@datamoc/mw_games 0.43.0 → 0.45.0
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.
- package/3d/models.d.ts +1 -0
- package/3d/models.js +1 -0
- package/3d.d.ts +1 -0
- package/3d.js +1 -0
- package/README.md +5 -710
- package/actors.d.ts +1 -0
- package/actors.js +1 -0
- package/ai/lua.d.ts +1 -0
- package/ai/lua.js +1 -0
- package/ai.d.ts +1 -0
- package/ai.js +1 -0
- package/assets/binary.d.ts +1 -0
- package/assets/binary.js +1 -0
- package/assets/paths.d.ts +1 -0
- package/assets/paths.js +1 -0
- package/assets.d.ts +1 -0
- package/assets.js +1 -0
- package/audio.d.ts +1 -0
- package/audio.js +1 -0
- package/battle.d.ts +1 -0
- package/battle.js +1 -0
- package/board.d.ts +1 -0
- package/board.js +1 -0
- package/core.d.ts +1 -0
- package/core.js +1 -0
- package/headless.d.ts +1 -0
- package/headless.js +1 -0
- package/i18n.d.ts +1 -0
- package/i18n.js +1 -0
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/mwl/presentation.d.ts +1 -0
- package/mwl/presentation.js +1 -0
- package/mwl/pyroeis.d.ts +1 -0
- package/mwl/pyroeis.js +1 -0
- package/mwl.d.ts +1 -0
- package/mwl.js +1 -0
- package/package.json +212 -387
- package/physics/xpbd.d.ts +1 -0
- package/physics/xpbd.js +1 -0
- package/physics.d.ts +1 -0
- package/physics.js +1 -0
- package/roguelike.d.ts +1 -0
- package/roguelike.js +1 -0
- package/rpg.d.ts +1 -0
- package/rpg.js +1 -0
- package/simulation.d.ts +1 -0
- package/simulation.js +1 -0
- package/skeleton.d.ts +1 -0
- package/skeleton.js +1 -0
- package/testing.d.ts +1 -0
- package/testing.js +1 -0
- package/threads.d.ts +1 -0
- package/threads.js +1 -0
- package/tools/asset-report.d.mts +1 -37
- package/tools/asset-report.mjs +1 -157
- package/tools/audio.d.mts +1 -0
- package/tools/audio.mjs +1 -0
- package/tools/audit-adoptions.d.mts +1 -65
- package/tools/audit-adoptions.mjs +1 -252
- package/tools/benchmark-browser.d.mts +1 -33
- package/tools/benchmark-browser.mjs +1 -169
- package/tools/benchmark-history.d.mts +1 -8
- package/tools/benchmark-history.mjs +1 -31
- package/tools/browser-driver.d.mts +1 -122
- package/tools/browser-driver.mjs +1 -861
- package/tools/browser-smoke.d.mts +1 -30
- package/tools/browser-smoke.mjs +1 -184
- package/tools/build-tablebases.d.mts +1 -22
- package/tools/build-tablebases.mjs +1 -557
- package/tools/bundle-size.d.mts +1 -11
- package/tools/bundle-size.mjs +1 -142
- package/tools/classic-html.d.mts +1 -6
- package/tools/classic-html.mjs +1 -69
- package/tools/compile-openings.d.mts +1 -20
- package/tools/compile-openings.mjs +1 -138
- package/tools/compile-resources.d.mts +1 -66
- package/tools/compile-resources.mjs +1 -406
- package/tools/compress-dist.d.mts +1 -42
- package/tools/compress-dist.mjs +1 -193
- package/tools/csp.d.mts +1 -7
- package/tools/csp.mjs +1 -65
- package/tools/emit-page.d.mts +1 -61
- package/tools/emit-page.mjs +1 -273
- package/tools/extract-html.d.mts +1 -18
- package/tools/extract-html.mjs +1 -235
- package/tools/extract-rgssad.d.mts +1 -5
- package/tools/extract-rgssad.mjs +1 -64
- package/tools/find-chrome.d.mts +1 -7
- package/tools/find-chrome.mjs +1 -106
- package/tools/i18n-edit.d.mts +1 -29
- package/tools/i18n-edit.mjs +1 -748
- package/tools/init.d.mts +1 -5
- package/tools/init.mjs +1 -155
- package/tools/make-example-assets.d.mts +1 -2
- package/tools/make-example-assets.mjs +1 -731
- package/tools/multiplayer-server.d.mts +1 -27
- package/tools/multiplayer-server.mjs +1 -199
- package/tools/play-uci.d.mts +1 -26
- package/tools/play-uci.mjs +1 -205
- package/tools/sbom.d.mts +1 -83
- package/tools/sbom.mjs +1 -340
- package/tools/single-file.d.mts +1 -33
- package/tools/single-file.mjs +1 -239
- package/tools/soundfonts.d.mts +1 -79
- package/tools/soundfonts.mjs +1 -301
- package/tools/svg-optimise.d.mts +1 -8
- package/tools/svg-optimise.mjs +1 -45
- package/tools/verify-scenarios.d.mts +1 -15
- package/tools/verify-scenarios.mjs +1 -133
- package/tools/vite.d.mts +1 -17
- package/tools/vite.mjs +1 -102
- package/tools/webp-convert.d.mts +1 -8
- package/tools/webp-convert.mjs +1 -98
- package/two-d/pixi-interop.d.ts +1 -0
- package/two-d/pixi-interop.js +1 -0
- package/two-d/presentation.d.ts +1 -0
- package/two-d/presentation.js +1 -0
- package/two-d/render.d.ts +1 -0
- package/two-d/render.js +1 -0
- package/two-d/stage.d.ts +1 -0
- package/two-d/stage.js +1 -0
- package/two-d/ui.d.ts +1 -0
- package/two-d/ui.js +1 -0
- package/two-d.d.ts +1 -0
- package/two-d.js +1 -0
- package/world.d.ts +1 -0
- package/world.js +1 -0
- package/CHANGELOG.md +0 -3129
- package/LICENSE +0 -373
- package/MWG - Best Practices.md +0 -97
- package/MWG - Deep Code and Architecture Review.md +0 -238
- package/REFERENCE.md +0 -2180
- package/api-surface.json +0 -17102
- package/data/microgm-essential.PROVENANCE.md +0 -13
- package/data/microgm-essential.sf2 +0 -0
- package/data/microgm-opt.PROVENANCE.md +0 -23
- package/data/microgm-opt.sf2 +0 -0
- package/data/soundfont-catalog.json +0 -191
- package/dist/actors/Advancement.d.ts +0 -90
- package/dist/actors/Advancement.d.ts.map +0 -1
- package/dist/actors/Advancement.js +0 -115
- package/dist/actors/Advancement.js.map +0 -1
- package/dist/actors/Affix.d.ts +0 -96
- package/dist/actors/Affix.d.ts.map +0 -1
- package/dist/actors/Affix.js +0 -68
- package/dist/actors/Affix.js.map +0 -1
- package/dist/actors/Appearances.d.ts +0 -48
- package/dist/actors/Appearances.d.ts.map +0 -1
- package/dist/actors/Appearances.js +0 -62
- package/dist/actors/Appearances.js.map +0 -1
- package/dist/actors/Aura.d.ts +0 -45
- package/dist/actors/Aura.d.ts.map +0 -1
- package/dist/actors/Aura.js +0 -85
- package/dist/actors/Aura.js.map +0 -1
- package/dist/actors/Barrier.d.ts +0 -60
- package/dist/actors/Barrier.d.ts.map +0 -1
- package/dist/actors/Barrier.js +0 -70
- package/dist/actors/Barrier.js.map +0 -1
- package/dist/actors/Charges.d.ts +0 -66
- package/dist/actors/Charges.d.ts.map +0 -1
- package/dist/actors/Charges.js +0 -61
- package/dist/actors/Charges.js.map +0 -1
- package/dist/actors/EntityTemplate.d.ts +0 -127
- package/dist/actors/EntityTemplate.d.ts.map +0 -1
- package/dist/actors/EntityTemplate.js +0 -117
- package/dist/actors/EntityTemplate.js.map +0 -1
- package/dist/actors/Equipment.d.ts +0 -88
- package/dist/actors/Equipment.d.ts.map +0 -1
- package/dist/actors/Equipment.js +0 -107
- package/dist/actors/Equipment.js.map +0 -1
- package/dist/actors/Inventory.d.ts +0 -123
- package/dist/actors/Inventory.d.ts.map +0 -1
- package/dist/actors/Inventory.js +0 -165
- package/dist/actors/Inventory.js.map +0 -1
- package/dist/actors/ItemState.d.ts +0 -43
- package/dist/actors/ItemState.d.ts.map +0 -1
- package/dist/actors/ItemState.js +0 -63
- package/dist/actors/ItemState.js.map +0 -1
- package/dist/actors/ItemStatusEffect.d.ts +0 -40
- package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
- package/dist/actors/ItemStatusEffect.js +0 -39
- package/dist/actors/ItemStatusEffect.js.map +0 -1
- package/dist/actors/Loot.d.ts +0 -38
- package/dist/actors/Loot.d.ts.map +0 -1
- package/dist/actors/Loot.js +0 -28
- package/dist/actors/Loot.js.map +0 -1
- package/dist/actors/Progression.d.ts +0 -52
- package/dist/actors/Progression.d.ts.map +0 -1
- package/dist/actors/Progression.js +0 -59
- package/dist/actors/Progression.js.map +0 -1
- package/dist/actors/Resource.d.ts +0 -53
- package/dist/actors/Resource.d.ts.map +0 -1
- package/dist/actors/Resource.js +0 -58
- package/dist/actors/Resource.js.map +0 -1
- package/dist/actors/Scaling.d.ts +0 -30
- package/dist/actors/Scaling.d.ts.map +0 -1
- package/dist/actors/Scaling.js +0 -9
- package/dist/actors/Scaling.js.map +0 -1
- package/dist/actors/Shop.d.ts +0 -40
- package/dist/actors/Shop.d.ts.map +0 -1
- package/dist/actors/Shop.js +0 -36
- package/dist/actors/Shop.js.map +0 -1
- package/dist/actors/SkillPoints.d.ts +0 -72
- package/dist/actors/SkillPoints.d.ts.map +0 -1
- package/dist/actors/SkillPoints.js +0 -87
- package/dist/actors/SkillPoints.js.map +0 -1
- package/dist/actors/StatBlock.d.ts +0 -86
- package/dist/actors/StatBlock.d.ts.map +0 -1
- package/dist/actors/StatBlock.js +0 -110
- package/dist/actors/StatBlock.js.map +0 -1
- package/dist/actors/StatusEffect.d.ts +0 -67
- package/dist/actors/StatusEffect.d.ts.map +0 -1
- package/dist/actors/StatusEffect.js +0 -59
- package/dist/actors/StatusEffect.js.map +0 -1
- package/dist/actors/Support.d.ts +0 -43
- package/dist/actors/Support.d.ts.map +0 -1
- package/dist/actors/Support.js +0 -71
- package/dist/actors/Support.js.map +0 -1
- package/dist/actors/Traits.d.ts +0 -43
- package/dist/actors/Traits.d.ts.map +0 -1
- package/dist/actors/Traits.js +0 -35
- package/dist/actors/Traits.js.map +0 -1
- package/dist/actors/craft.d.ts +0 -63
- package/dist/actors/craft.d.ts.map +0 -1
- package/dist/actors/craft.js +0 -86
- package/dist/actors/craft.js.map +0 -1
- package/dist/actors/index.d.ts +0 -46
- package/dist/actors/index.d.ts.map +0 -1
- package/dist/actors/index.js +0 -24
- package/dist/actors/index.js.map +0 -1
- package/dist/actors/skillCheck.d.ts +0 -21
- package/dist/actors/skillCheck.d.ts.map +0 -1
- package/dist/actors/skillCheck.js +0 -24
- package/dist/actors/skillCheck.js.map +0 -1
- package/dist/ai/Heuristics.d.ts +0 -240
- package/dist/ai/Heuristics.d.ts.map +0 -1
- package/dist/ai/Heuristics.js +0 -298
- package/dist/ai/Heuristics.js.map +0 -1
- package/dist/ai/Neural.d.ts +0 -65
- package/dist/ai/Neural.d.ts.map +0 -1
- package/dist/ai/Neural.js +0 -169
- package/dist/ai/Neural.js.map +0 -1
- package/dist/ai/Suggest.d.ts +0 -54
- package/dist/ai/Suggest.d.ts.map +0 -1
- package/dist/ai/Suggest.js +0 -48
- package/dist/ai/Suggest.js.map +0 -1
- package/dist/ai/index.d.ts +0 -136
- package/dist/ai/index.d.ts.map +0 -1
- package/dist/ai/index.js +0 -207
- package/dist/ai/index.js.map +0 -1
- package/dist/ai/lua.d.ts +0 -74
- package/dist/ai/lua.d.ts.map +0 -1
- package/dist/ai/lua.js +0 -217
- package/dist/ai/lua.js.map +0 -1
- package/dist/ai/score.d.ts +0 -162
- package/dist/ai/score.d.ts.map +0 -1
- package/dist/ai/score.js +0 -147
- package/dist/ai/score.js.map +0 -1
- package/dist/ai/search.d.ts +0 -108
- package/dist/ai/search.d.ts.map +0 -1
- package/dist/ai/search.js +0 -148
- package/dist/ai/search.js.map +0 -1
- package/dist/assets/ByteProgress.d.ts +0 -37
- package/dist/assets/ByteProgress.d.ts.map +0 -1
- package/dist/assets/ByteProgress.js +0 -54
- package/dist/assets/ByteProgress.js.map +0 -1
- package/dist/assets/Streaming.d.ts +0 -56
- package/dist/assets/Streaming.d.ts.map +0 -1
- package/dist/assets/Streaming.js +0 -100
- package/dist/assets/Streaming.js.map +0 -1
- package/dist/assets/SvgParts.d.ts +0 -31
- package/dist/assets/SvgParts.d.ts.map +0 -1
- package/dist/assets/SvgParts.js +0 -54
- package/dist/assets/SvgParts.js.map +0 -1
- package/dist/assets/SvgSource.d.ts +0 -3
- package/dist/assets/SvgSource.d.ts.map +0 -1
- package/dist/assets/SvgSource.js +0 -22
- package/dist/assets/SvgSource.js.map +0 -1
- package/dist/assets/binary.d.ts +0 -52
- package/dist/assets/binary.d.ts.map +0 -1
- package/dist/assets/binary.js +0 -57
- package/dist/assets/binary.js.map +0 -1
- package/dist/assets/index.d.ts +0 -27
- package/dist/assets/index.d.ts.map +0 -1
- package/dist/assets/index.js +0 -20
- package/dist/assets/index.js.map +0 -1
- package/dist/assets/loader.d.ts +0 -70
- package/dist/assets/loader.d.ts.map +0 -1
- package/dist/assets/loader.js +0 -115
- package/dist/assets/loader.js.map +0 -1
- package/dist/assets/paths.d.ts +0 -73
- package/dist/assets/paths.d.ts.map +0 -1
- package/dist/assets/paths.js +0 -91
- package/dist/assets/paths.js.map +0 -1
- package/dist/assets/svg.d.ts +0 -87
- package/dist/assets/svg.d.ts.map +0 -1
- package/dist/assets/svg.js +0 -166
- package/dist/assets/svg.js.map +0 -1
- package/dist/audio/AudioLoader.d.ts +0 -28
- package/dist/audio/AudioLoader.d.ts.map +0 -1
- package/dist/audio/AudioLoader.js +0 -53
- package/dist/audio/AudioLoader.js.map +0 -1
- package/dist/audio/Captions.d.ts +0 -27
- package/dist/audio/Captions.d.ts.map +0 -1
- package/dist/audio/Captions.js +0 -16
- package/dist/audio/Captions.js.map +0 -1
- package/dist/audio/Channels.d.ts +0 -218
- package/dist/audio/Channels.d.ts.map +0 -1
- package/dist/audio/Channels.js +0 -486
- package/dist/audio/Channels.js.map +0 -1
- package/dist/audio/LoopTags.d.ts +0 -37
- package/dist/audio/LoopTags.d.ts.map +0 -1
- package/dist/audio/LoopTags.js +0 -116
- package/dist/audio/LoopTags.js.map +0 -1
- package/dist/audio/Midi.d.ts +0 -184
- package/dist/audio/Midi.d.ts.map +0 -1
- package/dist/audio/Midi.js +0 -339
- package/dist/audio/Midi.js.map +0 -1
- package/dist/audio/MidiRender.d.ts +0 -113
- package/dist/audio/MidiRender.d.ts.map +0 -1
- package/dist/audio/MidiRender.js +0 -371
- package/dist/audio/MidiRender.js.map +0 -1
- package/dist/audio/Music.d.ts +0 -70
- package/dist/audio/Music.d.ts.map +0 -1
- package/dist/audio/Music.js +0 -191
- package/dist/audio/Music.js.map +0 -1
- package/dist/audio/MusicPlayer.d.ts +0 -80
- package/dist/audio/MusicPlayer.d.ts.map +0 -1
- package/dist/audio/MusicPlayer.js +0 -147
- package/dist/audio/MusicPlayer.js.map +0 -1
- package/dist/audio/Orchestrator.d.ts +0 -58
- package/dist/audio/Orchestrator.d.ts.map +0 -1
- package/dist/audio/Orchestrator.js +0 -74
- package/dist/audio/Orchestrator.js.map +0 -1
- package/dist/audio/Playable.d.ts +0 -31
- package/dist/audio/Playable.d.ts.map +0 -1
- package/dist/audio/Playable.js +0 -29
- package/dist/audio/Playable.js.map +0 -1
- package/dist/audio/Positional.d.ts +0 -125
- package/dist/audio/Positional.d.ts.map +0 -1
- package/dist/audio/Positional.js +0 -135
- package/dist/audio/Positional.js.map +0 -1
- package/dist/audio/SampleDecoder.d.ts +0 -55
- package/dist/audio/SampleDecoder.d.ts.map +0 -1
- package/dist/audio/SampleDecoder.js +0 -74
- package/dist/audio/SampleDecoder.js.map +0 -1
- package/dist/audio/Sound.d.ts +0 -57
- package/dist/audio/Sound.d.ts.map +0 -1
- package/dist/audio/Sound.js +0 -79
- package/dist/audio/Sound.js.map +0 -1
- package/dist/audio/SoundFont.d.ts +0 -192
- package/dist/audio/SoundFont.d.ts.map +0 -1
- package/dist/audio/SoundFont.js +0 -862
- package/dist/audio/SoundFont.js.map +0 -1
- package/dist/audio/Synth.d.ts +0 -64
- package/dist/audio/Synth.d.ts.map +0 -1
- package/dist/audio/Synth.js +0 -133
- package/dist/audio/Synth.js.map +0 -1
- package/dist/audio/humanize/Groove.d.ts +0 -80
- package/dist/audio/humanize/Groove.d.ts.map +0 -1
- package/dist/audio/humanize/Groove.js +0 -102
- package/dist/audio/humanize/Groove.js.map +0 -1
- package/dist/audio/humanize/GrooveConverter.d.ts +0 -49
- package/dist/audio/humanize/GrooveConverter.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveConverter.js +0 -344
- package/dist/audio/humanize/GrooveConverter.js.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.d.ts +0 -49
- package/dist/audio/humanize/GrooveExtractor.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.js +0 -179
- package/dist/audio/humanize/GrooveExtractor.js.map +0 -1
- package/dist/audio/humanize/GrooveHumanizer.d.ts +0 -34
- package/dist/audio/humanize/GrooveHumanizer.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveHumanizer.js +0 -37
- package/dist/audio/humanize/GrooveHumanizer.js.map +0 -1
- package/dist/audio/humanize/Humanize.d.ts +0 -54
- package/dist/audio/humanize/Humanize.d.ts.map +0 -1
- package/dist/audio/humanize/Humanize.js +0 -239
- package/dist/audio/humanize/Humanize.js.map +0 -1
- package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
- package/dist/audio/humanize/HumanizerFactory.d.ts.map +0 -1
- package/dist/audio/humanize/HumanizerFactory.js +0 -84
- package/dist/audio/humanize/HumanizerFactory.js.map +0 -1
- package/dist/audio/humanize/LiteHumanizer.d.ts +0 -30
- package/dist/audio/humanize/LiteHumanizer.d.ts.map +0 -1
- package/dist/audio/humanize/LiteHumanizer.js +0 -35
- package/dist/audio/humanize/LiteHumanizer.js.map +0 -1
- package/dist/audio/humanize/Onsets.d.ts +0 -26
- package/dist/audio/humanize/Onsets.d.ts.map +0 -1
- package/dist/audio/humanize/Onsets.js +0 -164
- package/dist/audio/humanize/Onsets.js.map +0 -1
- package/dist/audio/index.d.ts +0 -43
- package/dist/audio/index.d.ts.map +0 -1
- package/dist/audio/index.js +0 -22
- package/dist/audio/index.js.map +0 -1
- package/dist/battle/AttackDialog.d.ts +0 -75
- package/dist/battle/AttackDialog.d.ts.map +0 -1
- package/dist/battle/AttackDialog.js +0 -115
- package/dist/battle/AttackDialog.js.map +0 -1
- package/dist/battle/AttackPreview.d.ts +0 -70
- package/dist/battle/AttackPreview.d.ts.map +0 -1
- package/dist/battle/AttackPreview.js +0 -78
- package/dist/battle/AttackPreview.js.map +0 -1
- package/dist/battle/BattleAI.d.ts +0 -40
- package/dist/battle/BattleAI.d.ts.map +0 -1
- package/dist/battle/BattleAI.js +0 -63
- package/dist/battle/BattleAI.js.map +0 -1
- package/dist/battle/BattleStats.d.ts +0 -45
- package/dist/battle/BattleStats.d.ts.map +0 -1
- package/dist/battle/BattleStats.js +0 -63
- package/dist/battle/BattleStats.js.map +0 -1
- package/dist/battle/Evolution.d.ts +0 -34
- package/dist/battle/Evolution.d.ts.map +0 -1
- package/dist/battle/Evolution.js +0 -37
- package/dist/battle/Evolution.js.map +0 -1
- package/dist/battle/Field.d.ts +0 -36
- package/dist/battle/Field.d.ts.map +0 -1
- package/dist/battle/Field.js +0 -31
- package/dist/battle/Field.js.map +0 -1
- package/dist/battle/Hooks.d.ts +0 -39
- package/dist/battle/Hooks.d.ts.map +0 -1
- package/dist/battle/Hooks.js +0 -38
- package/dist/battle/Hooks.js.map +0 -1
- package/dist/battle/Move.d.ts +0 -45
- package/dist/battle/Move.d.ts.map +0 -1
- package/dist/battle/Move.js +0 -23
- package/dist/battle/Move.js.map +0 -1
- package/dist/battle/Party.d.ts +0 -32
- package/dist/battle/Party.d.ts.map +0 -1
- package/dist/battle/Party.js +0 -62
- package/dist/battle/Party.js.map +0 -1
- package/dist/battle/Species.d.ts +0 -50
- package/dist/battle/Species.d.ts.map +0 -1
- package/dist/battle/Species.js +0 -41
- package/dist/battle/Species.js.map +0 -1
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- package/tools/mwl.mjs +0 -324
- package/tools/vendored/rgssad-wasm/LICENSE-MIT +0 -21
- package/tools/vendored/rgssad-wasm/README.md +0 -15
- package/tools/vendored/rgssad-wasm/package.json +0 -17
- package/tools/vendored/rgssad-wasm/rgssad_wasm.d.ts +0 -41
- package/tools/vendored/rgssad-wasm/rgssad_wasm.js +0 -6
- package/tools/vendored/rgssad-wasm/rgssad_wasm_bg.js +0 -399
- package/tools/vendored/rgssad-wasm/rgssad_wasm_bg.wasm +0 -0
- package/tools/vendored/rgssad-wasm/rgssad_wasm_bg.wasm.d.ts +0 -17
- package/tools.md +0 -219
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/**
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* @example
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* ```ts
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* import { FeatureLayer } from '@datamoc/mw_games/roguelike';
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*
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* const features = new FeatureLayer<{ hp: number }>();
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* features.define('trap', {
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* interact: () => true,
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* consequence: (_cell, ctx) => { ctx.hp -= 5; },
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* persistent: false, // sprung once, then gone
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* });
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*
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* features.place(42, 'trap');
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* const hero = { hp: 20 };
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* features.interact(42, hero); // hero.hp is now 15, and the trap is gone
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* ```
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*/
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export class FeatureLayer {
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constructor() {
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this.defs = new Map();
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this.placed = new Map();
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}
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/** registers what a named kind does; call again to replace it, e.g. after loading a save */
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define(kind, def) {
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this.defs.set(kind, def);
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}
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/** places a defined kind onto a cell, replacing whatever was there */
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place(cell, kind) {
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if (!this.defs.has(kind))
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throw new Error(`FeatureLayer.place: no definition for kind "${kind}"`);
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this.placed.set(cell, kind);
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}
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has(cell) {
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return this.placed.has(cell);
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}
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kindAt(cell) {
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return this.placed.get(cell);
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}
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remove(cell) {
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this.placed.delete(cell);
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}
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/** looking at or searching the cell; a no-op on a cell with no feature or no `inspect` rule */
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inspect(cell, ctx) {
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const def = this.defAt(cell);
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def?.inspect?.(cell, ctx);
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}
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/** using or stepping on the cell; runs `interact` then, unless refused, `consequence` */
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interact(cell, ctx) {
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const def = this.defAt(cell);
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if (!def)
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return;
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const allowed = def.interact ? def.interact(cell, ctx) !== false : true;
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if (!allowed)
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return;
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def.consequence?.(cell, ctx);
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if (def.persistent === false)
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this.remove(cell);
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}
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defAt(cell) {
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const kind = this.placed.get(cell);
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return kind === undefined ? undefined : this.defs.get(kind);
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}
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/** only which cell has which kind is save data; definitions are supplied fresh on load */
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toJSON() {
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return { cells: [...this.placed.entries()] };
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}
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static fromJSON(defs, data) {
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const layer = new FeatureLayer();
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for (const [kind, def] of defs)
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layer.define(kind, def);
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for (const [cell, kind] of data.cells)
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layer.place(cell, kind);
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return layer;
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}
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}
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//# sourceMappingURL=Features.js.map
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{"version":3,"file":"Features.js","sourceRoot":"","sources":["../../src/roguelike/Features.ts"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,OAAO,YAAY;IAAzB;QACS,SAAI,GAAG,IAAI,GAAG,EAAoC,CAAC;QACnD,WAAM,GAAG,IAAI,GAAG,EAAkB,CAAC;IA8D5C,CAAC;IA5DA,4FAA4F;IAC5F,MAAM,CAAC,IAAY,EAAE,GAA6B;QACjD,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;IAC1B,CAAC;IAED,sEAAsE;IACtE,KAAK,CAAC,IAAY,EAAE,IAAY;QAC/B,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,+CAA+C,IAAI,GAAG,CAAC,CAAC;QAClG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IAC7B,CAAC;IAED,GAAG,CAAC,IAAY;QACf,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAED,MAAM,CAAC,IAAY;QAClB,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAED,MAAM,CAAC,IAAY;QAClB,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC;IAED,+FAA+F;IAC/F,OAAO,CAAC,IAAY,EAAE,GAAa;QAClC,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,GAAG,EAAE,OAAO,EAAE,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;IAC3B,CAAC;IAED,yFAAyF;IACzF,QAAQ,CAAC,IAAY,EAAE,GAAa;QACnC,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAC7B,IAAI,CAAC,GAAG;YAAE,OAAO;QAEjB,MAAM,OAAO,GAAG,GAAG,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC;QACxE,IAAI,CAAC,OAAO;YAAE,OAAO;QAErB,GAAG,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;QAC7B,IAAI,GAAG,CAAC,UAAU,KAAK,KAAK;YAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IACjD,CAAC;IAEO,KAAK,CAAC,IAAY;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACnC,OAAO,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC7D,CAAC;IAED,0FAA0F;IAC1F,MAAM;QACL,OAAO,EAAE,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;IAC9C,CAAC;IAED,MAAM,CAAC,QAAQ,CACd,IAA4C,EAC5C,IAAmC;QAEnC,MAAM,KAAK,GAAG,IAAI,YAAY,EAAK,CAAC;QACpC,KAAK,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,IAAI,IAAI;YAAE,KAAK,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,CAAC;QACxD,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;YAAE,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAC/D,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
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import type { Level } from './Level.ts';
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import type { Elevation } from './Elevation.ts';
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/**
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* What the player can see, and what they remember seeing.
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*
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* Two sets, because a roguelike map has three states and not two: lit and in view,
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* remembered but not currently seen, and never visited. The middle one is the whole reason
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* exploring a dungeon feels like exploring: the map you have built stays on screen while
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* what is happening on it does not.
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*
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* The shadowcasting itself comes from rot.js on a square `Level`, which has had these edge
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* cases beaten out of it over years - what is here around it is the memory. rot.js has
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* nothing hex-shaped, so a hex `Level` instead traces a straight line (`hexLine`) to every
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* cell in range and lights it if nothing along the way is opaque: simple line-of-sight,
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* deliberately not true shadowcasting, which is the v1 this roadmap item commits to.
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*/
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/**
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* Sight from a height: the viewer's elevation, for maps with an `Elevation`.
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*
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* A cliff hides what is behind it from below but not from above - an intervening
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* cell blocks exactly when it rises above both ends of the gaze. `height`
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* defaults to the height of the cell stood on; a flying or perched viewer passes
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* its own.
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*/
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export interface HeightSight {
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heights: Elevation;
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height?: number;
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}
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/**
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* @example
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* ```ts
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* import { FieldOfView, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
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*
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* const level = new Level(20, 20, [WALL, FLOOR], 1);
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* const fov = new FieldOfView(level);
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*
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* fov.update(5, 5, 8); // the hero's own sight, radius 8
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* console.log(fov.visible.has(level.index(6, 5))); // true - lit right now
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* console.log(fov.explored.has(level.index(6, 5))); // true - stays remembered after leaving
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* ```
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*/
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export declare class FieldOfView {
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private level;
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private fov;
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/** cells currently in view */
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readonly visible: Set<number>;
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/** cells ever seen, which is what gets drawn dim */
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readonly explored: Set<number>;
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/** how bright each visible cell is, 0 to 1, by cell index */
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readonly light: Map<number, number>;
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constructor(level: Level);
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/**
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* Recomputes what is visible from a point.
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*
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* @param radius how far light reaches, in cells. When omitted, the level's `viewDistance`
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* is used, falling back to the larger level dimension.
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* @param sight when given, sight is height-aware: every cell in range is
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* tested along the straight line to it, blocked by opaque terrain or by a
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* cell rising above viewer and target alike. That is line-of-sight per cell
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* rather than shadowcasting, so its edges deliberately disagree with the
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* flat computation in the same way targeting already does - rot.js's
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* callback only ever sees the blocking cell, never the target, so the
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* viewer-relative rule cannot live inside it.
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*/
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update(x: number, y: number, radius?: number, sight?: HeightSight): void;
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/** lights one visible cell with the usual distance falloff */
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private lightCell;
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/** height-aware sight for both shapes: one straight line per cell, one rule for cliffs */
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private updateFromHeight;
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/**
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* Whether anything between the line's ends blocks a gaze from `viewer` height
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* to `target` height: opaque terrain always does, and so does a cell rising
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* above them both. Heights only ever add blocking - a wall still reads as a
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* wall from above.
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*/
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private heightBlocked;
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isVisible(x: number, y: number): boolean;
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isExplored(x: number, y: number): boolean;
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/** how lit a cell is right now, 0 when out of view */
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lightAt(x: number, y: number): number;
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/** forgets everything, as a new floor should */
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reset(): void;
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/** reveals the whole map, for a magic mapping effect or a debug view */
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revealAll(): void;
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}
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//# sourceMappingURL=FieldOfView.d.ts.map
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{"version":3,"file":"FieldOfView.d.ts","sourceRoot":"","sources":["../../src/roguelike/FieldOfView.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACxC,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAIhD;;;;;;;;;;;;;GAaG;AACH;;;;;;;GAOG;AACH,MAAM,WAAW,WAAW;IAC3B,OAAO,EAAE,SAAS,CAAC;IACnB,MAAM,CAAC,EAAE,MAAM,CAAC;CAChB;AAED;;;;;;;;;;;;GAYG;AACH,qBAAa,WAAW;IACvB,OAAO,CAAC,KAAK,CAAQ;IAGrB,OAAO,CAAC,GAAG,CAAuD;IAElE,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,cAAqB;IAErC,oDAAoD;IACpD,QAAQ,CAAC,QAAQ,cAAqB;IAEtC,6DAA6D;IAC7D,QAAQ,CAAC,KAAK,sBAA6B;IAE3C,YAAY,KAAK,EAAE,KAAK,EAGvB;IAED;;;;;;;;;;;;OAYG;IACH,MAAM,CACL,CAAC,EAAE,MAAM,EACT,CAAC,EAAE,MAAM,EACT,MAAM,SAA2E,EACjF,KAAK,CAAC,EAAE,WAAW,GACjB,IAAI,CAmCN;IAED,8DAA8D;IAC9D,OAAO,CAAC,SAAS;IAOjB,0FAA0F;IAC1F,OAAO,CAAC,gBAAgB;IA0BxB;;;;;OAKG;IACH,OAAO,CAAC,aAAa;IAerB,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEvC;IAED,UAAU,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAExC;IAED,sDAAsD;IACtD,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAEpC;IAED,gDAAgD;IAChD,KAAK,IAAI,IAAI,CAIZ;IAED,wEAAwE;IACxE,SAAS,IAAI,IAAI,CAEhB;CACD"}
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@@ -1,148 +0,0 @@
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import { FOV } from 'rot-js';
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import { hexRange, hexLine } from '../core/Hex.js';
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import { chebyshevDistance, traceLine } from './Targeting.js';
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/**
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* @example
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6
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* ```ts
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7
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* import { FieldOfView, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
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*
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* const level = new Level(20, 20, [WALL, FLOOR], 1);
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* const fov = new FieldOfView(level);
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*
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* fov.update(5, 5, 8); // the hero's own sight, radius 8
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* console.log(fov.visible.has(level.index(6, 5))); // true - lit right now
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* console.log(fov.explored.has(level.index(6, 5))); // true - stays remembered after leaving
|
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* ```
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*/
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|
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export class FieldOfView {
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constructor(level) {
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19
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/** cells currently in view */
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20
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this.visible = new Set();
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/** cells ever seen, which is what gets drawn dim */
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this.explored = new Set();
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23
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/** how bright each visible cell is, 0 to 1, by cell index */
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24
|
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this.light = new Map();
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25
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this.level = level;
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this.fov = level.shape === 'hex' ? null : new FOV.PreciseShadowcasting((x, y) => level.transparent(x, y));
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}
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/**
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* Recomputes what is visible from a point.
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30
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*
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31
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* @param radius how far light reaches, in cells. When omitted, the level's `viewDistance`
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32
|
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* is used, falling back to the larger level dimension.
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33
|
-
* @param sight when given, sight is height-aware: every cell in range is
|
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34
|
-
* tested along the straight line to it, blocked by opaque terrain or by a
|
|
35
|
-
* cell rising above viewer and target alike. That is line-of-sight per cell
|
|
36
|
-
* rather than shadowcasting, so its edges deliberately disagree with the
|
|
37
|
-
* flat computation in the same way targeting already does - rot.js's
|
|
38
|
-
* callback only ever sees the blocking cell, never the target, so the
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39
|
-
* viewer-relative rule cannot live inside it.
|
|
40
|
-
*/
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|
41
|
-
update(x, y, radius = this.level.viewDistance ?? Math.max(this.level.width, this.level.height), sight) {
|
|
42
|
-
this.visible.clear();
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|
43
|
-
this.light.clear();
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44
|
-
if (sight) {
|
|
45
|
-
this.updateFromHeight(x, y, radius, sight);
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46
|
-
return;
|
|
47
|
-
}
|
|
48
|
-
if (this.fov) {
|
|
49
|
-
this.fov.compute(x, y, radius, (cx, cy, _r, visibility) => {
|
|
50
|
-
if (!this.level.inside(cx, cy))
|
|
51
|
-
return;
|
|
52
|
-
const cell = this.level.index(cx, cy);
|
|
53
|
-
this.visible.add(cell);
|
|
54
|
-
this.explored.add(cell);
|
|
55
|
-
this.light.set(cell, visibility);
|
|
56
|
-
});
|
|
57
|
-
return;
|
|
58
|
-
}
|
|
59
|
-
const center = { x, y };
|
|
60
|
-
for (const target of hexRange(center, radius)) {
|
|
61
|
-
if (!this.level.inside(target.x, target.y))
|
|
62
|
-
continue;
|
|
63
|
-
const line = hexLine(center, target);
|
|
64
|
-
//every cell between the two ends must be transparent; the two ends themselves
|
|
65
|
-
//need not be, the same rule `hasLineOfSight` uses for a square grid
|
|
66
|
-
const blocked = line
|
|
67
|
-
.slice(1, -1)
|
|
68
|
-
.some((cell) => !this.level.inside(cell.x, cell.y) || !this.level.transparent(cell.x, cell.y));
|
|
69
|
-
if (blocked)
|
|
70
|
-
continue;
|
|
71
|
-
this.lightCell(target.x, target.y, line.length - 1, radius);
|
|
72
|
-
}
|
|
73
|
-
}
|
|
74
|
-
/** lights one visible cell with the usual distance falloff */
|
|
75
|
-
lightCell(x, y, distance, radius) {
|
|
76
|
-
const cell = this.level.index(x, y);
|
|
77
|
-
this.visible.add(cell);
|
|
78
|
-
this.explored.add(cell);
|
|
79
|
-
this.light.set(cell, radius === 0 ? 1 : Math.max(0, 1 - distance / (radius + 1)));
|
|
80
|
-
}
|
|
81
|
-
/** height-aware sight for both shapes: one straight line per cell, one rule for cliffs */
|
|
82
|
-
updateFromHeight(x, y, radius, sight) {
|
|
83
|
-
const viewer = sight.height ?? sight.heights.heightAt(x, y);
|
|
84
|
-
const center = { x, y };
|
|
85
|
-
if (this.level.shape === 'hex') {
|
|
86
|
-
for (const target of hexRange(center, radius)) {
|
|
87
|
-
if (!this.level.inside(target.x, target.y))
|
|
88
|
-
continue;
|
|
89
|
-
const line = hexLine(center, target);
|
|
90
|
-
if (this.heightBlocked(line, sight.heights, viewer, sight.heights.heightAt(target.x, target.y)))
|
|
91
|
-
continue;
|
|
92
|
-
this.lightCell(target.x, target.y, line.length - 1, radius);
|
|
93
|
-
}
|
|
94
|
-
return;
|
|
95
|
-
}
|
|
96
|
-
for (let ty = y - radius; ty <= y + radius; ty++) {
|
|
97
|
-
for (let tx = x - radius; tx <= x + radius; tx++) {
|
|
98
|
-
if (!this.level.inside(tx, ty))
|
|
99
|
-
continue;
|
|
100
|
-
if (chebyshevDistance(center, { x: tx, y: ty }) > radius)
|
|
101
|
-
continue;
|
|
102
|
-
const line = traceLine(center, { x: tx, y: ty });
|
|
103
|
-
if (this.heightBlocked(line, sight.heights, viewer, sight.heights.heightAt(tx, ty)))
|
|
104
|
-
continue;
|
|
105
|
-
this.lightCell(tx, ty, line.length - 1, radius);
|
|
106
|
-
}
|
|
107
|
-
}
|
|
108
|
-
}
|
|
109
|
-
/**
|
|
110
|
-
* Whether anything between the line's ends blocks a gaze from `viewer` height
|
|
111
|
-
* to `target` height: opaque terrain always does, and so does a cell rising
|
|
112
|
-
* above them both. Heights only ever add blocking - a wall still reads as a
|
|
113
|
-
* wall from above.
|
|
114
|
-
*/
|
|
115
|
-
heightBlocked(line, heights, viewer, target) {
|
|
116
|
-
const top = Math.max(viewer, target);
|
|
117
|
-
for (let i = 1; i < line.length - 1; i++) {
|
|
118
|
-
const cell = line[i];
|
|
119
|
-
if (!this.level.inside(cell.x, cell.y) || !this.level.transparent(cell.x, cell.y))
|
|
120
|
-
return true;
|
|
121
|
-
if (heights.heightAt(cell.x, cell.y) > top)
|
|
122
|
-
return true;
|
|
123
|
-
}
|
|
124
|
-
return false;
|
|
125
|
-
}
|
|
126
|
-
isVisible(x, y) {
|
|
127
|
-
return this.visible.has(this.level.index(x, y));
|
|
128
|
-
}
|
|
129
|
-
isExplored(x, y) {
|
|
130
|
-
return this.explored.has(this.level.index(x, y));
|
|
131
|
-
}
|
|
132
|
-
/** how lit a cell is right now, 0 when out of view */
|
|
133
|
-
lightAt(x, y) {
|
|
134
|
-
return this.light.get(this.level.index(x, y)) ?? 0;
|
|
135
|
-
}
|
|
136
|
-
/** forgets everything, as a new floor should */
|
|
137
|
-
reset() {
|
|
138
|
-
this.visible.clear();
|
|
139
|
-
this.explored.clear();
|
|
140
|
-
this.light.clear();
|
|
141
|
-
}
|
|
142
|
-
/** reveals the whole map, for a magic mapping effect or a debug view */
|
|
143
|
-
revealAll() {
|
|
144
|
-
for (let i = 0; i < this.level.cellCount; i++)
|
|
145
|
-
this.explored.add(i);
|
|
146
|
-
}
|
|
147
|
-
}
|
|
148
|
-
//# sourceMappingURL=FieldOfView.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"FieldOfView.js","sourceRoot":"","sources":["../../src/roguelike/FieldOfView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAE,MAAM,QAAQ,CAAC;AAG7B,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AACnD,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AA6B9D;;;;;;;;;;;;GAYG;AACH,MAAM,OAAO,WAAW;IAevB,YAAY,KAAY;QATxB,8BAA8B;QACrB,YAAO,GAAG,IAAI,GAAG,EAAU,CAAC;QAErC,oDAAoD;QAC3C,aAAQ,GAAG,IAAI,GAAG,EAAU,CAAC;QAEtC,6DAA6D;QACpD,UAAK,GAAG,IAAI,GAAG,EAAkB,CAAC;QAG1C,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,KAAK,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,oBAAoB,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAC3G,CAAC;IAED;;;;;;;;;;;;OAYG;IACH,MAAM,CACL,CAAS,EACT,CAAS,EACT,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,YAAY,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,EACjF,KAAmB;QAEnB,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;QACrB,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;QAEnB,IAAI,KAAK,EAAE,CAAC;YACX,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;YAC3C,OAAO;QACR,CAAC;QAED,IAAI,IAAI,CAAC,GAAG,EAAE,CAAC;YACd,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,UAAkB,EAAE,EAAE;gBACzF,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC;oBAAE,OAAO;gBAEvC,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;gBACtC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;gBACvB,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;gBACxB,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;YAClC,CAAC,CAAC,CAAC;YACH,OAAO;QACR,CAAC;QAED,MAAM,MAAM,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;QACxB,KAAK,MAAM,MAAM,IAAI,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;YAC/C,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC;gBAAE,SAAS;YAErD,MAAM,IAAI,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;YACrC,8EAA8E;YAC9E,oEAAoE;YACpE,MAAM,OAAO,GAAG,IAAI;iBAClB,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;iBACZ,IAAI,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;YAChG,IAAI,OAAO;gBAAE,SAAS;YAEtB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;QAC7D,CAAC;IACF,CAAC;IAED,8DAA8D;IACtD,SAAS,CAAC,CAAS,EAAE,CAAS,EAAE,QAAgB,EAAE,MAAc;QACvE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACpC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACvB,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACxB,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,QAAQ,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;IACnF,CAAC;IAED,0FAA0F;IAClF,gBAAgB,CAAC,CAAS,EAAE,CAAS,EAAE,MAAc,EAAE,KAAkB;QAChF,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5D,MAAM,MAAM,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;QAExB,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,KAAK,EAAE,CAAC;YAChC,KAAK,MAAM,MAAM,IAAI,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC;gBAC/C,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC;oBAAE,SAAS;gBACrD,MAAM,IAAI,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;gBACrC,IAAI,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;oBAC9F,SAAS;gBACV,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;YAC7D,CAAC;YACD,OAAO;QACR,CAAC;QAED,KAAK,IAAI,EAAE,GAAG,CAAC,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,GAAG,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;YAClD,KAAK,IAAI,EAAE,GAAG,CAAC,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,GAAG,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;gBAClD,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC;oBAAE,SAAS;gBACzC,IAAI,iBAAiB,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,MAAM;oBAAE,SAAS;gBACnE,MAAM,IAAI,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;gBACjD,IAAI,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;oBAAE,SAAS;gBAC9F,IAAI,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;YACjD,CAAC;QACF,CAAC;IACF,CAAC;IAED;;;;;OAKG;IACK,aAAa,CACpB,IAAqC,EACrC,OAAkB,EAClB,MAAc,EACd,MAAc;QAEd,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACrC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC1C,MAAM,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;YACrB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC;gBAAE,OAAO,IAAI,CAAC;YAC/F,IAAI,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,GAAG,GAAG;gBAAE,OAAO,IAAI,CAAC;QACzD,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;IAED,SAAS,CAAC,CAAS,EAAE,CAAS;QAC7B,OAAO,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,C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|
|
@@ -1,139 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* The map a roguelike reasons about.
|
|
3
|
-
*
|
|
4
|
-
* Deliberately separate from `TileMap`, which is how a map is *drawn*. This one holds what
|
|
5
|
-
* the algorithms need (can something walk here, can light pass) and nothing about
|
|
6
|
-
* appearance. A game maps its own terrain kinds onto these two flags, so it can invent
|
|
7
|
-
* whatever terrain it likes without the framework knowing about lava or bookshelves.
|
|
8
|
-
*/
|
|
9
|
-
/** the grid a `Level` reasons over - a parameter, not a forked class, per the roadmap */
|
|
10
|
-
export type LevelShape = 'square' | 'hex';
|
|
11
|
-
/** the four or eight cell offsets around a point: the shared `core` tables, returned as-is */
|
|
12
|
-
export declare function neighbourOffsets(topology: 4 | 8): ReadonlyArray<readonly [number, number]>;
|
|
13
|
-
export interface TerrainKind {
|
|
14
|
-
/** can a creature walk onto it */
|
|
15
|
-
passable: boolean;
|
|
16
|
-
/** can something be seen through it */
|
|
17
|
-
transparent: boolean;
|
|
18
|
-
/** optional game-defined bit flags, carried without interpretation by MWG */
|
|
19
|
-
flags?: number;
|
|
20
|
-
/** optional game-defined boolean properties, carried without interpretation by MWG */
|
|
21
|
-
extras?: Readonly<Record<string, boolean>>;
|
|
22
|
-
}
|
|
23
|
-
/**
|
|
24
|
-
* The two terrain kinds every map needs; a game adds its own alongside.
|
|
25
|
-
*
|
|
26
|
-
* @example
|
|
27
|
-
* ```ts
|
|
28
|
-
* import { Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
|
|
29
|
-
*
|
|
30
|
-
* const level = new Level(20, 15, [WALL, FLOOR], 0); // 0 = WALL, everything starts solid
|
|
31
|
-
* level.set(5, 5, 1); // 1 = FLOOR
|
|
32
|
-
* console.log(level.passable(5, 5)); // true
|
|
33
|
-
* ```
|
|
34
|
-
*/
|
|
35
|
-
export declare const WALL: TerrainKind;
|
|
36
|
-
export declare const FLOOR: TerrainKind;
|
|
37
|
-
export interface Rect {
|
|
38
|
-
left: number;
|
|
39
|
-
top: number;
|
|
40
|
-
right: number;
|
|
41
|
-
bottom: number;
|
|
42
|
-
}
|
|
43
|
-
export declare class Level {
|
|
44
|
-
readonly width: number;
|
|
45
|
-
readonly height: number;
|
|
46
|
-
readonly shape: LevelShape;
|
|
47
|
-
/** default sight radius for observers that do not provide one explicitly */
|
|
48
|
-
viewDistance?: number;
|
|
49
|
-
/** terrain id per cell, indexing into `kinds` */
|
|
50
|
-
readonly terrain: Uint8Array;
|
|
51
|
-
private kinds;
|
|
52
|
-
/** rooms the generator carved, for placing stairs, monsters and treasure */
|
|
53
|
-
rooms: Rect[];
|
|
54
|
-
constructor(width: number, height: number, kinds: TerrainKind[], fill?: number, shape?: LevelShape, viewDistance?: number);
|
|
55
|
-
get cellCount(): number;
|
|
56
|
-
index(x: number, y: number): number;
|
|
57
|
-
xOf(cell: number): number;
|
|
58
|
-
yOf(cell: number): number;
|
|
59
|
-
inside(x: number, y: number): boolean;
|
|
60
|
-
/**
|
|
61
|
-
* The cells adjacent to `(x, y)` - six of them on a hex `Level`, four or eight on a
|
|
62
|
-
* square one, regardless of which. This is the seam that lets `Pathfinder` and
|
|
63
|
-
* `FieldOfView` work over either shape unchanged: they walk neighbours, and only this
|
|
64
|
-
* method knows what a neighbour is.
|
|
65
|
-
*
|
|
66
|
-
* @param topology ignored on a hex `Level` - it only has the one neighbourhood shape
|
|
67
|
-
*/
|
|
68
|
-
neighbors(x: number, y: number, topology?: 4 | 8): Array<{
|
|
69
|
-
x: number;
|
|
70
|
-
y: number;
|
|
71
|
-
}>;
|
|
72
|
-
/**
|
|
73
|
-
* The same neighbourhood as `neighbors`, but calling `visit(nx, ny)` per cell instead
|
|
74
|
-
* of building an array of them - the flood fills in `Pathfinder` call this per popped
|
|
75
|
-
* cell, where the array plus one object per neighbour was the hottest GC churn in the
|
|
76
|
-
* module (tens of thousands of short-lived objects per map). Anything that keeps a
|
|
77
|
-
* neighbour past the call still wants `neighbors`; this is for visit-and-forget loops.
|
|
78
|
-
*
|
|
79
|
-
* @param topology ignored on a hex `Level` - it only has the one neighbourhood shape
|
|
80
|
-
*/
|
|
81
|
-
forEachNeighbor(x: number, y: number, topology: 4 | 8, visit: (nx: number, ny: number) => void): void;
|
|
82
|
-
/**
|
|
83
|
-
* True only for cells with a full ring of neighbours.
|
|
84
|
-
*
|
|
85
|
-
* Anything that inspects a cell's surroundings should use this rather than `inside`,
|
|
86
|
-
* because a cell on the very edge has no neighbour on one side and every such check
|
|
87
|
-
* then needs its own bounds test. Generators keep the border solid for the same reason.
|
|
88
|
-
*/
|
|
89
|
-
insideWithBorder(x: number, y: number): boolean;
|
|
90
|
-
get(x: number, y: number): number;
|
|
91
|
-
set(x: number, y: number, kind: number): void;
|
|
92
|
-
kindAt(x: number, y: number): TerrainKind;
|
|
93
|
-
passable(x: number, y: number): boolean;
|
|
94
|
-
transparent(x: number, y: number): boolean;
|
|
95
|
-
fillRect(rect: Rect, kind: number): void;
|
|
96
|
-
/** every passable cell, as indices: the pool to place things in */
|
|
97
|
-
passableCells(): number[];
|
|
98
|
-
toJSON(): {
|
|
99
|
-
width: number;
|
|
100
|
-
height: number;
|
|
101
|
-
shape: LevelShape;
|
|
102
|
-
terrain: number[];
|
|
103
|
-
rooms: Rect[];
|
|
104
|
-
viewDistance?: number;
|
|
105
|
-
};
|
|
106
|
-
/**
|
|
107
|
-
* Rebuilds a level from save data - the `kinds` table is supplied fresh (it holds a
|
|
108
|
-
* game's own terrain meanings, the same way `QuestLog` takes its definitions fresh),
|
|
109
|
-
* so only the terrain ids and rooms are ever save data.
|
|
110
|
-
*/
|
|
111
|
-
static fromJSON(kinds: TerrainKind[], data: {
|
|
112
|
-
width: number;
|
|
113
|
-
height: number;
|
|
114
|
-
shape: LevelShape;
|
|
115
|
-
terrain: number[];
|
|
116
|
-
rooms: Rect[];
|
|
117
|
-
viewDistance?: number;
|
|
118
|
-
}): Level;
|
|
119
|
-
}
|
|
120
|
-
export declare function rectCenter(rect: Rect): {
|
|
121
|
-
x: number;
|
|
122
|
-
y: number;
|
|
123
|
-
};
|
|
124
|
-
/**
|
|
125
|
-
* Whether two rectangles overlap, optionally requiring `margin` cells of clearance between
|
|
126
|
-
* them - the check `generateDungeon` itself uses so rooms never end up sharing a wall.
|
|
127
|
-
*
|
|
128
|
-
* @example
|
|
129
|
-
* ```ts
|
|
130
|
-
* import { rectsOverlap } from '@datamoc/mw_games/roguelike';
|
|
131
|
-
*
|
|
132
|
-
* const roomA = { left: 0, top: 0, right: 4, bottom: 4 };
|
|
133
|
-
* const roomB = { left: 5, top: 0, right: 9, bottom: 4 };
|
|
134
|
-
* rectsOverlap(roomA, roomB); // false - adjacent, not overlapping
|
|
135
|
-
* rectsOverlap(roomA, roomB, 2); // true - too close with a 2-cell margin required
|
|
136
|
-
* ```
|
|
137
|
-
*/
|
|
138
|
-
export declare function rectsOverlap(a: Rect, b: Rect, margin?: number): boolean;
|
|
139
|
-
//# sourceMappingURL=Level.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"Level.d.ts","sourceRoot":"","sources":["../../src/roguelike/Level.ts"],"names":[],"mappings":"AAGA;;;;;;;GAOG;AAEH,yFAAyF;AACzF,MAAM,MAAM,UAAU,GAAG,QAAQ,GAAG,KAAK,CAAC;AA4B1C,8FAA8F;AAC9F,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,aAAa,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,CAE1F;AAED,MAAM,WAAW,WAAW;IAC3B,kCAAkC;IAClC,QAAQ,EAAE,OAAO,CAAC;IAElB,uCAAuC;IACvC,WAAW,EAAE,OAAO,CAAC;IAErB,6EAA6E;IAC7E,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,sFAAsF;IACtF,MAAM,CAAC,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC;CAC3C;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,IAAI,EAAE,WAAqD,CAAC;AACzE,eAAO,MAAM,KAAK,EAAE,WAAmD,CAAC;AAExE,MAAM,WAAW,IAAI;IACpB,IAAI,EAAE,MAAM,CAAC;IACb,GAAG,EAAE,MAAM,CAAC;IACZ,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CACf;AAED,qBAAa,KAAK;IACjB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAC;IAE3B,4EAA4E;IAC5E,YAAY,CAAC,EAAE,MAAM,CAAC;IAEtB,iDAAiD;IACjD,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC;IAE7B,OAAO,CAAC,KAAK,CAAgB;IAE7B,4EAA4E;IAC5E,KAAK,EAAE,IAAI,EAAE,CAAM;IAEnB,YACC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,WAAW,EAAE,EACpB,IAAI,SAAI,EACR,KAAK,GAAE,UAAqB,EAC5B,YAAY,CAAC,EAAE,MAAM,EAUrB;IAED,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAElC;IAED,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAExB;IAED,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAExB;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEpC;IAED;;;;;;;OAOG;IACH,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,QAAQ,GAAE,CAAC,GAAG,CAAK,GAAG,KAAK,CAAC;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC,CAGpF;IAED;;;;;;;;OAQG;IACH,eAAe,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,KAAK,IAAI,GAAG,IAAI,CAIpG;IAED;;;;;;OAMG;IACH,gBAAgB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE9C;IAED,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAEhC;IAED,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE5C;IAED,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,WAAW,CAExC;IAED,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEtC;IAED,WAAW,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEzC;IAED,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAIvC;IAED,mEAAmE;IACnE,aAAa,IAAI,MAAM,EAAE,CAMxB;IAED,MAAM,IAAI;QACT,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,KAAK,EAAE,UAAU,CAAC;QAClB,OAAO,EAAE,MAAM,EAAE,CAAC;QAClB,KAAK,EAAE,IAAI,EAAE,CAAC;QACd,YAAY,CAAC,EAAE,MAAM,CAAC;KACtB,CASA;IAED;;;;OAIG;IACH,MAAM,CAAC,QAAQ,CACd,KAAK,EAAE,WAAW,EAAE,EACpB,IAAI,EAAE;QACL,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,KAAK,EAAE,UAAU,CAAC;QAClB,OAAO,EAAE,MAAM,EAAE,CAAC;QAClB,KAAK,EAAE,IAAI,EAAE,CAAC;QACd,YAAY,CAAC,EAAE,MAAM,CAAC;KACtB,GACC,KAAK,CAKP;CACD;AAED,wBAAgB,UAAU,CAAC,IAAI,EAAE,IAAI,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAK/D;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,MAAM,SAAI,GAAG,OAAO,CAOlE"}
|
package/dist/roguelike/Level.js
DELETED
|
@@ -1,189 +0,0 @@
|
|
|
1
|
-
import { hexNeighbors } from '../core/Hex.js';
|
|
2
|
-
import { cellIndex, cellInside, cellX, cellY, CIRCLE8, NEIGHBOURS4 } from '../core/Grid.js';
|
|
3
|
-
/**
|
|
4
|
-
* The six hex offsets, split by column parity: the odd-q scheme pushes odd columns half a
|
|
5
|
-
* row down, so "same direction, one row over" depends on which column starts the step.
|
|
6
|
-
* Derived from the cube directions in `core/Hex.ts` (same order, so floods visit cells in
|
|
7
|
-
* the same sequence `hexNeighbors` would), and locked to it by the parity test in
|
|
8
|
-
* `tests/hex.test.ts` - if either table ever disagrees there, the table is wrong, not the
|
|
9
|
-
* cube math.
|
|
10
|
-
*/
|
|
11
|
-
const HEX_OFFSETS_EVEN = [
|
|
12
|
-
[1, 0],
|
|
13
|
-
[1, -1],
|
|
14
|
-
[0, -1],
|
|
15
|
-
[-1, -1],
|
|
16
|
-
[-1, 0],
|
|
17
|
-
[0, 1],
|
|
18
|
-
];
|
|
19
|
-
const HEX_OFFSETS_ODD = [
|
|
20
|
-
[1, 1],
|
|
21
|
-
[1, 0],
|
|
22
|
-
[0, -1],
|
|
23
|
-
[-1, 0],
|
|
24
|
-
[-1, 1],
|
|
25
|
-
[0, 1],
|
|
26
|
-
];
|
|
27
|
-
/** the four or eight cell offsets around a point: the shared `core` tables, returned as-is */
|
|
28
|
-
export function neighbourOffsets(topology) {
|
|
29
|
-
return topology === 4 ? NEIGHBOURS4 : CIRCLE8;
|
|
30
|
-
}
|
|
31
|
-
/**
|
|
32
|
-
* The two terrain kinds every map needs; a game adds its own alongside.
|
|
33
|
-
*
|
|
34
|
-
* @example
|
|
35
|
-
* ```ts
|
|
36
|
-
* import { Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
|
|
37
|
-
*
|
|
38
|
-
* const level = new Level(20, 15, [WALL, FLOOR], 0); // 0 = WALL, everything starts solid
|
|
39
|
-
* level.set(5, 5, 1); // 1 = FLOOR
|
|
40
|
-
* console.log(level.passable(5, 5)); // true
|
|
41
|
-
* ```
|
|
42
|
-
*/
|
|
43
|
-
export const WALL = { passable: false, transparent: false };
|
|
44
|
-
export const FLOOR = { passable: true, transparent: true };
|
|
45
|
-
export class Level {
|
|
46
|
-
constructor(width, height, kinds, fill = 0, shape = 'square', viewDistance) {
|
|
47
|
-
/** rooms the generator carved, for placing stairs, monsters and treasure */
|
|
48
|
-
this.rooms = [];
|
|
49
|
-
this.width = width;
|
|
50
|
-
this.shape = shape;
|
|
51
|
-
this.height = height;
|
|
52
|
-
if (viewDistance !== undefined && (!Number.isFinite(viewDistance) || viewDistance < 0))
|
|
53
|
-
throw new Error('viewDistance must be a finite non-negative number');
|
|
54
|
-
this.viewDistance = viewDistance;
|
|
55
|
-
this.kinds = kinds;
|
|
56
|
-
this.terrain = new Uint8Array(width * height).fill(fill);
|
|
57
|
-
}
|
|
58
|
-
get cellCount() {
|
|
59
|
-
return this.width * this.height;
|
|
60
|
-
}
|
|
61
|
-
index(x, y) {
|
|
62
|
-
return cellIndex(this.width, x, y);
|
|
63
|
-
}
|
|
64
|
-
xOf(cell) {
|
|
65
|
-
return cellX(this.width, cell);
|
|
66
|
-
}
|
|
67
|
-
yOf(cell) {
|
|
68
|
-
return cellY(this.width, cell);
|
|
69
|
-
}
|
|
70
|
-
inside(x, y) {
|
|
71
|
-
return cellInside(this.width, this.height, x, y);
|
|
72
|
-
}
|
|
73
|
-
/**
|
|
74
|
-
* The cells adjacent to `(x, y)` - six of them on a hex `Level`, four or eight on a
|
|
75
|
-
* square one, regardless of which. This is the seam that lets `Pathfinder` and
|
|
76
|
-
* `FieldOfView` work over either shape unchanged: they walk neighbours, and only this
|
|
77
|
-
* method knows what a neighbour is.
|
|
78
|
-
*
|
|
79
|
-
* @param topology ignored on a hex `Level` - it only has the one neighbourhood shape
|
|
80
|
-
*/
|
|
81
|
-
neighbors(x, y, topology = 8) {
|
|
82
|
-
if (this.shape === 'hex')
|
|
83
|
-
return hexNeighbors(x, y);
|
|
84
|
-
return neighbourOffsets(topology).map(([dx, dy]) => ({ x: x + dx, y: y + dy }));
|
|
85
|
-
}
|
|
86
|
-
/**
|
|
87
|
-
* The same neighbourhood as `neighbors`, but calling `visit(nx, ny)` per cell instead
|
|
88
|
-
* of building an array of them - the flood fills in `Pathfinder` call this per popped
|
|
89
|
-
* cell, where the array plus one object per neighbour was the hottest GC churn in the
|
|
90
|
-
* module (tens of thousands of short-lived objects per map). Anything that keeps a
|
|
91
|
-
* neighbour past the call still wants `neighbors`; this is for visit-and-forget loops.
|
|
92
|
-
*
|
|
93
|
-
* @param topology ignored on a hex `Level` - it only has the one neighbourhood shape
|
|
94
|
-
*/
|
|
95
|
-
forEachNeighbor(x, y, topology, visit) {
|
|
96
|
-
const offsets = this.shape === 'hex' ? ((x & 1) === 0 ? HEX_OFFSETS_EVEN : HEX_OFFSETS_ODD) : neighbourOffsets(topology);
|
|
97
|
-
for (const [dx, dy] of offsets)
|
|
98
|
-
visit(x + dx, y + dy);
|
|
99
|
-
}
|
|
100
|
-
/**
|
|
101
|
-
* True only for cells with a full ring of neighbours.
|
|
102
|
-
*
|
|
103
|
-
* Anything that inspects a cell's surroundings should use this rather than `inside`,
|
|
104
|
-
* because a cell on the very edge has no neighbour on one side and every such check
|
|
105
|
-
* then needs its own bounds test. Generators keep the border solid for the same reason.
|
|
106
|
-
*/
|
|
107
|
-
insideWithBorder(x, y) {
|
|
108
|
-
return x > 0 && y > 0 && x < this.width - 1 && y < this.height - 1;
|
|
109
|
-
}
|
|
110
|
-
get(x, y) {
|
|
111
|
-
return this.inside(x, y) ? this.terrain[this.index(x, y)] : 0;
|
|
112
|
-
}
|
|
113
|
-
set(x, y, kind) {
|
|
114
|
-
if (this.inside(x, y))
|
|
115
|
-
this.terrain[this.index(x, y)] = kind;
|
|
116
|
-
}
|
|
117
|
-
kindAt(x, y) {
|
|
118
|
-
return this.kinds[this.get(x, y)] ?? WALL;
|
|
119
|
-
}
|
|
120
|
-
passable(x, y) {
|
|
121
|
-
return this.inside(x, y) && this.kindAt(x, y).passable;
|
|
122
|
-
}
|
|
123
|
-
transparent(x, y) {
|
|
124
|
-
return this.inside(x, y) && this.kindAt(x, y).transparent;
|
|
125
|
-
}
|
|
126
|
-
fillRect(rect, kind) {
|
|
127
|
-
for (let y = rect.top; y <= rect.bottom; y++) {
|
|
128
|
-
for (let x = rect.left; x <= rect.right; x++)
|
|
129
|
-
this.set(x, y, kind);
|
|
130
|
-
}
|
|
131
|
-
}
|
|
132
|
-
/** every passable cell, as indices: the pool to place things in */
|
|
133
|
-
passableCells() {
|
|
134
|
-
const out = [];
|
|
135
|
-
for (let i = 0; i < this.terrain.length; i++) {
|
|
136
|
-
if (this.kinds[this.terrain[i]]?.passable)
|
|
137
|
-
out.push(i);
|
|
138
|
-
}
|
|
139
|
-
return out;
|
|
140
|
-
}
|
|
141
|
-
toJSON() {
|
|
142
|
-
return {
|
|
143
|
-
width: this.width,
|
|
144
|
-
height: this.height,
|
|
145
|
-
shape: this.shape,
|
|
146
|
-
terrain: [...this.terrain],
|
|
147
|
-
rooms: this.rooms.map((room) => ({ ...room })),
|
|
148
|
-
...(this.viewDistance === undefined ? {} : { viewDistance: this.viewDistance }),
|
|
149
|
-
};
|
|
150
|
-
}
|
|
151
|
-
/**
|
|
152
|
-
* Rebuilds a level from save data - the `kinds` table is supplied fresh (it holds a
|
|
153
|
-
* game's own terrain meanings, the same way `QuestLog` takes its definitions fresh),
|
|
154
|
-
* so only the terrain ids and rooms are ever save data.
|
|
155
|
-
*/
|
|
156
|
-
static fromJSON(kinds, data) {
|
|
157
|
-
const level = new Level(data.width, data.height, kinds, 0, data.shape, data.viewDistance);
|
|
158
|
-
level.terrain.set(data.terrain.slice(0, level.terrain.length));
|
|
159
|
-
level.rooms = data.rooms.map((room) => ({ ...room }));
|
|
160
|
-
return level;
|
|
161
|
-
}
|
|
162
|
-
}
|
|
163
|
-
export function rectCenter(rect) {
|
|
164
|
-
return {
|
|
165
|
-
x: Math.floor((rect.left + rect.right) / 2),
|
|
166
|
-
y: Math.floor((rect.top + rect.bottom) / 2),
|
|
167
|
-
};
|
|
168
|
-
}
|
|
169
|
-
/**
|
|
170
|
-
* Whether two rectangles overlap, optionally requiring `margin` cells of clearance between
|
|
171
|
-
* them - the check `generateDungeon` itself uses so rooms never end up sharing a wall.
|
|
172
|
-
*
|
|
173
|
-
* @example
|
|
174
|
-
* ```ts
|
|
175
|
-
* import { rectsOverlap } from '@datamoc/mw_games/roguelike';
|
|
176
|
-
*
|
|
177
|
-
* const roomA = { left: 0, top: 0, right: 4, bottom: 4 };
|
|
178
|
-
* const roomB = { left: 5, top: 0, right: 9, bottom: 4 };
|
|
179
|
-
* rectsOverlap(roomA, roomB); // false - adjacent, not overlapping
|
|
180
|
-
* rectsOverlap(roomA, roomB, 2); // true - too close with a 2-cell margin required
|
|
181
|
-
* ```
|
|
182
|
-
*/
|
|
183
|
-
export function rectsOverlap(a, b, margin = 0) {
|
|
184
|
-
return !(a.right + margin < b.left ||
|
|
185
|
-
b.right + margin < a.left ||
|
|
186
|
-
a.bottom + margin < b.top ||
|
|
187
|
-
b.bottom + margin < a.top);
|
|
188
|
-
}
|
|
189
|
-
//# sourceMappingURL=Level.js.map
|