@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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@@ -1,54 +0,0 @@
1
- import type { Level } from './Level.ts';
2
- import { type PathOptions, type Pathfinder, type Step } from './Pathfinder.ts';
3
- export type AIState = 'wander' | 'hunt' | 'flee';
4
- /** hostile hunts on sight, same as ever; neutral/peaceful only wander until `provoked` */
5
- export type Disposition = 'hostile' | 'neutral' | 'peaceful';
6
- export interface AIDecision {
7
- state: AIState;
8
- /** where to move this turn; null when there is nowhere sensible to go */
9
- step: Step | null;
10
- }
11
- export interface MonsterAIOptions extends PathOptions {
12
- /** how far the monster can see, in cells - its own sight range, not the player's */
13
- sightRadius?: number;
14
- /** HP fraction (0 to 1) at or below which a visible target is fled rather than hunted */
15
- fleeBelow?: number;
16
- /** defaults to 'hostile' - always hunts on sight, exactly like every monster used to */
17
- disposition?: Disposition;
18
- /**
19
- * true once this monster has been attacked (or otherwise provoked) - overrides a
20
- * neutral/peaceful disposition back to hunting, permanently, the same as `hostile`. A
21
- * game tracks this per monster and sets it the moment it lands the provoking hit; this
22
- * function stores no state of its own between calls, same as `hpFraction`.
23
- */
24
- provoked?: boolean;
25
- }
26
- /**
27
- * One monster's turn: wander when the target is outside its own sight, hunt when it can see
28
- * the target and is healthy, flee when it can see the target and its own HP has dropped to
29
- * `fleeBelow` or lower. Built entirely from `FieldOfView` and `Pathfinder` - both already
30
- * shipped - so this is what turns them into an actual decision, rather than a game
31
- * hand-rolling the same wander/hunt/flee branch on its own.
32
- *
33
- * A fresh `FieldOfView` per call is deliberate: a monster's sight is its own, not the
34
- * player's, and computing a small-radius shadowcast once per monster per turn is cheap at
35
- * the monster counts a level actually has. `mwg` does not decide what a monster does with
36
- * the result - a game's own turn loop calls this once per monster and acts on the `step`
37
- * (or doesn't, for wander's "nowhere in particular").
38
- *
39
- * @example
40
- * ```ts
41
- * import { decideMonsterAI, Pathfinder, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
42
- *
43
- * const level = new Level(20, 20, [WALL, FLOOR], 1);
44
- * const pathfinder = new Pathfinder(level);
45
- *
46
- * const decision = decideMonsterAI(level, pathfinder, { x: 5, y: 5 }, 0.8, { x: 8, y: 5 }, {
47
- * sightRadius: 6,
48
- * fleeBelow: 0.2,
49
- * });
50
- * if (decision.step) console.log(decision.state, decision.step); // 'hunt', a step towards the player
51
- * ```
52
- */
53
- export declare function decideMonsterAI(level: Level, pathfinder: Pathfinder, self: Step, hpFraction: number, target: Step, options?: MonsterAIOptions): AIDecision;
54
- //# sourceMappingURL=MonsterAI.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,83 +0,0 @@
1
- import * as Random from '../core/Random.js';
2
- import { FieldOfView } from './FieldOfView.js';
3
- import { neighbourOffsets } from './Pathfinder.js';
4
- /**
5
- * One monster's turn: wander when the target is outside its own sight, hunt when it can see
6
- * the target and is healthy, flee when it can see the target and its own HP has dropped to
7
- * `fleeBelow` or lower. Built entirely from `FieldOfView` and `Pathfinder` - both already
8
- * shipped - so this is what turns them into an actual decision, rather than a game
9
- * hand-rolling the same wander/hunt/flee branch on its own.
10
- *
11
- * A fresh `FieldOfView` per call is deliberate: a monster's sight is its own, not the
12
- * player's, and computing a small-radius shadowcast once per monster per turn is cheap at
13
- * the monster counts a level actually has. `mwg` does not decide what a monster does with
14
- * the result - a game's own turn loop calls this once per monster and acts on the `step`
15
- * (or doesn't, for wander's "nowhere in particular").
16
- *
17
- * @example
18
- * ```ts
19
- * import { decideMonsterAI, Pathfinder, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
20
- *
21
- * const level = new Level(20, 20, [WALL, FLOOR], 1);
22
- * const pathfinder = new Pathfinder(level);
23
- *
24
- * const decision = decideMonsterAI(level, pathfinder, { x: 5, y: 5 }, 0.8, { x: 8, y: 5 }, {
25
- * sightRadius: 6,
26
- * fleeBelow: 0.2,
27
- * });
28
- * if (decision.step) console.log(decision.state, decision.step); // 'hunt', a step towards the player
29
- * ```
30
- */
31
- export function decideMonsterAI(level, pathfinder, self, hpFraction, target, options = {}) {
32
- const sightRadius = options.sightRadius ?? 6;
33
- const fleeBelow = options.fleeBelow ?? 0;
34
- const hunts = (options.disposition ?? 'hostile') === 'hostile' || options.provoked === true;
35
- if (!hunts) {
36
- return { state: 'wander', step: wanderStep(level, self, options) };
37
- }
38
- const fov = new FieldOfView(level);
39
- fov.update(self.x, self.y, sightRadius);
40
- if (!fov.isVisible(target.x, target.y)) {
41
- return { state: 'wander', step: wanderStep(level, self, options) };
42
- }
43
- if (hpFraction <= fleeBelow) {
44
- return { state: 'flee', step: fleeStep(level, self, target, options) };
45
- }
46
- return { state: 'hunt', step: pathfinder.step(self, target, options) };
47
- }
48
- /** a random open neighbour, or null when boxed in - wandering needs no path, just a step */
49
- function wanderStep(level, self, options) {
50
- const open = openNeighbours(level, self, options);
51
- return Random.element(open);
52
- }
53
- /** the open neighbour furthest from the target - moving away needs no path either */
54
- function fleeStep(level, self, target, options) {
55
- const open = openNeighbours(level, self, options);
56
- let best = null;
57
- let bestDistance = distanceSquared(self, target);
58
- for (const step of open) {
59
- const distance = distanceSquared(step, target);
60
- if (distance > bestDistance) {
61
- bestDistance = distance;
62
- best = step;
63
- }
64
- }
65
- return best;
66
- }
67
- function openNeighbours(level, self, options) {
68
- const blocked = options.blocked;
69
- const out = [];
70
- for (const [dx, dy] of neighbourOffsets(options.topology ?? 8)) {
71
- const step = { x: self.x + dx, y: self.y + dy };
72
- if (!level.passable(step.x, step.y))
73
- continue;
74
- if (blocked?.has(level.index(step.x, step.y)))
75
- continue;
76
- out.push(step);
77
- }
78
- return out;
79
- }
80
- function distanceSquared(a, b) {
81
- return (a.x - b.x) ** 2 + (a.y - b.y) ** 2;
82
- }
83
- //# sourceMappingURL=MonsterAI.js.map
@@ -1 +0,0 @@
1
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@@ -1,59 +0,0 @@
1
- /**
2
- * An ability whose own use unfolds through named stages in sequence (windup, active, recovery)
3
- * rather than resolving instantly - the multi-stage subclass/ability shape a talent branch's
4
- * capstone move often needs, distinct from `AbilityCycle`'s cooldown-only view of "may I use
5
- * this yet". `mwg` tracks only which stage is current and when it should advance; what each
6
- * stage does (grant invulnerability, deal damage, open a window for a follow-up) stays the
7
- * game's own hook, fired from `advance`'s returned stage name.
8
- */
9
- export interface AbilityStage {
10
- name: string;
11
- /** turns this stage lasts once entered */
12
- duration: number;
13
- }
14
- /**
15
- * @example
16
- * ```ts
17
- * import { MultiStageAbility } from '@datamoc/mw_games/roguelike';
18
- *
19
- * const dive = new MultiStageAbility([
20
- * { name: 'windup', duration: 1 },
21
- * { name: 'active', duration: 1 },
22
- * { name: 'recovery', duration: 2 },
23
- * ]);
24
- *
25
- * dive.start();
26
- * console.log(dive.stage?.name); // 'windup'
27
- * dive.advance(); // one turn passes; moves to 'active' once windup's duration elapses
28
- * ```
29
- */
30
- export declare class MultiStageAbility {
31
- private stages;
32
- private index;
33
- private remaining;
34
- constructor(stages: readonly AbilityStage[]);
35
- /** whether the ability is currently mid-sequence */
36
- get active(): boolean;
37
- /** the currently active stage, or null when not in use */
38
- get stage(): AbilityStage | null;
39
- /** begins the ability at its first stage; a no-op, reporting false, while already active */
40
- start(): boolean;
41
- /**
42
- * Advances one turn.
43
- *
44
- * @returns the newly entered stage's name the turn a stage changes, `'done'` the turn the
45
- * last stage finishes, or null when nothing changed (still mid-stage, or never started)
46
- */
47
- advance(): string | null;
48
- /** ends the ability early - interrupted mid-windup, say */
49
- cancel(): void;
50
- toJSON(): {
51
- index: number;
52
- remaining: number;
53
- };
54
- static fromJSON(stages: readonly AbilityStage[], data: {
55
- index: number;
56
- remaining: number;
57
- }): MultiStageAbility;
58
- }
59
- //# sourceMappingURL=MultiStageAbility.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,76 +0,0 @@
1
- /**
2
- * @example
3
- * ```ts
4
- * import { MultiStageAbility } from '@datamoc/mw_games/roguelike';
5
- *
6
- * const dive = new MultiStageAbility([
7
- * { name: 'windup', duration: 1 },
8
- * { name: 'active', duration: 1 },
9
- * { name: 'recovery', duration: 2 },
10
- * ]);
11
- *
12
- * dive.start();
13
- * console.log(dive.stage?.name); // 'windup'
14
- * dive.advance(); // one turn passes; moves to 'active' once windup's duration elapses
15
- * ```
16
- */
17
- export class MultiStageAbility {
18
- constructor(stages) {
19
- this.index = -1;
20
- this.remaining = 0;
21
- if (stages.length === 0)
22
- throw new Error('a multi-stage ability needs at least one stage');
23
- this.stages = stages;
24
- }
25
- /** whether the ability is currently mid-sequence */
26
- get active() {
27
- return this.index >= 0;
28
- }
29
- /** the currently active stage, or null when not in use */
30
- get stage() {
31
- return this.index >= 0 ? this.stages[this.index] : null;
32
- }
33
- /** begins the ability at its first stage; a no-op, reporting false, while already active */
34
- start() {
35
- if (this.active)
36
- return false;
37
- this.index = 0;
38
- this.remaining = this.stages[0].duration;
39
- return true;
40
- }
41
- /**
42
- * Advances one turn.
43
- *
44
- * @returns the newly entered stage's name the turn a stage changes, `'done'` the turn the
45
- * last stage finishes, or null when nothing changed (still mid-stage, or never started)
46
- */
47
- advance() {
48
- if (!this.active)
49
- return null;
50
- this.remaining--;
51
- if (this.remaining > 0)
52
- return null;
53
- this.index++;
54
- if (this.index >= this.stages.length) {
55
- this.index = -1;
56
- return 'done';
57
- }
58
- this.remaining = this.stages[this.index].duration;
59
- return this.stages[this.index].name;
60
- }
61
- /** ends the ability early - interrupted mid-windup, say */
62
- cancel() {
63
- this.index = -1;
64
- this.remaining = 0;
65
- }
66
- toJSON() {
67
- return { index: this.index, remaining: this.remaining };
68
- }
69
- static fromJSON(stages, data) {
70
- const ability = new MultiStageAbility(stages);
71
- ability.index = data.index;
72
- ability.remaining = data.remaining;
73
- return ability;
74
- }
75
- }
76
- //# sourceMappingURL=MultiStageAbility.js.map
@@ -1 +0,0 @@
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@@ -1,108 +0,0 @@
1
- import type { Level } from './Level.ts';
2
- import type { Step } from './Pathfinder.ts';
3
- export interface BeamDamageContext {
4
- cell: Step;
5
- step: number;
6
- /** the number of cells remaining after this one, counting only fronts already resolved */
7
- remaining: number;
8
- }
9
- /**
10
- * What ends a beam cell, as one explicit choice rather than a combination of flags:
11
- *
12
- * - `'terrain'` (the default): outside the map or opaque terrain stops it, the ordinary beam.
13
- * - `'none'`: it passes through terrain; only `isBlocked` (when given) can stop it.
14
- * - a function: the game decides, terrain ignored.
15
- */
16
- export type BeamBlocker = 'terrain' | 'none' | ((cell: Step, context: BeamDamageContext) => boolean);
17
- export interface MultiTurnBeamOptions<T> {
18
- level: Level;
19
- from: Step;
20
- target: Step;
21
- damage: number | ((target: T, context: BeamDamageContext) => number);
22
- /** Finds live targets at the cell when that cell is reached. */
23
- targetsAt?: (cell: Step) => readonly T[];
24
- /** Applies the resolved damage. The game owns health, resistances and effects. */
25
- applyDamage?: (target: T, amount: number, context: BeamDamageContext) => void;
26
- /** An extra game rule on top of `blocker`, e.g. "a wall of fire melts the beam". */
27
- isBlocked?: (cell: Step, context: BeamDamageContext) => boolean;
28
- /** The explicit blocker policy; defaults to `'terrain'`, matching a plain beam. */
29
- blocker?: BeamBlocker;
30
- /** @deprecated use `blocker: 'none'`; kept so existing content keeps its meaning */
31
- stopAtOpaque?: boolean;
32
- /**
33
- * Opt-in per-turn fronts instead of a straight line. Given the cells the previous turn
34
- * actually reached (the origin alone at turn 0) and the turn number, it returns the cells
35
- * this turn affects; an empty list ends the beam. A cone widens, a burst stops moving, a
36
- * forked front splits, and a moving front is whatever the game returns each turn - none of
37
- * which the framework has to understand, only sequence and save.
38
- */
39
- fronts?: (previous: readonly Step[], turn: number) => readonly Step[];
40
- /** Names the shape this beam is, saved so a reload resumes the same one; defaults to `'line'`/`'fronts'`. */
41
- shape?: string;
42
- /** Called for every cell the front actually reaches, before targets are resolved. */
43
- onCell?: (cell: Step, context: BeamDamageContext) => void;
44
- }
45
- export interface BeamStep<T> {
46
- status: 'idle' | 'active' | 'done' | 'blocked' | 'cancelled';
47
- /** the first cell this turn reached, or null when the front was empty or fully blocked */
48
- cell: Step | null;
49
- /** every cell this turn reached, in front order */
50
- cells: readonly Step[];
51
- step: number;
52
- remaining: number;
53
- targets: readonly T[];
54
- damage: number;
55
- }
56
- export interface MultiTurnBeamSave {
57
- state: 'idle' | 'active' | 'done' | 'blocked' | 'cancelled';
58
- /** every front resolved so far, oldest first; `fronts[index]` is the next to resolve */
59
- fronts: Step[][];
60
- index: number;
61
- /** the shape the beam was built with, so a reload resumes the same one */
62
- shape: string;
63
- /** @deprecated a save written before fronts landed: one cell per turn */
64
- path?: Step[];
65
- }
66
- /**
67
- * Advances a beam one front per turn.
68
- *
69
- * The framework owns traversal and timing. A game supplies target lookup and damage application,
70
- * so this stays useful for hit points, shields, status effects and any other combat model. The
71
- * default shape is a straight line captured at construction time; `fronts` opts into a per-turn
72
- * front resolver, which is what expresses a cone, a burst, a fork or a moving front without any
73
- * of those rules living here. Blockers and targets are checked when each cell is reached, so
74
- * `advance` is deterministic when those callbacks are.
75
- *
76
- * @example
77
- * ```ts
78
- * import { Level, FLOOR, WALL, MultiTurnBeam } from '@datamoc/mw_games/roguelike';
79
- *
80
- * const level = new Level(8, 1, [WALL, FLOOR], 1);
81
- * const beam = new MultiTurnBeam({ level, from: { x: 0, y: 0 }, target: { x: 3, y: 0 }, damage: 4 });
82
- * beam.start();
83
- * beam.advance(); // reaches x=1; call again on the next turn
84
- * ```
85
- */
86
- export declare class MultiTurnBeam<T = unknown> {
87
- private options;
88
- private fronts;
89
- private index;
90
- private state;
91
- private shape;
92
- constructor(options: MultiTurnBeamOptions<T>);
93
- get active(): boolean;
94
- get done(): boolean;
95
- /** The shape this beam was built with, for a save or a UI label. */
96
- get beamShape(): string;
97
- /** Every cell of every resolved front, in order - the straight path of a line beam. */
98
- get currentPath(): readonly Step[];
99
- start(): boolean;
100
- /** Resolves and applies one beam front. Call once per game turn. */
101
- advance(): BeamStep<T>;
102
- cancel(): void;
103
- toJSON(): MultiTurnBeamSave;
104
- static fromJSON<T>(options: Omit<MultiTurnBeamOptions<T>, 'from' | 'target'>, data: MultiTurnBeamSave): MultiTurnBeam<T>;
105
- private blocked;
106
- private inactiveStep;
107
- }
108
- //# sourceMappingURL=MultiTurnBeam.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,164 +0,0 @@
1
- import { resolveAreaOnLevel } from './Targeting.js';
2
- /**
3
- * Advances a beam one front per turn.
4
- *
5
- * The framework owns traversal and timing. A game supplies target lookup and damage application,
6
- * so this stays useful for hit points, shields, status effects and any other combat model. The
7
- * default shape is a straight line captured at construction time; `fronts` opts into a per-turn
8
- * front resolver, which is what expresses a cone, a burst, a fork or a moving front without any
9
- * of those rules living here. Blockers and targets are checked when each cell is reached, so
10
- * `advance` is deterministic when those callbacks are.
11
- *
12
- * @example
13
- * ```ts
14
- * import { Level, FLOOR, WALL, MultiTurnBeam } from '@datamoc/mw_games/roguelike';
15
- *
16
- * const level = new Level(8, 1, [WALL, FLOOR], 1);
17
- * const beam = new MultiTurnBeam({ level, from: { x: 0, y: 0 }, target: { x: 3, y: 0 }, damage: 4 });
18
- * beam.start();
19
- * beam.advance(); // reaches x=1; call again on the next turn
20
- * ```
21
- */
22
- export class MultiTurnBeam {
23
- constructor(options) {
24
- this.index = 0;
25
- this.state = 'idle';
26
- if (typeof options.damage !== 'function' && !Number.isFinite(options.damage)) {
27
- throw new Error('beam damage must be a finite number or a function');
28
- }
29
- if (typeof options.damage === 'number' && options.damage < 0) {
30
- throw new Error('beam damage must be non-negative');
31
- }
32
- this.options = options;
33
- this.shape = options.shape ?? (options.fronts ? 'fronts' : 'line');
34
- if (options.fronts) {
35
- const first = options.fronts([{ ...options.from }], 0);
36
- this.fronts = first.length ? [first.map((cell) => ({ ...cell }))] : [];
37
- }
38
- else {
39
- this.fronts = resolveAreaOnLevel(options.level, options.from, options.target, { kind: 'line' })
40
- .slice(1)
41
- .map((cell) => [{ ...cell }]);
42
- }
43
- }
44
- get active() {
45
- return this.state === 'active';
46
- }
47
- get done() {
48
- return this.state === 'done' || this.state === 'blocked' || this.state === 'cancelled';
49
- }
50
- /** The shape this beam was built with, for a save or a UI label. */
51
- get beamShape() {
52
- return this.shape;
53
- }
54
- /** Every cell of every resolved front, in order - the straight path of a line beam. */
55
- get currentPath() {
56
- return this.fronts.flat().map((cell) => ({ ...cell }));
57
- }
58
- start() {
59
- if (this.state !== 'idle')
60
- return false;
61
- this.state = this.fronts.length === 0 ? 'done' : 'active';
62
- return true;
63
- }
64
- /** Resolves and applies one beam front. Call once per game turn. */
65
- advance() {
66
- if (this.state !== 'active')
67
- return this.inactiveStep();
68
- const front = this.fronts[this.index] ?? [];
69
- const remaining = Math.max(0, this.fronts.length - this.index - 1);
70
- const cells = [];
71
- const targets = [];
72
- let damage = 0;
73
- for (const raw of front) {
74
- const context = { cell: { ...raw }, step: this.index, remaining };
75
- if (this.blocked(raw, context))
76
- continue;
77
- cells.push({ ...raw });
78
- this.options.onCell?.({ ...raw }, context);
79
- for (const target of this.options.targetsAt?.(raw) ?? []) {
80
- const amount = typeof this.options.damage === 'function'
81
- ? this.options.damage(target, context)
82
- : this.options.damage;
83
- if (!Number.isFinite(amount) || amount < 0)
84
- throw new Error('beam damage callback must return a non-negative finite number');
85
- damage += amount;
86
- targets.push(target);
87
- this.options.applyDamage?.(target, amount, context);
88
- }
89
- }
90
- const step = this.index;
91
- this.index++;
92
- //a per-turn resolver extends the beam from what this front actually reached; a blocked
93
- //cell does not propagate, and no cells at all ends the show
94
- if (this.options.fronts && cells.length > 0) {
95
- const next = this.options.fronts(cells.map((cell) => ({ ...cell })), this.index);
96
- if (next.length)
97
- this.fronts.push(next.map((cell) => ({ ...cell })));
98
- }
99
- if (cells.length === 0)
100
- this.state = 'blocked';
101
- else if (this.index >= this.fronts.length)
102
- this.state = 'done';
103
- return {
104
- status: cells.length === 0 ? 'blocked' : this.state,
105
- cell: cells[0] ? { ...cells[0] } : null,
106
- cells: cells.map((cell) => ({ ...cell })),
107
- step,
108
- remaining,
109
- targets: [...targets],
110
- damage,
111
- };
112
- }
113
- cancel() {
114
- if (this.state === 'active' || this.state === 'idle')
115
- this.state = 'cancelled';
116
- }
117
- toJSON() {
118
- return {
119
- state: this.state,
120
- fronts: this.fronts.map((front) => front.map((cell) => ({ ...cell }))),
121
- index: this.index,
122
- shape: this.shape,
123
- };
124
- }
125
- static fromJSON(options, data) {
126
- const shape = data.shape ?? (options.fronts ? 'fronts' : 'line');
127
- if (options.shape !== undefined && options.shape !== shape)
128
- throw new Error(`beam save is shape "${shape}", not "${options.shape}"`);
129
- const beam = Object.create(MultiTurnBeam.prototype);
130
- beam.options = options;
131
- beam.shape = shape;
132
- //a save written before fronts landed stored one cell per turn as `path`
133
- beam.fronts = data.fronts
134
- ? data.fronts.map((front) => front.map((cell) => ({ ...cell })))
135
- : (data.path ?? []).map((cell) => [{ ...cell }]);
136
- beam.index = data.index;
137
- beam.state = data.state;
138
- return beam;
139
- }
140
- blocked(cell, context) {
141
- const blocker = this.options.blocker ?? (this.options.stopAtOpaque === false ? 'none' : 'terrain');
142
- let blockedByPolicy = false;
143
- if (blocker === 'terrain') {
144
- blockedByPolicy =
145
- !this.options.level.inside(cell.x, cell.y) || !this.options.level.transparent(cell.x, cell.y);
146
- }
147
- else if (blocker !== 'none') {
148
- blockedByPolicy = blocker({ ...cell }, context) === true;
149
- }
150
- return blockedByPolicy || this.options.isBlocked?.({ ...cell }, context) === true;
151
- }
152
- inactiveStep() {
153
- return {
154
- status: this.state,
155
- cell: null,
156
- cells: [],
157
- step: this.index,
158
- remaining: Math.max(0, this.fronts.length - this.index),
159
- targets: [],
160
- damage: 0,
161
- };
162
- }
163
- }
164
- //# sourceMappingURL=MultiTurnBeam.js.map
@@ -1 +0,0 @@
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