuestLog`'s own convention).
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Achievements } from '@datamoc/mw_games/core';
15
+ *
16
+ * const achievements = new Achievements();
17
+ * achievements.define({ id: 'first-blood', counter: 'kills', target: 1 });
18
+ * achievements.define({ id: 'slayer', counter: 'kills', target: 100 });
19
+ *
20
+ * const unlocked = achievements.increment('kills', 1);
21
+ * console.log(unlocked); // ['first-blood']
22
+ *
23
+ * // later, a UI drains and announces whatever unlocked since it last checked
24
+ * const toast = achievements.drainNew();
25
+ * ```
11
26
  */
12
27
  export interface AchievementDef {
13
28
  id: string;
@@ -1 +1 @@
1
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+ {"version":3,"file":"Achievements.d.ts","sourceRoot":"","sources":["../../src/core/Achievements.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,MAAM,WAAW,cAAc;IAC9B,EAAE,EAAE,MAAM,CAAC;IAEX,yEAAyE;IACzE,OAAO,EAAE,MAAM,CAAC;IAEhB,wCAAwC;IACxC,MAAM,EAAE,MAAM,CAAC;IAEf,oEAAoE;IACpE,WAAW,CAAC,EAAE,MAAM,CAAC;CACrB;AAED,qBAAa,YAAY;IACxB,OAAO,CAAC,WAAW,CAAqC;IACxD,OAAO,CAAC,MAAM,CAA6B;IAE3C,iFAAiF;IACjF,OAAO,CAAC,KAAK,CAAgB;IAE7B,MAAM,CAAC,UAAU,EAAE,cAAc,GAAG,IAAI,CAEvC;IAED,wEAAwE;IACxE,KAAK,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM,CAE7B;IAED;;;;;OAKG;IACH,SAAS,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,SAAI,GAAG,MAAM,EAAE,CAa/C;IAED,yFAAyF;IACzF,QAAQ,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAI5B;IAED,2FAA2F;IAC3F,QAAQ,CAAC,EAAE,EAAE,MAAM,GAAG;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAItD;IAED,8EAA8E;IAC9E,QAAQ,IAAI,MAAM,EAAE,CAInB;IAED,MAAM,IAAI;QAAE,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,CAEvC;IAED,oGAAoG;IACpG,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,cAAc,EAAE,EAAE,IAAI,EAAE;QAAE,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,GAAG,YAAY,CAMjG;CACD"}
@@ -8,6 +8,21 @@
8
8
  * can only ever move one way and an unlocked achievement can never disagree with the
9
9
  * count behind it. Descriptions are display text `mwg` never reads; persistence is the
10
10
  * usual definitions-fresh, progress-saved split (`QuestLog`'s own convention).
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Achievements } from '@datamoc/mw_games/core';
15
+ *
16
+ * const achievements = new Achievements();
17
+ * achievements.define({ id: 'first-blood', counter: 'kills', target: 1 });
18
+ * achievements.define({ id: 'slayer', counter: 'kills', target: 100 });
19
+ *
20
+ * const unlocked = achievements.increment('kills', 1);
21
+ * console.log(unlocked); // ['first-blood']
22
+ *
23
+ * // later, a UI drains and announces whatever unlocked since it last checked
24
+ * const toast = achievements.drainNew();
25
+ * ```
11
26
  */
12
27
  export class Achievements {
13
28
  constructor() {
@@ -1 +1 @@
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