@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.
Files changed (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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@@ -1,76 +0,0 @@
1
- /**
2
- * @example
3
- * ```ts
4
- * import { FeatureLayer } from '@datamoc/mw_games/roguelike';
5
- *
6
- * const features = new FeatureLayer<{ hp: number }>();
7
- * features.define('trap', {
8
- * interact: () => true,
9
- * consequence: (_cell, ctx) => { ctx.hp -= 5; },
10
- * persistent: false, // sprung once, then gone
11
- * });
12
- *
13
- * features.place(42, 'trap');
14
- * const hero = { hp: 20 };
15
- * features.interact(42, hero); // hero.hp is now 15, and the trap is gone
16
- * ```
17
- */
18
- export class FeatureLayer {
19
- constructor() {
20
- this.defs = new Map();
21
- this.placed = new Map();
22
- }
23
- /** registers what a named kind does; call again to replace it, e.g. after loading a save */
24
- define(kind, def) {
25
- this.defs.set(kind, def);
26
- }
27
- /** places a defined kind onto a cell, replacing whatever was there */
28
- place(cell, kind) {
29
- if (!this.defs.has(kind))
30
- throw new Error(`FeatureLayer.place: no definition for kind "${kind}"`);
31
- this.placed.set(cell, kind);
32
- }
33
- has(cell) {
34
- return this.placed.has(cell);
35
- }
36
- kindAt(cell) {
37
- return this.placed.get(cell);
38
- }
39
- remove(cell) {
40
- this.placed.delete(cell);
41
- }
42
- /** looking at or searching the cell; a no-op on a cell with no feature or no `inspect` rule */
43
- inspect(cell, ctx) {
44
- const def = this.defAt(cell);
45
- def?.inspect?.(cell, ctx);
46
- }
47
- /** using or stepping on the cell; runs `interact` then, unless refused, `consequence` */
48
- interact(cell, ctx) {
49
- const def = this.defAt(cell);
50
- if (!def)
51
- return;
52
- const allowed = def.interact ? def.interact(cell, ctx) !== false : true;
53
- if (!allowed)
54
- return;
55
- def.consequence?.(cell, ctx);
56
- if (def.persistent === false)
57
- this.remove(cell);
58
- }
59
- defAt(cell) {
60
- const kind = this.placed.get(cell);
61
- return kind === undefined ? undefined : this.defs.get(kind);
62
- }
63
- /** only which cell has which kind is save data; definitions are supplied fresh on load */
64
- toJSON() {
65
- return { cells: [...this.placed.entries()] };
66
- }
67
- static fromJSON(defs, data) {
68
- const layer = new FeatureLayer();
69
- for (const [kind, def] of defs)
70
- layer.define(kind, def);
71
- for (const [cell, kind] of data.cells)
72
- layer.place(cell, kind);
73
- return layer;
74
- }
75
- }
76
- //# sourceMappingURL=Features.js.map
@@ -1 +0,0 @@
1
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@@ -1,86 +0,0 @@
1
- import type { Level } from './Level.ts';
2
- import type { Elevation } from './Elevation.ts';
3
- /**
4
- * What the player can see, and what they remember seeing.
5
- *
6
- * Two sets, because a roguelike map has three states and not two: lit and in view,
7
- * remembered but not currently seen, and never visited. The middle one is the whole reason
8
- * exploring a dungeon feels like exploring: the map you have built stays on screen while
9
- * what is happening on it does not.
10
- *
11
- * The shadowcasting itself comes from rot.js on a square `Level`, which has had these edge
12
- * cases beaten out of it over years - what is here around it is the memory. rot.js has
13
- * nothing hex-shaped, so a hex `Level` instead traces a straight line (`hexLine`) to every
14
- * cell in range and lights it if nothing along the way is opaque: simple line-of-sight,
15
- * deliberately not true shadowcasting, which is the v1 this roadmap item commits to.
16
- */
17
- /**
18
- * Sight from a height: the viewer's elevation, for maps with an `Elevation`.
19
- *
20
- * A cliff hides what is behind it from below but not from above - an intervening
21
- * cell blocks exactly when it rises above both ends of the gaze. `height`
22
- * defaults to the height of the cell stood on; a flying or perched viewer passes
23
- * its own.
24
- */
25
- export interface HeightSight {
26
- heights: Elevation;
27
- height?: number;
28
- }
29
- /**
30
- * @example
31
- * ```ts
32
- * import { FieldOfView, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
33
- *
34
- * const level = new Level(20, 20, [WALL, FLOOR], 1);
35
- * const fov = new FieldOfView(level);
36
- *
37
- * fov.update(5, 5, 8); // the hero's own sight, radius 8
38
- * console.log(fov.visible.has(level.index(6, 5))); // true - lit right now
39
- * console.log(fov.explored.has(level.index(6, 5))); // true - stays remembered after leaving
40
- * ```
41
- */
42
- export declare class FieldOfView {
43
- private level;
44
- private fov;
45
- /** cells currently in view */
46
- readonly visible: Set<number>;
47
- /** cells ever seen, which is what gets drawn dim */
48
- readonly explored: Set<number>;
49
- /** how bright each visible cell is, 0 to 1, by cell index */
50
- readonly light: Map<number, number>;
51
- constructor(level: Level);
52
- /**
53
- * Recomputes what is visible from a point.
54
- *
55
- * @param radius how far light reaches, in cells. When omitted, the level's `viewDistance`
56
- * is used, falling back to the larger level dimension.
57
- * @param sight when given, sight is height-aware: every cell in range is
58
- * tested along the straight line to it, blocked by opaque terrain or by a
59
- * cell rising above viewer and target alike. That is line-of-sight per cell
60
- * rather than shadowcasting, so its edges deliberately disagree with the
61
- * flat computation in the same way targeting already does - rot.js's
62
- * callback only ever sees the blocking cell, never the target, so the
63
- * viewer-relative rule cannot live inside it.
64
- */
65
- update(x: number, y: number, radius?: number, sight?: HeightSight): void;
66
- /** lights one visible cell with the usual distance falloff */
67
- private lightCell;
68
- /** height-aware sight for both shapes: one straight line per cell, one rule for cliffs */
69
- private updateFromHeight;
70
- /**
71
- * Whether anything between the line's ends blocks a gaze from `viewer` height
72
- * to `target` height: opaque terrain always does, and so does a cell rising
73
- * above them both. Heights only ever add blocking - a wall still reads as a
74
- * wall from above.
75
- */
76
- private heightBlocked;
77
- isVisible(x: number, y: number): boolean;
78
- isExplored(x: number, y: number): boolean;
79
- /** how lit a cell is right now, 0 when out of view */
80
- lightAt(x: number, y: number): number;
81
- /** forgets everything, as a new floor should */
82
- reset(): void;
83
- /** reveals the whole map, for a magic mapping effect or a debug view */
84
- revealAll(): void;
85
- }
86
- //# sourceMappingURL=FieldOfView.d.ts.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,148 +0,0 @@
1
- import { FOV } from 'rot-js';
2
- import { hexRange, hexLine } from '../core/Hex.js';
3
- import { chebyshevDistance, traceLine } from './Targeting.js';
4
- /**
5
- * @example
6
- * ```ts
7
- * import { FieldOfView, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
8
- *
9
- * const level = new Level(20, 20, [WALL, FLOOR], 1);
10
- * const fov = new FieldOfView(level);
11
- *
12
- * fov.update(5, 5, 8); // the hero's own sight, radius 8
13
- * console.log(fov.visible.has(level.index(6, 5))); // true - lit right now
14
- * console.log(fov.explored.has(level.index(6, 5))); // true - stays remembered after leaving
15
- * ```
16
- */
17
- export class FieldOfView {
18
- constructor(level) {
19
- /** cells currently in view */
20
- this.visible = new Set();
21
- /** cells ever seen, which is what gets drawn dim */
22
- this.explored = new Set();
23
- /** how bright each visible cell is, 0 to 1, by cell index */
24
- this.light = new Map();
25
- this.level = level;
26
- this.fov = level.shape === 'hex' ? null : new FOV.PreciseShadowcasting((x, y) => level.transparent(x, y));
27
- }
28
- /**
29
- * Recomputes what is visible from a point.
30
- *
31
- * @param radius how far light reaches, in cells. When omitted, the level's `viewDistance`
32
- * is used, falling back to the larger level dimension.
33
- * @param sight when given, sight is height-aware: every cell in range is
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
39
- * viewer-relative rule cannot live inside it.
40
- */
41
- update(x, y, radius = this.level.viewDistance ?? Math.max(this.level.width, this.level.height), sight) {
42
- this.visible.clear();
43
- this.light.clear();
44
- if (sight) {
45
- this.updateFromHeight(x, y, radius, sight);
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
- 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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
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@@ -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