@datamoc/mw_games 0.4.0 → 0.4.2

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 (665) hide show
  1. package/README.md +2 -2
  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/binary.d.ts +52 -0
  89. package/dist/assets/binary.d.ts.map +1 -0
  90. package/dist/assets/binary.js +57 -0
  91. package/dist/assets/binary.js.map +1 -0
  92. package/dist/assets/index.d.ts +10 -5
  93. package/dist/assets/index.d.ts.map +1 -1
  94. package/dist/assets/index.js +9 -5
  95. package/dist/assets/index.js.map +1 -1
  96. package/dist/assets/loader.d.ts +11 -0
  97. package/dist/assets/loader.d.ts.map +1 -1
  98. package/dist/assets/loader.js +11 -0
  99. package/dist/assets/loader.js.map +1 -1
  100. package/dist/assets/paths.d.ts +10 -0
  101. package/dist/assets/paths.d.ts.map +1 -1
  102. package/dist/assets/paths.js +10 -0
  103. package/dist/assets/paths.js.map +1 -1
  104. package/dist/audio/Captions.d.ts +13 -1
  105. package/dist/audio/Captions.d.ts.map +1 -1
  106. package/dist/audio/Captions.js +13 -1
  107. package/dist/audio/Captions.js.map +1 -1
  108. package/dist/audio/Midi.d.ts +19 -1
  109. package/dist/audio/Midi.d.ts.map +1 -1
  110. package/dist/audio/Midi.js +19 -1
  111. package/dist/audio/Midi.js.map +1 -1
  112. package/dist/audio/Music.d.ts +11 -0
  113. package/dist/audio/Music.d.ts.map +1 -1
  114. package/dist/audio/Music.js +11 -0
  115. package/dist/audio/Music.js.map +1 -1
  116. package/dist/audio/Orchestrator.d.ts +14 -0
  117. package/dist/audio/Orchestrator.d.ts.map +1 -1
  118. package/dist/audio/Orchestrator.js +14 -0
  119. package/dist/audio/Orchestrator.js.map +1 -1
  120. package/dist/audio/Playable.d.ts +11 -1
  121. package/dist/audio/Playable.d.ts.map +1 -1
  122. package/dist/audio/Playable.js +11 -1
  123. package/dist/audio/Playable.js.map +1 -1
  124. package/dist/audio/Sound.d.ts +8 -0
  125. package/dist/audio/Sound.d.ts.map +1 -1
  126. package/dist/audio/Sound.js +8 -0
  127. package/dist/audio/Sound.js.map +1 -1
  128. package/dist/audio/Synth.d.ts +15 -0
  129. package/dist/audio/Synth.d.ts.map +1 -1
  130. package/dist/audio/Synth.js +15 -0
  131. package/dist/audio/Synth.js.map +1 -1
  132. package/dist/battle/BattleAI.d.ts +18 -2
  133. package/dist/battle/BattleAI.d.ts.map +1 -1
  134. package/dist/battle/BattleAI.js +18 -2
  135. package/dist/battle/BattleAI.js.map +1 -1
  136. package/dist/battle/Evolution.d.ts +12 -0
  137. package/dist/battle/Evolution.d.ts.map +1 -1
  138. package/dist/battle/Evolution.js +12 -0
  139. package/dist/battle/Evolution.js.map +1 -1
  140. package/dist/battle/Field.d.ts +11 -0
  141. package/dist/battle/Field.d.ts.map +1 -1
  142. package/dist/battle/Field.js.map +1 -1
  143. package/dist/battle/Hooks.d.ts +16 -0
  144. package/dist/battle/Hooks.d.ts.map +1 -1
  145. package/dist/battle/Hooks.js +16 -0
  146. package/dist/battle/Hooks.js.map +1 -1
  147. package/dist/battle/Move.d.ts +13 -0
  148. package/dist/battle/Move.d.ts.map +1 -1
  149. package/dist/battle/Move.js +13 -0
  150. package/dist/battle/Move.js.map +1 -1
  151. package/dist/battle/Party.d.ts +11 -0
  152. package/dist/battle/Party.d.ts.map +1 -1
  153. package/dist/battle/Party.js +11 -0
  154. package/dist/battle/Party.js.map +1 -1
  155. package/dist/battle/Species.d.ts +10 -0
  156. package/dist/battle/Species.d.ts.map +1 -1
  157. package/dist/battle/Species.js +10 -0
  158. package/dist/battle/Species.js.map +1 -1
  159. package/dist/battle/StatStages.d.ts +14 -0
  160. package/dist/battle/StatStages.d.ts.map +1 -1
  161. package/dist/battle/StatStages.js.map +1 -1
  162. package/dist/battle/TypeMatrix.d.ts +11 -0
  163. package/dist/battle/TypeMatrix.d.ts.map +1 -1
  164. package/dist/battle/TypeMatrix.js +11 -0
  165. package/dist/battle/TypeMatrix.js.map +1 -1
  166. package/dist/board/Army.d.ts +75 -0
  167. package/dist/board/Army.d.ts.map +1 -1
  168. package/dist/board/Army.js +75 -0
  169. package/dist/board/Army.js.map +1 -1
  170. package/dist/board/Classics.d.ts +297 -1
  171. package/dist/board/Classics.d.ts.map +1 -1
  172. package/dist/board/Classics.js +297 -1
  173. package/dist/board/Classics.js.map +1 -1
  174. package/dist/board/Engine.d.ts +23 -0
  175. package/dist/board/Engine.d.ts.map +1 -1
  176. package/dist/board/Engine.js +23 -0
  177. package/dist/board/Engine.js.map +1 -1
  178. package/dist/board/FogOfWar.d.ts +20 -0
  179. package/dist/board/FogOfWar.d.ts.map +1 -1
  180. package/dist/board/FogOfWar.js +20 -0
  181. package/dist/board/FogOfWar.js.map +1 -1
  182. package/dist/board/Tactics.d.ts +158 -1
  183. package/dist/board/Tactics.d.ts.map +1 -1
  184. package/dist/board/Tactics.js +125 -1
  185. package/dist/board/Tactics.js.map +1 -1
  186. package/dist/board/chess.d.ts +87 -3
  187. package/dist/board/chess.d.ts.map +1 -1
  188. package/dist/board/chess.js +96 -4
  189. package/dist/board/chess.js.map +1 -1
  190. package/dist/core/Achievements.d.ts +15 -0
  191. package/dist/core/Achievements.d.ts.map +1 -1
  192. package/dist/core/Achievements.js +15 -0
  193. package/dist/core/Achievements.js.map +1 -1
  194. package/dist/core/Collection.d.ts +12 -0
  195. package/dist/core/Collection.d.ts.map +1 -1
  196. package/dist/core/Collection.js +12 -0
  197. package/dist/core/Collection.js.map +1 -1
  198. package/dist/core/Entity.d.ts +42 -0
  199. package/dist/core/Entity.d.ts.map +1 -0
  200. package/dist/core/Entity.js +47 -0
  201. package/dist/core/Entity.js.map +1 -0
  202. package/dist/core/Feedback.d.ts +11 -1
  203. package/dist/core/Feedback.d.ts.map +1 -1
  204. package/dist/core/Feedback.js +11 -1
  205. package/dist/core/Feedback.js.map +1 -1
  206. package/dist/core/Hex.d.ts +14 -0
  207. package/dist/core/Hex.d.ts.map +1 -1
  208. package/dist/core/Hex.js +14 -0
  209. package/dist/core/Hex.js.map +1 -1
  210. package/dist/core/Hooks.d.ts +14 -0
  211. package/dist/core/Hooks.d.ts.map +1 -1
  212. package/dist/core/Hooks.js.map +1 -1
  213. package/dist/core/Input.d.ts +12 -0
  214. package/dist/core/Input.d.ts.map +1 -1
  215. package/dist/core/Input.js.map +1 -1
  216. package/dist/core/Loading.d.ts +17 -0
  217. package/dist/core/Loading.d.ts.map +1 -1
  218. package/dist/core/Loading.js +17 -0
  219. package/dist/core/Loading.js.map +1 -1
  220. package/dist/core/Log.d.ts +9 -0
  221. package/dist/core/Log.d.ts.map +1 -1
  222. package/dist/core/Log.js +9 -0
  223. package/dist/core/Log.js.map +1 -1
  224. package/dist/core/Multiplayer.d.ts +12 -0
  225. package/dist/core/Multiplayer.d.ts.map +1 -1
  226. package/dist/core/Multiplayer.js +12 -0
  227. package/dist/core/Multiplayer.js.map +1 -1
  228. package/dist/core/News.d.ts +12 -0
  229. package/dist/core/News.d.ts.map +1 -1
  230. package/dist/core/News.js.map +1 -1
  231. package/dist/core/PlayerInput.d.ts +14 -0
  232. package/dist/core/PlayerInput.d.ts.map +1 -1
  233. package/dist/core/PlayerInput.js +14 -0
  234. package/dist/core/PlayerInput.js.map +1 -1
  235. package/dist/core/Presentation.d.ts +56 -0
  236. package/dist/core/Presentation.d.ts.map +1 -0
  237. package/dist/core/Presentation.js +78 -0
  238. package/dist/core/Presentation.js.map +1 -0
  239. package/dist/core/Random.d.ts +24 -0
  240. package/dist/core/Random.d.ts.map +1 -1
  241. package/dist/core/Random.js +24 -0
  242. package/dist/core/Random.js.map +1 -1
  243. package/dist/core/Replay.d.ts +31 -0
  244. package/dist/core/Replay.d.ts.map +1 -1
  245. package/dist/core/Replay.js +31 -0
  246. package/dist/core/Replay.js.map +1 -1
  247. package/dist/core/RunHistory.d.ts +12 -0
  248. package/dist/core/RunHistory.d.ts.map +1 -1
  249. package/dist/core/RunHistory.js.map +1 -1
  250. package/dist/core/Sanitize.d.ts +18 -0
  251. package/dist/core/Sanitize.d.ts.map +1 -1
  252. package/dist/core/Sanitize.js +18 -0
  253. package/dist/core/Sanitize.js.map +1 -1
  254. package/dist/core/Save.d.ts.map +1 -1
  255. package/dist/core/Save.js +13 -0
  256. package/dist/core/Save.js.map +1 -1
  257. package/dist/core/SaveSync.d.ts +14 -0
  258. package/dist/core/SaveSync.d.ts.map +1 -1
  259. package/dist/core/SaveSync.js.map +1 -1
  260. package/dist/core/Scene.d.ts +13 -0
  261. package/dist/core/Scene.d.ts.map +1 -1
  262. package/dist/core/Scene.js +13 -0
  263. package/dist/core/Scene.js.map +1 -1
  264. package/dist/core/SceneStack.d.ts +20 -0
  265. package/dist/core/SceneStack.d.ts.map +1 -1
  266. package/dist/core/SceneStack.js +20 -0
  267. package/dist/core/SceneStack.js.map +1 -1
  268. package/dist/core/Scramble.d.ts +8 -0
  269. package/dist/core/Scramble.d.ts.map +1 -1
  270. package/dist/core/Scramble.js +8 -0
  271. package/dist/core/Scramble.js.map +1 -1
  272. package/dist/core/Session.d.ts +10 -0
  273. package/dist/core/Session.d.ts.map +1 -1
  274. package/dist/core/Session.js.map +1 -1
  275. package/dist/core/Signal.d.ts +11 -0
  276. package/dist/core/Signal.d.ts.map +1 -1
  277. package/dist/core/Signal.js.map +1 -1
  278. package/dist/core/Spawner.d.ts +17 -0
  279. package/dist/core/Spawner.d.ts.map +1 -1
  280. package/dist/core/Spawner.js +17 -0
  281. package/dist/core/Spawner.js.map +1 -1
  282. package/dist/core/Stats.d.ts +14 -0
  283. package/dist/core/Stats.d.ts.map +1 -1
  284. package/dist/core/Stats.js +14 -0
  285. package/dist/core/Stats.js.map +1 -1
  286. package/dist/core/Telemetry.d.ts +11 -0
  287. package/dist/core/Telemetry.d.ts.map +1 -1
  288. package/dist/core/Telemetry.js +11 -0
  289. package/dist/core/Telemetry.js.map +1 -1
  290. package/dist/core/Tween.d.ts +16 -1
  291. package/dist/core/Tween.d.ts.map +1 -1
  292. package/dist/core/Tween.js +16 -1
  293. package/dist/core/Tween.js.map +1 -1
  294. package/dist/core/UndoHistory.d.ts +15 -0
  295. package/dist/core/UndoHistory.d.ts.map +1 -1
  296. package/dist/core/UndoHistory.js.map +1 -1
  297. package/dist/core/index.d.ts +4 -0
  298. package/dist/core/index.d.ts.map +1 -1
  299. package/dist/core/index.js +2 -0
  300. package/dist/core/index.js.map +1 -1
  301. package/dist/i18n/Content.d.ts +151 -0
  302. package/dist/i18n/Content.d.ts.map +1 -0
  303. package/dist/i18n/Content.js +219 -0
  304. package/dist/i18n/Content.js.map +1 -0
  305. package/dist/i18n/Format.d.ts +25 -0
  306. package/dist/i18n/Format.d.ts.map +1 -0
  307. package/dist/i18n/Format.js +32 -0
  308. package/dist/i18n/Format.js.map +1 -0
  309. package/dist/i18n/SemanticMessage.d.ts +71 -0
  310. package/dist/i18n/SemanticMessage.d.ts.map +1 -0
  311. package/dist/i18n/SemanticMessage.js +40 -0
  312. package/dist/i18n/SemanticMessage.js.map +1 -0
  313. package/dist/i18n/Validate.d.ts +56 -0
  314. package/dist/i18n/Validate.d.ts.map +1 -0
  315. package/dist/i18n/Validate.js +65 -0
  316. package/dist/i18n/Validate.js.map +1 -0
  317. package/dist/i18n/index.d.ts +74 -3
  318. package/dist/i18n/index.d.ts.map +1 -1
  319. package/dist/i18n/index.js +136 -7
  320. package/dist/i18n/index.js.map +1 -1
  321. package/dist/mw_games.global.js +153 -88
  322. package/dist/roguelike/Blob.d.ts +11 -0
  323. package/dist/roguelike/Blob.d.ts.map +1 -1
  324. package/dist/roguelike/Blob.js +11 -0
  325. package/dist/roguelike/Blob.js.map +1 -1
  326. package/dist/roguelike/Boss.d.ts +12 -0
  327. package/dist/roguelike/Boss.d.ts.map +1 -1
  328. package/dist/roguelike/Boss.js +12 -0
  329. package/dist/roguelike/Boss.js.map +1 -1
  330. package/dist/roguelike/Combat.d.ts +13 -0
  331. package/dist/roguelike/Combat.d.ts.map +1 -1
  332. package/dist/roguelike/Combat.js +13 -0
  333. package/dist/roguelike/Combat.js.map +1 -1
  334. package/dist/roguelike/ContentRoll.d.ts +10 -0
  335. package/dist/roguelike/ContentRoll.d.ts.map +1 -1
  336. package/dist/roguelike/ContentRoll.js +10 -0
  337. package/dist/roguelike/ContentRoll.js.map +1 -1
  338. package/dist/roguelike/Doors.d.ts +13 -0
  339. package/dist/roguelike/Doors.d.ts.map +1 -1
  340. package/dist/roguelike/Doors.js +13 -0
  341. package/dist/roguelike/Doors.js.map +1 -1
  342. package/dist/roguelike/DungeonParity.d.ts +15 -0
  343. package/dist/roguelike/DungeonParity.d.ts.map +1 -1
  344. package/dist/roguelike/DungeonParity.js +15 -0
  345. package/dist/roguelike/DungeonParity.js.map +1 -1
  346. package/dist/roguelike/Elevation.d.ts +15 -0
  347. package/dist/roguelike/Elevation.d.ts.map +1 -1
  348. package/dist/roguelike/Elevation.js +15 -0
  349. package/dist/roguelike/Elevation.js.map +1 -1
  350. package/dist/roguelike/Features.d.ts +17 -0
  351. package/dist/roguelike/Features.d.ts.map +1 -1
  352. package/dist/roguelike/Features.js +17 -0
  353. package/dist/roguelike/Features.js.map +1 -1
  354. package/dist/roguelike/FieldOfView.d.ts +13 -0
  355. package/dist/roguelike/FieldOfView.d.ts.map +1 -1
  356. package/dist/roguelike/FieldOfView.js +13 -0
  357. package/dist/roguelike/FieldOfView.js.map +1 -1
  358. package/dist/roguelike/Level.d.ts +26 -1
  359. package/dist/roguelike/Level.d.ts.map +1 -1
  360. package/dist/roguelike/Level.js +26 -1
  361. package/dist/roguelike/Level.js.map +1 -1
  362. package/dist/roguelike/MonsterAI.d.ts +14 -0
  363. package/dist/roguelike/MonsterAI.d.ts.map +1 -1
  364. package/dist/roguelike/MonsterAI.js +14 -0
  365. package/dist/roguelike/MonsterAI.js.map +1 -1
  366. package/dist/roguelike/MultiStageAbility.d.ts +16 -0
  367. package/dist/roguelike/MultiStageAbility.d.ts.map +1 -1
  368. package/dist/roguelike/MultiStageAbility.js +16 -0
  369. package/dist/roguelike/MultiStageAbility.js.map +1 -1
  370. package/dist/roguelike/Pathfinder.d.ts +23 -2
  371. package/dist/roguelike/Pathfinder.d.ts.map +1 -1
  372. package/dist/roguelike/Pathfinder.js +23 -2
  373. package/dist/roguelike/Pathfinder.js.map +1 -1
  374. package/dist/roguelike/Placement.d.ts +62 -0
  375. package/dist/roguelike/Placement.d.ts.map +1 -0
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@@ -48,6 +48,21 @@ export type QuestMarker = 'offer' | 'turnIn' | 'none';
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  * variables - not a storage mechanism of its own. A quest's *definition* (its stages, its
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  * prerequisites) is static game content, supplied once, the same way the dungeon example's
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  * `ITEMS` table is; only which stage each quest has reached is what gets saved.
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+ *
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+ * @example
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+ * ```ts
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+ * import { QuestLog, GameState } from '@datamoc/mw_games/rpg';
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+ *
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+ * const state = new GameState();
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+ * const quests = new QuestLog();
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+ * quests.define({ id: 'rats', stages: [{ counter: { variable: 'ratsKilled', target: 5 } }] });
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+ *
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+ * quests.track('rats');
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+ * state.setVariable('ratsKilled', 5);
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+ * quests.advanceStage('rats', state); // true - the counter stage is satisfied
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+ *
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+ * console.log(quests.status('rats')); // 'complete'
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+ * ```
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  */
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  export declare class QuestLog {
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  private definitions;
@@ -1 +1 @@
1
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1
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package/dist/rpg/Quest.js CHANGED
@@ -4,6 +4,21 @@ import { conditionHolds } from './Event.js';
4
4
  * variables - not a storage mechanism of its own. A quest's *definition* (its stages, its
5
5
  * prerequisites) is static game content, supplied once, the same way the dungeon example's
6
6
  * `ITEMS` table is; only which stage each quest has reached is what gets saved.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * import { QuestLog, GameState } from '@datamoc/mw_games/rpg';
11
+ *
12
+ * const state = new GameState();
13
+ * const quests = new QuestLog();
14
+ * quests.define({ id: 'rats', stages: [{ counter: { variable: 'ratsKilled', target: 5 } }] });
15
+ *
16
+ * quests.track('rats');
17
+ * state.setVariable('ratsKilled', 5);
18
+ * quests.advanceStage('rats', state); // true - the counter stage is satisfied
19
+ *
20
+ * console.log(quests.status('rats')); // 'complete'
21
+ * ```
7
22
  */
8
23
  export class QuestLog {
9
24
  constructor() {
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Quest.js","sourceRoot":"","sources":["../../src/rpg/Quest.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAuB,MAAM,YAAY,CAAC;AA6CjE;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,OAAO,QAAQ;IAArB;QACS,gBAAW,GAAG,IAAI,GAAG,EAA2B,CAAC;QAEzD,0EAA0E;QAClE,eAAU,GAAG,IAAI,GAAG,EAAkB,CAAC;QAE/C,8EAA8E;QACtE,YAAO,GAAkB,IAAI,CAAC;IAyHvC,CAAC;IAvHA,MAAM,CAAC,KAAsB;QAC5B,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;IACvC,CAAC;IAED,6FAA6F;IAC7F,KAAK,CAAC,EAAiB;QACtB,IAAI,EAAE,KAAK,IAAI;YAAE,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAClC,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;IACnB,CAAC;IAED,6FAA6F;IAC7F,YAAY;QACX,OAAO,IAAI,CAAC,OAAO,KAAK,IAAI,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9F,CAAC;IAED,uFAAuF;IACvF,eAAe;QACd,MAAM,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QAC/B,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,EAAE,QAAQ,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9D,CAAC;IAED;;;OAGG;IACH,SAAS,CAAC,GAAsB,EAAE,KAAgB;QACjD,IAAI,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;YAAE,OAAO,QAAQ,CAAC;QACtG,IAAI,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,WAAW,CAAC;YAAE,OAAO,OAAO,CAAC;QACtE,OAAO,MAAM,CAAC;IACf,CAAC;IAED,oFAAoF;IACpF,QAAQ,CAAC,EAAU;QAClB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAC/B,OAAO,CAAC,KAAK,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,KAAK,UAAU,CAAC,CAAC;IAC3E,CAAC;IAED,mEAAmE;IACnE,KAAK,CAAC,EAAU;QACf,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,UAAU,EAAE,mDAAmD,CAAC,CAAC;QACzG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED,MAAM,CAAC,EAAU;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC;QAC/B,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACtC,IAAI,KAAK,KAAK,SAAS;YAAE,OAAO,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,aAAa,CAAC;QAChF,OAAO,KAAK,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,QAAQ,CAAC;IAC7D,CAAC;IAED,uFAAuF;IACvF,YAAY,CAAC,EAAU;QACtB,IAAI,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,KAAK,QAAQ;YAAE,OAAO,IAAI,CAAC;QAC9C,OAAO,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAE,CAAC,CAAC;IAC1D,CAAC;IAED,0FAA0F;IAC1F,QAAQ,CAAC,EAAU,EAAE,KAAgB;QACpC,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC;QACpC,IAAI,CAAC,KAAK,EAAE,OAAO;YAAE,OAAO,IAAI,CAAC;QACjC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IACnF,CAAC;IAED;;;;;;;;;;;;;;;OAeG;IACH,YAAY,CAAC,EAAU,EAAE,KAAgB;QACxC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,EAAE,EAAE,KAAK,CAAC;YAAE,OAAO,KAAK,CAAC;QAElD,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,CAAE,GAAG,CAAC,CAAC,CAAC;QACtD,OAAO,IAAI,CAAC;IACb,CAAC;IAED,2FAA2F;IACnF,cAAc,CAAC,EAAU,EAAE,KAAgB;QAClD,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC;QACpC,IAAI,CAAC,KAAK;YAAE,OAAO,KAAK,CAAC;QAEzB,OAAO,KAAK,CAAC,SAAS;YACrB,CAAC,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,KAAK,CAAC;YACxC,CAAC,CAAC,KAAK,CAAC,OAAO;gBACd,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM;gBAChE,CAAC,CAAC,IAAI,CAAC;IACV,CAAC;IAEO,OAAO,CAAC,EAAU;QACzB,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QACvC,IAAI,CAAC,KAAK;YAAE,MAAM,IAAI,KAAK,CAAC,mBAAmB,EAAE,GAAG,CAAC,CAAC;QACtD,OAAO,KAAK,CAAC;IACd,CAAC;IAED,MAAM;QACL,OAAO,EAAE,UAAU,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;IACpE,CAAC;IAED,4FAA4F;IAC5F,MAAM,CAAC,QAAQ,CACd,WAA8B,EAC9B,IAAiE;QAEjE,MAAM,GAAG,GAAG,IAAI,QAAQ,EAAE,CAAC;QAC3B,KAAK,MAAM,KAAK,IAAI,WAAW;YAAE,GAAG,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACnD,KAAK,MAAM,CAAC,EAAE,EAAE,KAAK,CAAC,IAAI,IAAI,CAAC,UAAU;YAAE,GAAG,CAAC,UAAU,CAAC,GAAG,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QACzE,IAAI,IAAI,CAAC,OAAO;YAAE,GAAG,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC7C,OAAO,GAAG,CAAC;IACZ,CAAC;CACD"}
@@ -19,6 +19,21 @@ export interface AutomapTarget {
19
19
  * Deliberately the same value as `two-d/render`'s own `EMPTY`, declared here rather than
20
20
  * imported so this module needs no renderer. `tests/automap.test.ts` asserts the two stay
21
21
  * equal, the same way the version test pins `version.ts` to `package.json`.
22
+ *
23
+ * @example
24
+ * ```ts
25
+ * import { automap, AUTOMAP_EMPTY, type AutomapTarget, type AutomapRule } from '@datamoc/mw_games/rpg';
26
+ *
27
+ * declare const map: AutomapTarget; // a real two-d/render.TileMap satisfies this structurally
28
+ *
29
+ * const cornerRule: AutomapRule = {
30
+ * width: 2, height: 2,
31
+ * input: { ground: [1, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] },
32
+ * outputs: [{ ground: [2, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] }],
33
+ * };
34
+ *
35
+ * const changed = automap(map, [cornerRule]); // how many cells the rules actually wrote
36
+ * ```
22
37
  */
23
38
  export declare const EMPTY = -1;
24
39
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"automap.d.ts","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,WAAW,aAAa;IAC7B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;IAC9D,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3E;AAED;;;;;;;GAOG;AACH,eAAO,MAAM,KAAK,KAAK,CAAC;AAGxB;;;;;;;;GAQG;AACH,MAAM,WAAW,WAAW;IAC3B,2CAA2C;IAC3C,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,0FAA0F;IAC1F,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,mGAAmG;IACnG,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC;IACzC;;;;OAIG;IACH,OAAO,EAAE,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;CAClD;AAED,MAAM,WAAW,cAAc;IAC9B,mFAAmF;IACnF,IAAI,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,MAAM,CAAC;CACpC;AAED;;;;;;;;GAQG;AACH,wBAAgB,OAAO,CAAC,GAAG,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,WAAW,EAAE,EAAE,OAAO,GAAE,cAAmB,GAAG,MAAM,CAwB/G"}
1
+ {"version":3,"file":"automap.d.ts","sourceRoot":"","sources":["../../src/rpg/automap.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,MAAM,WAAW,aAAa;IAC7B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;IAC9D,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3E;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,KAAK,KAAK,CAAC;AAGxB;;;;;;;;GAQG;AACH,MAAM,WAAW,WAAW;IAC3B,2CAA2C;IAC3C,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,0FAA0F;IAC1F,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,mGAAmG;IACnG,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC;IACzC;;;;OAIG;IACH,OAAO,EAAE,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;CAClD;AAED,MAAM,WAAW,cAAc;IAC9B,mFAAmF;IACnF,IAAI,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,MAAM,CAAC;CACpC;AAED;;;;;;;;GAQG;AACH,wBAAgB,OAAO,CAAC,GAAG,EAAE,aAAa,EAAE,KAAK,EAAE,SAAS,WAAW,EAAE,EAAE,OAAO,GAAE,cAAmB,GAAG,MAAM,CAwB/G"}
@@ -5,6 +5,21 @@
5
5
  * Deliberately the same value as `two-d/render`'s own `EMPTY`, declared here rather than
6
6
  * imported so this module needs no renderer. `tests/automap.test.ts` asserts the two stay
7
7
  * equal, the same way the version test pins `version.ts` to `package.json`.
8
+ *
9
+ * @example
10
+ * ```ts
11
+ * import { automap, AUTOMAP_EMPTY, type AutomapTarget, type AutomapRule } from '@datamoc/mw_games/rpg';
12
+ *
13
+ * declare const map: AutomapTarget; // a real two-d/render.TileMap satisfies this structurally
14
+ *
15
+ * const cornerRule: AutomapRule = {
16
+ * width: 2, height: 2,
17
+ * input: { ground: [1, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] },
18
+ * outputs: [{ ground: [2, AUTOMAP_EMPTY, AUTOMAP_EMPTY, AUTOMAP_EMPTY] }],
19
+ * };
20
+ *
21
+ * const changed = automap(map, [cornerRule]); // how many cells the rules actually wrote
22
+ * ```
8
23
  */
9
24
  export const EMPTY = -1;
10
25
  import { int } from '../core/Random.js';
@@ -1 +1 @@
1
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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
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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
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@@ -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
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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
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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"}
@@ -1,5 +1,6 @@
1
1
  import '@babylonjs/loaders/glTF/index.js';
2
- import type { ImportMeshOptions, ISceneLoaderAsyncResult } from '@babylonjs/core/Loading/sceneLoader.js';
2
+ import type { ImportMeshOptions, ISceneLoaderAsyncResult, LoadAssetContainerOptions } from '@babylonjs/core/Loading/sceneLoader.js';
3
+ import type { AssetContainer } from '@babylonjs/core/assetContainer.js';
3
4
  import type { Scene } from '@babylonjs/core/scene.js';
4
5
  export type ModelSource3D = string | File | ArrayBufferView;
5
6
  /**
@@ -7,6 +8,42 @@ export type ModelSource3D = string | File | ArrayBufferView;
7
8
  * asset path is resolved through `mwg/assets` first, the same way every other loader in the
8
9
  * framework becomes `file://`-safe once assets are compiled to `data:` URIs; a URI that is
9
10
  * already resolved is passed through unchanged.
11
+ *
12
+ * For a single copy of a model this is the whole job; for several copies of the *same*
13
+ * model, `loadModelContainer3D` fetches and parses once and instantiates independent copies
14
+ * from it - calling this a second time for the same source imports and parses it again.
10
15
  */
11
16
  export declare function loadModel3D(source: ModelSource3D, scene: Scene, options?: ImportMeshOptions): Promise<ISceneLoaderAsyncResult>;
17
+ /**
18
+ * Loads a model once per resolved source and caches the in-flight/loaded `AssetContainer`,
19
+ * so a second call for the same source returns the same container instead of importing and
20
+ * parsing it again over the network. A container is not itself scene content - call
21
+ * `container.instantiateModelsToScene()` for each independent copy a game wants to place,
22
+ * which is Babylon's own way to get several unaliased instances of one loaded model without
23
+ * a second fetch; `loadModel3D` imports straight into the scene instead, for the common case
24
+ * of only ever wanting one copy.
25
+ *
26
+ * Only caches when `source` is a string (an asset path or already-resolved URI) - a `File`
27
+ * or in-memory byte view has no stable identity to key a cache on, so those always load
28
+ * fresh, the same way `loadModel3D` never tries to resolve them as a path either.
29
+ *
30
+ * @example
31
+ * ```ts
32
+ * import { loadModelContainer3D, isModelContainerLoaded, releaseModelContainer } from '@datamoc/mw_games/3d/models';
33
+ *
34
+ * declare const scene: import('@babylonjs/core/scene.js').Scene;
35
+ *
36
+ * const container = await loadModelContainer3D('models/tree.glb', scene);
37
+ * const treeA = container.instantiateModelsToScene();
38
+ * const treeB = container.instantiateModelsToScene(); // a second, independent copy - no re-fetch
39
+ *
40
+ * console.log(isModelContainerLoaded('models/tree.glb')); // true
41
+ * releaseModelContainer('models/tree.glb'); // frees the container once every copy is placed
42
+ * ```
43
+ */
44
+ export declare function loadModelContainer3D(source: ModelSource3D, scene: Scene, options?: LoadAssetContainerOptions): Promise<AssetContainer>;
45
+ /** true once `loadModelContainer3D` has resolved for this source and it has not since been `releaseModelContainer`d */
46
+ export declare function isModelContainerLoaded(source: string): boolean;
47
+ /** disposes and forgets a cached container; a source never loaded (or already released) is silently skipped */
48
+ export declare function releaseModelContainer(source: string): Promise<void>;
12
49
  //# sourceMappingURL=Models.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Models.d.ts","sourceRoot":"","sources":["../../src/three-d/Models.ts"],"names":[],"mappings":"AAAA,OAAO,kCAAkC,CAAC;AAE1C,OAAO,KAAK,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,wCAAwC,CAAC;AACzG,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAItD,MAAM,MAAM,aAAa,GAAG,MAAM,GAAG,IAAI,GAAG,eAAe,CAAC;AAE5D;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,iBAAiB,GAAG,OAAO,CAAC,uBAAuB,CAAC,CAG9H"}
1
+ {"version":3,"file":"Models.d.ts","sourceRoot":"","sources":["../../src/three-d/Models.ts"],"names":[],"mappings":"AAAA,OAAO,kCAAkC,CAAC;AAE1C,OAAO,KAAK,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,yBAAyB,EAAE,MAAM,wCAAwC,CAAC;AACpI,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACxE,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAItD,MAAM,MAAM,aAAa,GAAG,MAAM,GAAG,IAAI,GAAG,eAAe,CAAC;AAM5D;;;;;;;;;GASG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,iBAAiB,GAAG,OAAO,CAAC,uBAAuB,CAAC,CAE9H;AAID;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,yBAAyB,GAAG,OAAO,CAAC,cAAc,CAAC,CAYtI;AAED,uHAAuH;AACvH,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAG9D;AAED,+GAA+G;AAC/G,wBAAsB,qBAAqB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAQzE"}