@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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@@ -1,6 +1,26 @@
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  /**
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  * Unions the visible cells of several units for each faction and retains explored memory.
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  * The caller supplies visibility because board games differ in terrain, range, and blockers.
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+ *
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+ * @example
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+ * ```ts
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+ * import { FactionFog } from '@datamoc/mw_games/board';
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+ *
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+ * const fog = new FactionFog(10, 10);
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+ *
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+ * const sources = [{ x: 2, y: 2 }];
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+ * fog.sync('blue', sources, (source) => [
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+ * source,
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+ * { x: source.x + 1, y: source.y },
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+ * ]);
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+ *
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+ * console.log(fog.isVisible('blue', 3, 2)); // true - lit by the scout right now
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+ * console.log(fog.isVisible('blue', 5, 5)); // false - never seen
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+ *
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+ * fog.sync('blue', [], () => []); // the scout moved away, nothing visible this turn
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+ * console.log(fog.isVisible('blue', 3, 2)); // false - no longer in sight
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+ * console.log(fog.isExplored('blue', 3, 2)); // true - stays remembered after leaving
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+ * ```
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  */
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  export class FactionFog {
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  constructor(width, height) {
@@ -1 +1 @@
1
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@@ -1,3 +1,36 @@
1
+ /**
2
+ * A tactical action-point battle layer: a grid or hex board where units spend action points to
3
+ * move and attack, with overwatch reactions and turn order rotating by owner. Distances and
4
+ * neighbours follow `shape`, reusing `core.Hex` for hex boards.
5
+ *
6
+ * @example
7
+ * ```ts
8
+ * import {
9
+ * startingTactics,
10
+ * addTacticalUnit,
11
+ * tacticalMoves,
12
+ * moveTacticalUnit,
13
+ * setTacticalOverwatch,
14
+ * triggerTacticalOverwatch,
15
+ * tacticalAttack,
16
+ * endTacticalTurn,
17
+ * } from '@datamoc/mw_games/board';
18
+ *
19
+ * const state = startingTactics(6, 6, 'square');
20
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
21
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
22
+ *
23
+ * const moves = tacticalMoves(state, 'ranger'); // reachable cells within 2 action points
24
+ * moveTacticalUnit(state, moves[0]);
25
+ *
26
+ * setTacticalOverwatch(state, 'ranger'); // spends the rest of blue's turn watching
27
+ * endTacticalTurn(state); // hands the turn to red
28
+ *
29
+ * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // ranger fires if raider is in range
30
+ * const result = tacticalAttack(state, 'raider', 'ranger', 3); // red's own attack, 3 damage minus cover
31
+ * console.log(result.killed); // false - ranger has hp left
32
+ * ```
33
+ */
1
34
  export type TacticalShape = 'square' | 'hex';
2
35
  export interface TacticalCell {
3
36
  passable: boolean;
@@ -35,14 +68,138 @@ export interface TacticalAttack {
35
68
  cover: number;
36
69
  killed: boolean;
37
70
  }
71
+ /**
72
+ * @example
73
+ * ```ts
74
+ * import { startingTactics } from '@datamoc/mw_games/board';
75
+ *
76
+ * const state = startingTactics(6, 6, 'square');
77
+ * console.log(state.width, state.height, state.round); // 6 6 1
78
+ * ```
79
+ */
38
80
  export declare function startingTactics(width: number, height: number, shape?: TacticalShape): TacticalState;
39
- /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied */
81
+ /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied
82
+ *
83
+ * @example
84
+ * ```ts
85
+ * import { startingTactics, addTacticalUnit, canPlaceTacticalUnit } from '@datamoc/mw_games/board';
86
+ *
87
+ * const state = startingTactics(6, 6, 'square');
88
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
89
+ *
90
+ * console.log(canPlaceTacticalUnit(state, 1, 1)); // true
91
+ * console.log(canPlaceTacticalUnit(state, 0, 0)); // false - ranger is already there
92
+ * ```
93
+ */
40
94
  export declare function canPlaceTacticalUnit(state: TacticalState, x: number, y: number): boolean;
95
+ /**
96
+ * Places a unit; the first unit added decides whose turn it is.
97
+ *
98
+ * @example
99
+ * ```ts
100
+ * import { startingTactics, addTacticalUnit } from '@datamoc/mw_games/board';
101
+ *
102
+ * const state = startingTactics(6, 6, 'square');
103
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
104
+ * console.log(state.turn); // 'blue'
105
+ * ```
106
+ */
41
107
  export declare function addTacticalUnit(state: TacticalState, unit: TacticalUnit): void;
108
+ /**
109
+ * Every cell a unit can reach with its remaining action points, respecting terrain,
110
+ * occupancy, and enemy zones of control.
111
+ *
112
+ * @example
113
+ * ```ts
114
+ * import { startingTactics, addTacticalUnit, tacticalMoves } from '@datamoc/mw_games/board';
115
+ *
116
+ * const state = startingTactics(6, 6, 'square');
117
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
118
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
119
+ *
120
+ * const moves = tacticalMoves(state, 'ranger');
121
+ * console.log(moves.length, moves[0]); // 5 { unit: 'ranger', x: 1, y: 0, cost: 1 }
122
+ * ```
123
+ */
42
124
  export declare function tacticalMoves(state: TacticalState, unitId: string): TacticalMove[];
125
+ /**
126
+ * @example
127
+ * ```ts
128
+ * import { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit } from '@datamoc/mw_games/board';
129
+ *
130
+ * const state = startingTactics(6, 6, 'square');
131
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
132
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
133
+ *
134
+ * moveTacticalUnit(state, tacticalMoves(state, 'ranger')[0]);
135
+ * console.log(state.units.find((unit) => unit.id === 'ranger')); // { ..., x: 1, y: 0, actions: 1 }
136
+ * ```
137
+ */
43
138
  export declare function moveTacticalUnit(state: TacticalState, move: TacticalMove): void;
139
+ /**
140
+ * Spends the rest of a unit's turn watching, so it can react through
141
+ * `triggerTacticalOverwatch` when an enemy moves nearby.
142
+ *
143
+ * @example
144
+ * ```ts
145
+ * import { startingTactics, addTacticalUnit, setTacticalOverwatch } from '@datamoc/mw_games/board';
146
+ *
147
+ * const state = startingTactics(6, 6, 'square');
148
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
149
+ *
150
+ * setTacticalOverwatch(state, 'ranger');
151
+ * console.log(state.units[0].overwatch); // true
152
+ * ```
153
+ */
44
154
  export declare function setTacticalOverwatch(state: TacticalState, unitId: string): void;
155
+ /**
156
+ * Fires every enemy overwatch reaction in range of the moving unit.
157
+ *
158
+ * @example
159
+ * ```ts
160
+ * import { startingTactics, addTacticalUnit, setTacticalOverwatch, endTacticalTurn, triggerTacticalOverwatch } from '@datamoc/mw_games/board';
161
+ *
162
+ * const state = startingTactics(6, 6, 'square');
163
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
164
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
165
+ * setTacticalOverwatch(state, 'ranger');
166
+ * endTacticalTurn(state);
167
+ *
168
+ * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // raider steps into range
169
+ * console.log(reactions); // [{ attacker: 'ranger', defender: 'raider', damage: 4, cover: 0, killed: false }]
170
+ * ```
171
+ */
45
172
  export declare function triggerTacticalOverwatch(state: TacticalState, movingUnitId: string, damage: number): TacticalAttack[];
173
+ /**
174
+ * @example
175
+ * ```ts
176
+ * import { startingTactics, addTacticalUnit, endTacticalTurn, tacticalAttack } from '@datamoc/mw_games/board';
177
+ *
178
+ * const state = startingTactics(6, 6, 'square');
179
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
180
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
181
+ * endTacticalTurn(state); // it's blue's turn until someone ends it
182
+ *
183
+ * const result = tacticalAttack(state, 'raider', 'ranger', 3);
184
+ * console.log(result); // { attacker: 'raider', defender: 'ranger', damage: 3, cover: 0, killed: false }
185
+ * ```
186
+ */
46
187
  export declare function tacticalAttack(state: TacticalState, attackerId: string, defenderId: string, damage: number): TacticalAttack;
188
+ /**
189
+ * Hands the turn to the next owner with units on the board, refreshing their action points
190
+ * and clearing overwatch.
191
+ *
192
+ * @example
193
+ * ```ts
194
+ * import { startingTactics, addTacticalUnit, endTacticalTurn } from '@datamoc/mw_games/board';
195
+ *
196
+ * const state = startingTactics(6, 6, 'square');
197
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
198
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
199
+ *
200
+ * endTacticalTurn(state);
201
+ * console.log(state.turn, state.round); // 'red' 1
202
+ * ```
203
+ */
47
204
  export declare function endTacticalTurn(state: TacticalState): void;
48
205
  //# sourceMappingURL=Tactics.d.ts.map
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@@ -1,13 +1,46 @@
1
1
  import { hexDistance, hexNeighbors } from '../core/Hex.js';
2
+ /**
3
+ * @example
4
+ * ```ts
5
+ * import { startingTactics } from '@datamoc/mw_games/board';
6
+ *
7
+ * const state = startingTactics(6, 6, 'square');
8
+ * console.log(state.width, state.height, state.round); // 6 6 1
9
+ * ```
10
+ */
2
11
  export function startingTactics(width, height, shape = 'hex') {
3
12
  if (width < 1 || height < 1)
4
13
  throw new Error('a tactical map needs positive dimensions');
5
14
  return { width, height, shape, cells: Array.from({ length: width * height }, () => ({ passable: true, cover: 0 })), units: [], turn: '', round: 1 };
6
15
  }
7
- /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied */
16
+ /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied
17
+ *
18
+ * @example
19
+ * ```ts
20
+ * import { startingTactics, addTacticalUnit, canPlaceTacticalUnit } from '@datamoc/mw_games/board';
21
+ *
22
+ * const state = startingTactics(6, 6, 'square');
23
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
24
+ *
25
+ * console.log(canPlaceTacticalUnit(state, 1, 1)); // true
26
+ * console.log(canPlaceTacticalUnit(state, 0, 0)); // false - ranger is already there
27
+ * ```
28
+ */
8
29
  export function canPlaceTacticalUnit(state, x, y) {
9
30
  return tacticalInside(state, x, y) && !occupied(state, x, y);
10
31
  }
32
+ /**
33
+ * Places a unit; the first unit added decides whose turn it is.
34
+ *
35
+ * @example
36
+ * ```ts
37
+ * import { startingTactics, addTacticalUnit } from '@datamoc/mw_games/board';
38
+ *
39
+ * const state = startingTactics(6, 6, 'square');
40
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
41
+ * console.log(state.turn); // 'blue'
42
+ * ```
43
+ */
11
44
  export function addTacticalUnit(state, unit) {
12
45
  if (!canPlaceTacticalUnit(state, unit.x, unit.y))
13
46
  throw new Error('tactical unit cannot be placed there');
@@ -15,6 +48,22 @@ export function addTacticalUnit(state, unit) {
15
48
  if (!state.turn)
16
49
  state.turn = unit.owner;
17
50
  }
51
+ /**
52
+ * Every cell a unit can reach with its remaining action points, respecting terrain,
53
+ * occupancy, and enemy zones of control.
54
+ *
55
+ * @example
56
+ * ```ts
57
+ * import { startingTactics, addTacticalUnit, tacticalMoves } from '@datamoc/mw_games/board';
58
+ *
59
+ * const state = startingTactics(6, 6, 'square');
60
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
61
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
62
+ *
63
+ * const moves = tacticalMoves(state, 'ranger');
64
+ * console.log(moves.length, moves[0]); // 5 { unit: 'ranger', x: 1, y: 0, cost: 1 }
65
+ * ```
66
+ */
18
67
  export function tacticalMoves(state, unitId) {
19
68
  const unit = getUnit(state, unitId);
20
69
  if (unit.owner !== state.turn || unit.actions <= 0)
@@ -35,6 +84,19 @@ export function tacticalMoves(state, unitId) {
35
84
  }
36
85
  return out;
37
86
  }
87
+ /**
88
+ * @example
89
+ * ```ts
90
+ * import { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit } from '@datamoc/mw_games/board';
91
+ *
92
+ * const state = startingTactics(6, 6, 'square');
93
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
94
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
95
+ *
96
+ * moveTacticalUnit(state, tacticalMoves(state, 'ranger')[0]);
97
+ * console.log(state.units.find((unit) => unit.id === 'ranger')); // { ..., x: 1, y: 0, actions: 1 }
98
+ * ```
99
+ */
38
100
  export function moveTacticalUnit(state, move) {
39
101
  const legal = tacticalMoves(state, move.unit).find((candidate) => candidate.x === move.x && candidate.y === move.y);
40
102
  if (!legal)
@@ -44,6 +106,21 @@ export function moveTacticalUnit(state, move) {
44
106
  unit.y = move.y;
45
107
  unit.actions -= legal.cost;
46
108
  }
109
+ /**
110
+ * Spends the rest of a unit's turn watching, so it can react through
111
+ * `triggerTacticalOverwatch` when an enemy moves nearby.
112
+ *
113
+ * @example
114
+ * ```ts
115
+ * import { startingTactics, addTacticalUnit, setTacticalOverwatch } from '@datamoc/mw_games/board';
116
+ *
117
+ * const state = startingTactics(6, 6, 'square');
118
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
119
+ *
120
+ * setTacticalOverwatch(state, 'ranger');
121
+ * console.log(state.units[0].overwatch); // true
122
+ * ```
123
+ */
47
124
  export function setTacticalOverwatch(state, unitId) {
48
125
  const unit = getUnit(state, unitId);
49
126
  if (unit.owner !== state.turn || unit.actions <= 0)
@@ -51,6 +128,23 @@ export function setTacticalOverwatch(state, unitId) {
51
128
  unit.actions = 0;
52
129
  unit.overwatch = true;
53
130
  }
131
+ /**
132
+ * Fires every enemy overwatch reaction in range of the moving unit.
133
+ *
134
+ * @example
135
+ * ```ts
136
+ * import { startingTactics, addTacticalUnit, setTacticalOverwatch, endTacticalTurn, triggerTacticalOverwatch } from '@datamoc/mw_games/board';
137
+ *
138
+ * const state = startingTactics(6, 6, 'square');
139
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
140
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
141
+ * setTacticalOverwatch(state, 'ranger');
142
+ * endTacticalTurn(state);
143
+ *
144
+ * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // raider steps into range
145
+ * console.log(reactions); // [{ attacker: 'ranger', defender: 'raider', damage: 4, cover: 0, killed: false }]
146
+ * ```
147
+ */
54
148
  export function triggerTacticalOverwatch(state, movingUnitId, damage) {
55
149
  const moving = getUnit(state, movingUnitId);
56
150
  const reactions = [];
@@ -69,6 +163,20 @@ export function triggerTacticalOverwatch(state, movingUnitId, damage) {
69
163
  }
70
164
  return reactions;
71
165
  }
166
+ /**
167
+ * @example
168
+ * ```ts
169
+ * import { startingTactics, addTacticalUnit, endTacticalTurn, tacticalAttack } from '@datamoc/mw_games/board';
170
+ *
171
+ * const state = startingTactics(6, 6, 'square');
172
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
173
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
174
+ * endTacticalTurn(state); // it's blue's turn until someone ends it
175
+ *
176
+ * const result = tacticalAttack(state, 'raider', 'ranger', 3);
177
+ * console.log(result); // { attacker: 'raider', defender: 'ranger', damage: 3, cover: 0, killed: false }
178
+ * ```
179
+ */
72
180
  export function tacticalAttack(state, attackerId, defenderId, damage) {
73
181
  const attacker = getUnit(state, attackerId);
74
182
  const defender = getUnit(state, defenderId);
@@ -84,6 +192,22 @@ export function tacticalAttack(state, attackerId, defenderId, damage) {
84
192
  state.units = state.units.filter((unit) => unit !== defender);
85
193
  return { attacker: attackerId, defender: defenderId, damage: dealt, cover, killed };
86
194
  }
195
+ /**
196
+ * Hands the turn to the next owner with units on the board, refreshing their action points
197
+ * and clearing overwatch.
198
+ *
199
+ * @example
200
+ * ```ts
201
+ * import { startingTactics, addTacticalUnit, endTacticalTurn } from '@datamoc/mw_games/board';
202
+ *
203
+ * const state = startingTactics(6, 6, 'square');
204
+ * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
205
+ * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
206
+ *
207
+ * endTacticalTurn(state);
208
+ * console.log(state.turn, state.round); // 'red' 1
209
+ * ```
210
+ */
87
211
  export function endTacticalTurn(state) {
88
212
  const owners = [...new Set(state.units.map((unit) => unit.owner))];
89
213
  if (owners.length === 0)
@@ -1 +1 @@
1
- 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1
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@@ -35,8 +35,31 @@ export interface ChessState {
35
35
  enPassant: ChessSquare | null;
36
36
  }
37
37
  export type ChessResult = 'ongoing' | 'white-wins' | 'black-wins' | 'stalemate';
38
- /** 'e4' to 28 and back - tests read `sq('e4')` rather than bare numbers */
38
+ /**
39
+ * 'e4' to 28 and back - tests read `sq('e4')` rather than bare numbers.
40
+ *
41
+ * @example
42
+ * ```ts
43
+ * import { sq } from '@datamoc/mw_games/board';
44
+ *
45
+ * console.log(sq('a1')); // 0
46
+ * console.log(sq('e4')); // 28
47
+ * console.log(sq('h8')); // 63
48
+ * ```
49
+ */
39
50
  export declare function sq(name: string): ChessSquare;
51
+ /**
52
+ * The inverse of `sq`: an index 0-63 back to its algebraic name.
53
+ *
54
+ * @example
55
+ * ```ts
56
+ * import { squareName } from '@datamoc/mw_games/board';
57
+ *
58
+ * console.log(squareName(0)); // 'a1'
59
+ * console.log(squareName(28)); // 'e4'
60
+ * console.log(squareName(63)); // 'h8'
61
+ * ```
62
+ */
40
63
  export declare function squareName(sq: ChessSquare): string;
41
64
  /**
42
65
  * Reads a position in Forsyth-Edwards Notation - the shape puzzles come in.
@@ -44,12 +67,55 @@ export declare function squareName(sq: ChessSquare): string;
44
67
  * Placement, side to move, castling rights and the en passant square are read;
45
68
  * the halfmove clock and move number are not (draw claims are out of scope),
46
69
  * and both kings must be present or there is nothing to judge.
70
+ *
71
+ * @example
72
+ * ```ts
73
+ * import { parseFen, sq } from '@datamoc/mw_games/board';
74
+ *
75
+ * // Scholar's mate position, black to move, every castling right still on the books
76
+ * const state = parseFen('r1bqkbnr/pppp1Qpp/2n5/4p3/2B1P3/8/PPPP1PPP/RNB1K1NR b KQkq - 0 4');
77
+ *
78
+ * console.log(state.turn); // 'black'
79
+ * console.log(state.board[sq('f7')]?.side); // 'white' - the queen that just gave check
80
+ * ```
47
81
  */
48
82
  export declare function parseFen(fen: string): ChessState;
49
- /** the standard opening array, white to move with every right intact */
83
+ /**
84
+ * The standard opening array, white to move with every right intact.
85
+ *
86
+ * @example
87
+ * ```ts
88
+ * import { startingChess, legalMoves } from '@datamoc/mw_games/board';
89
+ *
90
+ * const state = startingChess();
91
+ * console.log(state.turn); // 'white'
92
+ * console.log(legalMoves(state).length); // 20 - 16 pawn moves, 4 knight moves
93
+ * ```
94
+ */
50
95
  export declare function startingChess(): ChessState;
51
96
  /** an independent copy, for searching a move without playing it */
97
+ /**
98
+ * A deep copy, safe to mutate (via `applyMove`) without touching the original - what
99
+ * `legalMoves` uses to try a move and check it does not leave the mover in check.
100
+ *
101
+ * @example
102
+ * ```ts
103
+ * import { startingChess, cloneChess } from '@datamoc/mw_games/board';
104
+ *
105
+ * const state = startingChess();
106
+ * const trial = cloneChess(state);
107
+ * console.log(trial !== state, trial.turn); // true 'white'
108
+ * ```
109
+ */
52
110
  export declare function cloneChess(state: ChessState): ChessState;
111
+ /**
112
+ * @example
113
+ * ```ts
114
+ * import { startingChess, inCheck } from '@datamoc/mw_games/board';
115
+ *
116
+ * console.log(inCheck(startingChess(), 'white')); // false - nobody is in check at the start
117
+ * ```
118
+ */
53
119
  export declare function inCheck(state: ChessState, side: ChessSide): boolean;
54
120
  /**
55
121
  * Every legal move for the side to play: pseudo-moves that leave their own king
@@ -60,8 +126,26 @@ export declare function legalMoves(state: ChessState): ChessMove[];
60
126
  /**
61
127
  * Plays a move, mutating the position. Refuses anything `legalMoves` would not
62
128
  * list - a silent illegal move is how a minigame corrupts its own board.
129
+ *
130
+ * @example
131
+ * ```ts
132
+ * import { startingChess, sq, applyMove } from '@datamoc/mw_games/board';
133
+ *
134
+ * const state = startingChess();
135
+ * applyMove(state, { from: sq('e2'), to: sq('e4') });
136
+ * console.log(state.turn); // 'black'
137
+ * console.log(state.board[sq('e4')]); // { side: 'white', kind: 'pawn' }
138
+ * ```
63
139
  */
64
140
  export declare function applyMove(state: ChessState, move: ChessMove): void;
65
- /** mate, stalemate, or more game: whoever just moved is judged through the side to play */
141
+ /** mate, stalemate, or more game: whoever just moved is judged through the side to play
142
+ *
143
+ * @example
144
+ * ```ts
145
+ * import { startingChess, gameResult } from '@datamoc/mw_games/board';
146
+ *
147
+ * console.log(gameResult(startingChess())); // 'ongoing'
148
+ * ```
149
+ */
66
150
  export declare function gameResult(state: ChessState): ChessResult;
67
151
  //# sourceMappingURL=chess.d.ts.map
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