@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
package/dist/rpg/index.js
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export { automap } from './automap.js';
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export { EMPTY as AUTOMAP_EMPTY } from './automap.js';
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export { GameState } from './GameState.js';
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export { activePage, conditionHolds } from './Event.js';
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export { EventRunner } from './EventRunner.js';
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export { GridMover } from './GridMover.js';
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export { MoveRouteRunner } from './MoveRoute.js';
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export { FreeMover } from './FreeMover.js';
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export { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from './Collision.js';
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export { QuestLog, questsFromRows } from './Quest.js';
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export { decodeMarshal, encodeMarshal, RubySymbol, hashDefaultOf, withHashDefault } from './Marshal.js';
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export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.js';
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export { importTwee } from './twee-events.js';
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//# sourceMappingURL=index.js.map
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package/dist/rpg/index.js.map
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rpg/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,IAAI,aAAa,EAAE,MAAM,cAAc,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAW/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAEjD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,iBAAiB,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAC;AAExG,OAAO,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAEtD,OAAO,EAAE,aAAa,EAAE,aAAa,EAAE,UAAU,EAAE,aAAa,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAExG,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC"}
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import type { EventStoryScript } from './EventRunner.ts';
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/**
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* A story imported from Twine's Twee notation, ready for `EventRunner.runStory`.
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*
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* The `two-d/stage` counterpart, `importTwee`, targets `StageCommand`/`StoryScript` instead -
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* declared independently here for the same reason `EventChoice` already duplicates
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* `two-d/ui`'s `Choice`: a text-only RPG (`core` plus `rpg`, no renderer at all) should not
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* have to depend on `two-d` just to import a branching Twee story, and a Pixi-based visual
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* novel that never touches map events should not have to depend on `rpg` either.
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*/
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export interface EventTwineStory {
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story: EventStoryScript;
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/** `StoryData`'s start passage when the file names one, else the first passage */
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start: string;
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/** the `StoryTitle` passage, when the file has one */
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title?: string;
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}
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/**
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* Reads a `.twee` file into an `EventStoryScript`.
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*
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* The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
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* `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
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* way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
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*
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* @example
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* ```ts
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* import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
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*
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* declare const present: DialoguePresenter;
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*
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* const story = importTwee(`:: Start
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* You stand at a crossroads.
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*
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* [[Take the left path->Left]]
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* [[Take the right path->Right]]
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*
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* :: Left
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* The path ends at a wall.
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*
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* :: Right
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* An open road.
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* `);
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* const runner = new EventRunner({ present, game: new GameState() });
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* await runner.runStory(story.story, story.start);
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* ```
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*/
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export declare function importTwee(source: string): EventTwineStory;
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{"version":3,"file":"twee-events.d.ts","sourceRoot":"","sources":["../../src/rpg/twee-events.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEzD;;;;;;;;GAQG;AACH,MAAM,WAAW,eAAe;IAC/B,KAAK,EAAE,gBAAgB,CAAC;IACxB,kFAAkF;IAClF,KAAK,EAAE,MAAM,CAAC;IACd,sDAAsD;IACtD,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe,CAG1D"}
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import { parseTwee } from '../core/Twee.js';
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/**
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* Reads a `.twee` file into an `EventStoryScript`.
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*
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* The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
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* `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
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* way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
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*
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* @example
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* ```ts
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* import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
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*
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* declare const present: DialoguePresenter;
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*
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* const story = importTwee(`:: Start
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* You stand at a crossroads.
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*
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* [[Take the left path->Left]]
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* [[Take the right path->Right]]
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*
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* :: Left
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* The path ends at a wall.
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*
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* :: Right
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* An open road.
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* `);
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* const runner = new EventRunner({ present, game: new GameState() });
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* await runner.runStory(story.story, story.start);
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* ```
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*/
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export function importTwee(source) {
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const { story, start, title } = parseTwee(source);
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return title === undefined ? { story, start } : { story, start, title };
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{"version":3,"file":"twee-events.js","sourceRoot":"","sources":["../../src/rpg/twee-events.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAoB5C;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,UAAU,UAAU,CAAC,MAAc;IACxC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;IAClD,OAAO,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACzE,CAAC"}
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import type { StateValue } from '../core/State.ts';
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export type CampaignOutcome = 'completed' | 'failed' | 'abandoned';
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export interface CampaignLevel<State extends StateValue, Result extends StateValue = StateValue> {
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readonly id: string;
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readonly run: (state: State, context: {
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readonly levelId: string;
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}) => CampaignLevelResult<State, Result>;
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}
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export interface CampaignLevelResult<State extends StateValue, Result extends StateValue = StateValue> {
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readonly outcome: CampaignOutcome;
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readonly state: State;
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readonly result?: Result;
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readonly next?: string | null;
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readonly reminders?: readonly string[];
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}
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export interface CampaignSnapshot<State extends StateValue, Result extends StateValue = StateValue> {
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readonly currentLevel: string | null;
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readonly state: State;
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readonly reminders: readonly string[];
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readonly results: Readonly<Record<string, Result>>;
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}
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/**
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* Game-neutral level sequencing and carry-over state. A campaign adapter supplies the
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* actual level runner and decides what a level result means; MWG only preserves order,
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* transitions, reminders and serialisable state.
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*
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* @example
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* ```ts
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* import { Campaign } from '@datamoc/mw_games/simulation';
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* const campaign = new Campaign({
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* levels: [{ id: 'intro', run: (state) => ({ outcome: 'completed', state, next: null }) }],
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* start: 'intro', state: { gold: 0 },
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* });
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* campaign.completeCurrent({ outcome: 'completed', state: { gold: 10 }, next: null });
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* ```
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*/
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export declare class Campaign<State extends StateValue, Result extends StateValue = StateValue> {
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private readonly levels;
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private _currentLevel;
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private _state;
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private _reminders;
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private _results;
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constructor(options: {
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readonly levels: readonly CampaignLevel<State, Result>[];
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readonly start: string;
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readonly state: State;
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});
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get currentLevel(): string | null;
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get state(): State;
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get reminders(): readonly string[];
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get results(): Readonly<Record<string, Result>>;
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/** Runs the current level and applies its carry-over state and transition. */
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playCurrent(): CampaignLevelResult<State, Result>;
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completeCurrent(result: CampaignLevelResult<State, Result>): CampaignLevelResult<State, Result>;
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snapshot(): CampaignSnapshot<State, Result>;
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static restore<State extends StateValue, Result extends StateValue = StateValue>(snapshot: CampaignSnapshot<State, Result>, options: {
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readonly levels: readonly CampaignLevel<State, Result>[];
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}): Campaign<State, Result>;
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}
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{"version":3,"file":"Campaign.d.ts","sourceRoot":"","sources":["../../src/simulation/Campaign.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAGnD,MAAM,MAAM,eAAe,GAAG,WAAW,GAAG,QAAQ,GAAG,WAAW,CAAC;AAEnE,MAAM,WAAW,aAAa,CAAC,KAAK,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,GAAG,UAAU;IAC9F,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,GAAG,EAAE,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE;QAAE,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAA;KAAE,KAAK,mBAAmB,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;CAC1G;AAED,MAAM,WAAW,mBAAmB,CAAC,KAAK,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,GAAG,UAAU;IACpG,QAAQ,CAAC,OAAO,EAAE,eAAe,CAAC;IAClC,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAC9B,QAAQ,CAAC,SAAS,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;CACvC;AAED,MAAM,WAAW,gBAAgB,CAAC,KAAK,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,GAAG,UAAU;IACjG,QAAQ,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,CAAC;IACrC,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,SAAS,EAAE,SAAS,MAAM,EAAE,CAAC;IACtC,QAAQ,CAAC,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,CAAC;CACnD;AAED;;;;;;;;;;;;;;GAcG;AACH,qBAAa,QAAQ,CAAC,KAAK,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,GAAG,UAAU;IACrF,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAoD;IAC3E,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,UAAU,CAAgB;IAClC,OAAO,CAAC,QAAQ,CAA8B;IAE9C,YAAY,OAAO,EAAE;QACpB,QAAQ,CAAC,MAAM,EAAE,SAAS,aAAa,CAAC,KAAK,EAAE,MAAM,CAAC,EAAE,CAAC;QACzD,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;KACtB,EAMA;IAED,IAAI,YAAY,IAAI,MAAM,GAAG,IAAI,CAEhC;IACD,IAAI,KAAK,IAAI,KAAK,CAEjB;IACD,IAAI,SAAS,IAAI,SAAS,MAAM,EAAE,CAEjC;IACD,IAAI,OAAO,IAAI,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,CAE9C;IAED,8EAA8E;IAC9E,WAAW,IAAI,mBAAmB,CAAC,KAAK,EAAE,MAAM,CAAC,CAIhD;IAED,eAAe,CAAC,MAAM,EAAE,mBAAmB,CAAC,KAAK,EAAE,MAAM,CAAC,GAAG,mBAAmB,CAAC,KAAK,EAAE,MAAM,CAAC,CAkB9F;IAED,QAAQ,IAAI,gBAAgB,CAAC,KAAK,EAAE,MAAM,CAAC,CAO1C;IAED,MAAM,CAAC,OAAO,CAAC,KAAK,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,GAAG,UAAU,EAC9E,QAAQ,EAAE,gBAAgB,CAAC,KAAK,EAAE,MAAM,CAAC,EACzC,OAAO,EAAE;QAAE,QAAQ,CAAC,MAAM,EAAE,SAAS,aAAa,CAAC,KAAK,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,GACnE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC,CAQzB;CACD"}
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import { cloneData } from '../core/Clone.js';
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/**
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* Game-neutral level sequencing and carry-over state. A campaign adapter supplies the
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* actual level runner and decides what a level result means; MWG only preserves order,
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* transitions, reminders and serialisable state.
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*
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* @example
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* ```ts
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* import { Campaign } from '@datamoc/mw_games/simulation';
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* const campaign = new Campaign({
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* levels: [{ id: 'intro', run: (state) => ({ outcome: 'completed', state, next: null }) }],
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* start: 'intro', state: { gold: 0 },
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* });
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* campaign.completeCurrent({ outcome: 'completed', state: { gold: 10 }, next: null });
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* ```
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*/
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export class Campaign {
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constructor(options) {
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this._reminders = [];
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this._results = {};
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this.levels = new Map(options.levels.map((level) => [level.id, level]));
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if (this.levels.size !== options.levels.length)
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throw new Error('campaign level ids must be unique');
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if (!this.levels.has(options.start))
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throw new Error(`unknown campaign start level: ${options.start}`);
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this._currentLevel = options.start;
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this._state = cloneData(options.state, 'campaign state');
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}
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get currentLevel() {
|
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|
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return this._currentLevel;
|
|
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|
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}
|
|
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|
-
get state() {
|
|
33
|
-
return structuredClone(this._state);
|
|
34
|
-
}
|
|
35
|
-
get reminders() {
|
|
36
|
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return [...this._reminders];
|
|
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|
-
}
|
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|
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get results() {
|
|
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|
-
return structuredClone(this._results);
|
|
40
|
-
}
|
|
41
|
-
/** Runs the current level and applies its carry-over state and transition. */
|
|
42
|
-
playCurrent() {
|
|
43
|
-
if (!this._currentLevel)
|
|
44
|
-
throw new Error('campaign has no current level');
|
|
45
|
-
const level = this.levels.get(this._currentLevel);
|
|
46
|
-
return this.completeCurrent(level.run(this.state, { levelId: level.id }));
|
|
47
|
-
}
|
|
48
|
-
completeCurrent(result) {
|
|
49
|
-
if (!this._currentLevel)
|
|
50
|
-
throw new Error('campaign has no current level');
|
|
51
|
-
const completedId = this._currentLevel;
|
|
52
|
-
// Both copies before either assignment, so a refused result leaves the campaign unchanged.
|
|
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|
-
const state = cloneData(result.state, 'level result state');
|
|
54
|
-
const levelResult = result.result === undefined ? undefined : cloneData(result.result, 'level result');
|
|
55
|
-
this._state = state;
|
|
56
|
-
if (levelResult !== undefined)
|
|
57
|
-
this._results[completedId] = levelResult;
|
|
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|
-
this._reminders = [...(result.reminders ?? [])];
|
|
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|
-
if (result.outcome !== 'completed')
|
|
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|
-
this._currentLevel = null;
|
|
61
|
-
else if (result.next === undefined)
|
|
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|
-
throw new Error(`campaign level ${completedId} did not choose a next level`);
|
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|
-
else {
|
|
64
|
-
if (result.next !== null && !this.levels.has(result.next))
|
|
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|
-
throw new Error(`unknown campaign transition: ${completedId} -> ${result.next}`);
|
|
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|
-
this._currentLevel = result.next;
|
|
67
|
-
}
|
|
68
|
-
return { ...result, state: this.state };
|
|
69
|
-
}
|
|
70
|
-
snapshot() {
|
|
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|
-
return {
|
|
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|
-
currentLevel: this._currentLevel,
|
|
73
|
-
state: this.state,
|
|
74
|
-
reminders: this.reminders,
|
|
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|
-
results: this.results,
|
|
76
|
-
};
|
|
77
|
-
}
|
|
78
|
-
static restore(snapshot, options) {
|
|
79
|
-
const start = snapshot.currentLevel ?? options.levels[0]?.id;
|
|
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|
-
if (!start)
|
|
81
|
-
throw new Error('campaign restore requires at least one level');
|
|
82
|
-
const campaign = new Campaign({ levels: options.levels, start, state: snapshot.state });
|
|
83
|
-
campaign._currentLevel = snapshot.currentLevel;
|
|
84
|
-
campaign._reminders = [...snapshot.reminders];
|
|
85
|
-
campaign._results = cloneData(snapshot.results, 'snapshot.results');
|
|
86
|
-
return campaign;
|
|
87
|
-
}
|
|
88
|
-
}
|
|
89
|
-
//# sourceMappingURL=Campaign.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"Campaign.js","sourceRoot":"","sources":["../../src/simulation/Campaign.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AAwB7C;;;;;;;;;;;;;;GAcG;AACH,MAAM,OAAO,QAAQ;IAOpB,YAAY,OAIX;QAPO,eAAU,GAAa,EAAE,CAAC;QAC1B,aAAQ,GAA2B,EAAE,CAAC;QAO7C,IAAI,CAAC,MAAM,GAAG,IAAI,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC,MAAM,CAAC,MAAM;YAAE,MAAM,IAAI,KAAK,CAAC,mCAAmC,CAAC,CAAC;QACrG,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,KAAK,CAAC;YAAE,MAAM,IAAI,KAAK,CAAC,iCAAiC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;QACvG,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,KAAK,CAAC;QACnC,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC,OAAO,CAAC,KAAK,EAAE,gBAAgB,CAAC,CAAC;IAC1D,CAAC;IAED,IAAI,YAAY;QACf,OAAO,IAAI,CAAC,aAAa,CAAC;IAC3B,CAAC;IACD,IAAI,KAAK;QACR,OAAO,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IACrC,CAAC;IACD,IAAI,SAAS;QACZ,OAAO,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IACD,IAAI,OAAO;QACV,OAAO,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IACvC,CAAC;IAED,8EAA8E;IAC9E,WAAW;QACV,IAAI,CAAC,IAAI,CAAC,aAAa;YAAE,MAAM,IAAI,KAAK,CAAC,+BAA+B,CAAC,CAAC;QAC1E,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAE,CAAC;QACnD,OAAO,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;IAC3E,CAAC;IAED,eAAe,CAAC,MAA0C;QACzD,IAAI,CAAC,IAAI,CAAC,aAAa;YAAE,MAAM,IAAI,KAAK,CAAC,+BAA+B,CAAC,CAAC;QAC1E,MAAM,WAAW,GAAG,IAAI,CAAC,aAAa,CAAC;QACvC,2FAA2F;QAC3F,MAAM,KAAK,GAAG,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,oBAAoB,CAAC,CAAC;QAC5D,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,CAAC;QACvG,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,WAAW,KAAK,SAAS;YAAE,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,GAAG,WAAW,CAAC;QACxE,IAAI,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,MAAM,CAAC,SAAS,IAAI,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,MAAM,CAAC,OAAO,KAAK,WAAW;YAAE,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;aACzD,IAAI,MAAM,CAAC,IAAI,KAAK,SAAS;YACjC,MAAM,IAAI,KAAK,CAAC,kBAAkB,WAAW,8BAA8B,CAAC,CAAC;aACzE,CAAC;YACL,IAAI,MAAM,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC;gBACxD,MAAM,IAAI,KAAK,CAAC,gCAAgC,WAAW,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,CAAC;YAClF,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,IAAI,CAAC;QAClC,CAAC;QACD,OAAO,EAAE,GAAG,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;IACzC,CAAC;IAED,QAAQ;QACP,OAAO;YACN,YAAY,EAAE,IAAI,CAAC,aAAa;YAChC,KAAK,EAAE,IAAI,CAAC,KAAK;YACjB,SAAS,EAAE,IAAI,CAAC,SAAS;YACzB,OAAO,EAAE,IAAI,CAAC,OAAO;SACrB,CAAC;IACH,CAAC;IAED,MAAM,CAAC,OAAO,CACb,QAAyC,EACzC,OAAqE;QAErE,MAAM,KAAK,GAAG,QAAQ,CAAC,YAAY,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC;QAC7D,IAAI,CAAC,KAAK;YAAE,MAAM,IAAI,KAAK,CAAC,8CAA8C,CAAC,CAAC;QAC5E,MAAM,QAAQ,GAAG,IAAI,QAAQ,CAAC,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC,CAAC;QACxF,QAAQ,CAAC,aAAa,GAAG,QAAQ,CAAC,YAAY,CAAC;QAC/C,QAAQ,CAAC,UAAU,GAAG,CAAC,GAAG,QAAQ,CAAC,SAAS,CAAC,CAAC;QAC9C,QAAQ,CAAC,QAAQ,GAAG,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,kBAAkB,CAAC,CAAC;QACpE,OAAO,QAAQ,CAAC;IACjB,CAAC;CACD"}
|
|
@@ -1,68 +0,0 @@
|
|
|
1
|
-
import { type SaveMeta, type SaveSystemOptions } from '../core/Save.ts';
|
|
2
|
-
import type { StateValue } from '../core/State.ts';
|
|
3
|
-
import type { CampaignSnapshot } from './Campaign.ts';
|
|
4
|
-
import type { SimulationSnapshot } from './Runtime.ts';
|
|
5
|
-
/**
|
|
6
|
-
* Everything one campaign save holds, as plain JSON: which level the campaign is on and what
|
|
7
|
-
* it carries, the scenario/world state, and the turn-level simulation. The `world` payload is
|
|
8
|
-
* opaque here on purpose - an `mwl.MwlWorld`, a `roguelike.Level`, a game's own scenario
|
|
9
|
-
* object - because this is a container, the same way `SaveSystem` is.
|
|
10
|
-
*/
|
|
11
|
-
export interface CampaignSaveState<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
12
|
-
readonly campaign: CampaignSnapshot<CampaignState, Result>;
|
|
13
|
-
readonly world: World;
|
|
14
|
-
readonly simulation: SimulationSnapshot<TurnState> | null;
|
|
15
|
-
}
|
|
16
|
-
/** The live pieces to capture: anything with the snapshot method, so no class import is forced. */
|
|
17
|
-
export interface CampaignSaveParts<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
18
|
-
readonly campaign: {
|
|
19
|
-
snapshot(): CampaignSnapshot<CampaignState, Result>;
|
|
20
|
-
};
|
|
21
|
-
readonly world: World;
|
|
22
|
-
readonly simulation?: {
|
|
23
|
-
snapshot(): SimulationSnapshot<TurnState>;
|
|
24
|
-
} | null;
|
|
25
|
-
}
|
|
26
|
-
/**
|
|
27
|
-
* One save slot for a whole campaign, over `core.SaveSystem`. `SaveSystem` deliberately owns
|
|
28
|
-
* one state value and `mwl`'s persistence owns one world, so neither saves a campaign's level
|
|
29
|
-
* sequence, its world and its turn together; this is the composition, not a second save
|
|
30
|
-
* format. Versioning, migrations, previews, the storage fallback and slot listing are all
|
|
31
|
-
* `SaveSystem`'s, unchanged.
|
|
32
|
-
*
|
|
33
|
-
* Capturing takes each piece's own `snapshot()`, so the pieces stay responsible for what
|
|
34
|
-
* resuming them means: `Campaign.restore` and `SimulationRuntime.restore` read their halves
|
|
35
|
-
* back, and the game reads its own world.
|
|
36
|
-
*
|
|
37
|
-
* @example
|
|
38
|
-
* ```ts
|
|
39
|
-
* import { CampaignSave } from '@datamoc/mw_games/simulation';
|
|
40
|
-
*
|
|
41
|
-
* const saves = new CampaignSave<{ gold: number }, never, unknown, { hp: number }>({
|
|
42
|
-
* namespace: 'my-campaign',
|
|
43
|
-
* version: 1,
|
|
44
|
-
* });
|
|
45
|
-
*
|
|
46
|
-
* declare const campaign: { snapshot(): never };
|
|
47
|
-
* declare const simulation: { snapshot(): never };
|
|
48
|
-
* saves.save('slot1', { campaign, world: { terrain: '...' }, simulation }, 'Chapter 2');
|
|
49
|
-
*
|
|
50
|
-
* const loaded = saves.load('slot1');
|
|
51
|
-
* // loaded.campaign -> Campaign.restore(...); loaded.world -> the game's own; loaded.simulation -> SimulationRuntime.restore(...)
|
|
52
|
-
* ```
|
|
53
|
-
*/
|
|
54
|
-
export declare class CampaignSave<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
55
|
-
private readonly saves;
|
|
56
|
-
constructor(options: SaveSystemOptions);
|
|
57
|
-
/** Writes one slot: the campaign, the world and the simulation captured together. */
|
|
58
|
-
save(slot: string, parts: CampaignSaveParts<CampaignState, Result, World, TurnState>, preview?: unknown): void;
|
|
59
|
-
/** Reads one slot back as plain state, already migrated to the current version. */
|
|
60
|
-
load(slot: string): CampaignSaveState<CampaignState, Result, World, TurnState> | null;
|
|
61
|
-
/** Every slot with a save, and its metadata, for a save-select screen. */
|
|
62
|
-
list(): Array<{
|
|
63
|
-
slot: string;
|
|
64
|
-
meta: SaveMeta;
|
|
65
|
-
}>;
|
|
66
|
-
delete(slot: string): void;
|
|
67
|
-
}
|
|
68
|
-
//# sourceMappingURL=CampaignSave.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"CampaignSave.d.ts","sourceRoot":"","sources":["../../src/simulation/CampaignSave.ts"],"names":[],"mappings":"AAAA,OAAO,EAAc,KAAK,QAAQ,EAAE,KAAK,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AACpF,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AACnD,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AACtD,OAAO,KAAK,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;AAEvD;;;;;GAKG;AACH,MAAM,WAAW,iBAAiB,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IAC/G,QAAQ,CAAC,QAAQ,EAAE,gBAAgB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;IAC3D,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,UAAU,EAAE,kBAAkB,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC;CAC1D;AAED,mGAAmG;AACnG,MAAM,WAAW,iBAAiB,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IAC/G,QAAQ,CAAC,QAAQ,EAAE;QAAE,QAAQ,IAAI,gBAAgB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAA;KAAE,CAAC;IAC3E,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,UAAU,CAAC,EAAE;QAAE,QAAQ,IAAI,kBAAkB,CAAC,SAAS,CAAC,CAAA;KAAE,GAAG,IAAI,CAAC;CAC3E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,YAAY,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IACtG,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAyE;IAE/F,YAAY,OAAO,EAAE,iBAAiB,EAErC;IAED,qFAAqF;IACrF,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,iBAAiB,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,EAAE,OAAO,CAAC,EAAE,OAAO,GAAG,IAAI,CAU7G;IAED,mFAAmF;IACnF,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,iBAAiB,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,GAAG,IAAI,CAEpF;IAED,0EAA0E;IAC1E,IAAI,IAAI,KAAK,CAAC;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,QAAQ,CAAA;KAAE,CAAC,CAE9C;IAED,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAEzB;CACD"}
|
|
@@ -1,54 +0,0 @@
|
|
|
1
|
-
import { SaveSystem } from '../core/Save.js';
|
|
2
|
-
/**
|
|
3
|
-
* One save slot for a whole campaign, over `core.SaveSystem`. `SaveSystem` deliberately owns
|
|
4
|
-
* one state value and `mwl`'s persistence owns one world, so neither saves a campaign's level
|
|
5
|
-
* sequence, its world and its turn together; this is the composition, not a second save
|
|
6
|
-
* format. Versioning, migrations, previews, the storage fallback and slot listing are all
|
|
7
|
-
* `SaveSystem`'s, unchanged.
|
|
8
|
-
*
|
|
9
|
-
* Capturing takes each piece's own `snapshot()`, so the pieces stay responsible for what
|
|
10
|
-
* resuming them means: `Campaign.restore` and `SimulationRuntime.restore` read their halves
|
|
11
|
-
* back, and the game reads its own world.
|
|
12
|
-
*
|
|
13
|
-
* @example
|
|
14
|
-
* ```ts
|
|
15
|
-
* import { CampaignSave } from '@datamoc/mw_games/simulation';
|
|
16
|
-
*
|
|
17
|
-
* const saves = new CampaignSave<{ gold: number }, never, unknown, { hp: number }>({
|
|
18
|
-
* namespace: 'my-campaign',
|
|
19
|
-
* version: 1,
|
|
20
|
-
* });
|
|
21
|
-
*
|
|
22
|
-
* declare const campaign: { snapshot(): never };
|
|
23
|
-
* declare const simulation: { snapshot(): never };
|
|
24
|
-
* saves.save('slot1', { campaign, world: { terrain: '...' }, simulation }, 'Chapter 2');
|
|
25
|
-
*
|
|
26
|
-
* const loaded = saves.load('slot1');
|
|
27
|
-
* // loaded.campaign -> Campaign.restore(...); loaded.world -> the game's own; loaded.simulation -> SimulationRuntime.restore(...)
|
|
28
|
-
* ```
|
|
29
|
-
*/
|
|
30
|
-
export class CampaignSave {
|
|
31
|
-
constructor(options) {
|
|
32
|
-
this.saves = new SaveSystem(options);
|
|
33
|
-
}
|
|
34
|
-
/** Writes one slot: the campaign, the world and the simulation captured together. */
|
|
35
|
-
save(slot, parts, preview) {
|
|
36
|
-
this.saves.save(slot, {
|
|
37
|
-
campaign: parts.campaign.snapshot(),
|
|
38
|
-
world: parts.world,
|
|
39
|
-
simulation: parts.simulation ? parts.simulation.snapshot() : null,
|
|
40
|
-
}, preview);
|
|
41
|
-
}
|
|
42
|
-
/** Reads one slot back as plain state, already migrated to the current version. */
|
|
43
|
-
load(slot) {
|
|
44
|
-
return this.saves.load(slot)?.state ?? null;
|
|
45
|
-
}
|
|
46
|
-
/** Every slot with a save, and its metadata, for a save-select screen. */
|
|
47
|
-
list() {
|
|
48
|
-
return this.saves.list();
|
|
49
|
-
}
|
|
50
|
-
delete(slot) {
|
|
51
|
-
this.saves.delete(slot);
|
|
52
|
-
}
|
|
53
|
-
}
|
|
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{"version":3,"file":"CampaignSave.js","sourceRoot":"","sources":["../../src/simulation/CampaignSave.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAyC,MAAM,iBAAiB,CAAC;AAwBpF;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,OAAO,YAAY;IAGxB,YAAY,OAA0B;QACrC,IAAI,CAAC,KAAK,GAAG,IAAI,UAAU,CAA6D,OAAO,CAAC,CAAC;IAClG,CAAC;IAED,qFAAqF;IACrF,IAAI,CAAC,IAAY,EAAE,KAAiE,EAAE,OAAiB;QACtG,IAAI,CAAC,KAAK,CAAC,IAAI,CACd,IAAI,EACJ;YACC,QAAQ,EAAE,KAAK,CAAC,QAAQ,CAAC,QAAQ,EAAE;YACnC,KAAK,EAAE,KAAK,CAAC,KAAK;YAClB,UAAU,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC,IAAI;SACjE,EACD,OAAO,CACP,CAAC;IACH,CAAC;IAED,mFAAmF;IACnF,IAAI,CAAC,IAAY;QAChB,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,KAAK,IAAI,IAAI,CAAC;IAC7C,CAAC;IAED,0EAA0E;IAC1E,IAAI;QACH,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;IAC1B,CAAC;IAED,MAAM,CAAC,IAAY;QAClB,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IACzB,CAAC;CACD"}
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import { PresentationQueue } from '../core/Presentation.ts';
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import type { Actor } from '../roguelike/Scheduler.ts';
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import { SimulationRuntime } from './Runtime.ts';
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import type { SimulationOutcome, SimulationSnapshot, SimulationRuntimeRule } from './Runtime.ts';
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export interface EventPresentationOptions<State, Command, Event, A extends Actor> {
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/** the simulation whose commands this presents */
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runtime: SimulationRuntime<State, Command, Event, A>;
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/**
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* The game's own mapping from one event to what it looks like: a tween, a sound, a
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*/
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play: (event: Event) => number | void;
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/**
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* Commands a secondary actor should take once the batch that just resolved has finished
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* presenting - a counter-attack, the next actor the scheduler calls. Receives the outcome
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* that just resolved and returns whatever commands follow from it, in order; return an
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* empty list (or omit the option) when nothing follows. A game reads the scheduler through
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* its own closure to decide who is next.
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*
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* always returns a command would spin forever.
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*/
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followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
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}
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/**
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* The documented integration between a turn-based simulation and its presentation, over the
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* two pieces that already exist (`simulation.SimulationRuntime` and `core.PresentationQueue`)
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* rather than a third kind of thing. It fixes the five interactions that are easy to get
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* subtly wrong when a game wires them by hand:
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*
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* - **A command result**: `submit` dispatches through the runtime and hands the returned
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* events to the queue, in one call, so the state commit and the animation are never started
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* from two places that can drift apart.
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* - **An animation lock**: `locked` is the queue's own `isBusy`, and `submit` refuses while it
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* is true - a click during an attack cannot commit a second attack on top of the first.
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* - **A scheduled secondary actor**: `followUp` returns the commands that follow an outcome,
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* and they are dispatched only once the batch before them has finished presenting, so the
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* counter-attack animation starts after the attack animation, not underneath it.
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* - **Cancellation**: `cancel` drops everything not yet played. The simulation state is not
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* rolled back, because the commands it already committed *did* happen; cancelling stops the
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* show, it does not undo the turn.
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* - **Save/load**: `snapshot` saves the simulation only, deliberately not the queue. A
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* restored run comes back idle, so loading mid-animation skips the rest of that batch
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* instead of replaying it on top of the loaded state.
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*
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* @example
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* ```ts
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* import { EventPresentation } from '@datamoc/mw_games/simulation';
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* import type { SimulationRuntime } from '@datamoc/mw_games/simulation';
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* import type { Actor } from '@datamoc/mw_games/roguelike';
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*
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* interface Fighter extends Actor {
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* id: string;
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* }
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*
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* declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
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*
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* const presentation = new EventPresentation({
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* runtime,
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* play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
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* followUp: (outcome): readonly ('attack' | 'counter')[] =>
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* outcome.events.length > 0 ? ['counter'] : [],
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* });
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*
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* presentation.submit('attack'); // commits the attack and starts its animation
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* presentation.submit('attack'); // null - the first is still playing
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* presentation.update(1 / 60); // drains the queue, then the scheduled counter
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* presentation.cancel(); // abandons whatever is left; the committed state stands
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* const saved = presentation.snapshot(); // the simulation only
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* ```
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*/
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export declare class EventPresentation<State, Command, Event, A extends Actor> {
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readonly runtime: SimulationRuntime<State, Command, Event, A>;
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readonly queue: PresentationQueue<Event>;
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private readonly followUpOf?;
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private followUps;
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constructor(options: EventPresentationOptions<State, Command, Event, A>);
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/** true while events are presenting or waiting behind the current one; input belongs to the animation */
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get locked(): boolean;
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/**
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* Runs `command`, enqueues its events, and returns the outcome - or null when `locked`, so
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* a command issued mid-animation is refused rather than committed ahead of the show.
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*/
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submit(command: Command): SimulationOutcome<State, Event> | null;
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/** advances the current animation and starts whatever follows it */
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update(dt: number): void;
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/**
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* Abandons every event not yet presented, current one included, and any scheduled
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* follow-ups. The simulation's committed state is untouched: cancellation stops the
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* presentation, not the turn.
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*/
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cancel(): void;
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/** saves the simulation state; the queue is deliberately not part of a save */
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snapshot(version?: number): SimulationSnapshot<State>;
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/**
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* Rebuilds a runtime from `snapshot` and wraps it in a fresh, idle presentation, so a
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* loaded run does not replay the animation that was interrupted.
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*/
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static restore<State, Command, Event, A extends Actor>(snapshot: SimulationSnapshot<State>, options: {
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play: (event: Event) => number | void;
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followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
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rule: SimulationRuntimeRule<State, Command, Event, A>;
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actorOf: (id: string) => A;
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actorId: (actor: A) => string;
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}): EventPresentation<State, Command, Event, A>;
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private commit;
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/** runs scheduled follow-ups while the queue is idle, so each starts after the last finished */
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private drainFollowUps;
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}
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//# sourceMappingURL=EventPresentation.d.ts.map
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{"version":3,"file":"EventPresentation.d.ts","sourceRoot":"","sources":["../../src/simulation/EventPresentation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACjD,OAAO,KAAK,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,qBAAqB,EAAE,MAAM,cAAc,CAAC;AAEjG,MAAM,WAAW,wBAAwB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK;IAC/E,kDAAkD;IAClD,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;IAErD;;;;OAIG;IACH,IAAI,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,IAAI,CAAC;IAEtC;;;;;;;;;OASG;IACH,QAAQ,CAAC,EAAE,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,SAAS,OAAO,EAAE,CAAC;CAC5E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH,qBAAa,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK;IACpE,QAAQ,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;IAC9D,QAAQ,CAAC,KAAK,EAAE,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAEzC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAmE;IAC/F,OAAO,CAAC,SAAS,CAAiB;IAElC,YAAY,OAAO,EAAE,wBAAwB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,EAItE;IAED,yGAAyG;IACzG,IAAI,MAAM,IAAI,OAAO,CAEpB;IAED;;;OAGG;IACH,MAAM,CAAC,OAAO,EAAE,OAAO,GAAG,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG,IAAI,CAG/D;IAED,oEAAoE;IACpE,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAGvB;IAED;;;;OAIG;IACH,MAAM,IAAI,IAAI,CAGb;IAED,+EAA+E;IAC/E,QAAQ,CAAC,OAAO,SAAI,GAAG,kBAAkB,CAAC,KAAK,CAAC,CAE/C;IAED;;;OAGG;IACH,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK,EACpD,QAAQ,EAAE,kBAAkB,CAAC,KAAK,CAAC,EACnC,OAAO,EAAE;QACR,IAAI,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,IAAI,CAAC;QACtC,QAAQ,CAAC,EAAE,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,SAAS,OAAO,EAAE,CAAC;QAC5E,IAAI,EAAE,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACtD,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,CAAC;QAC3B,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,KAAK,MAAM,CAAC;KAC9B,GACC,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAW7C;IAED,OAAO,CAAC,MAAM;IAQd,gGAAgG;IAChG,OAAO,CAAC,cAAc;CAMtB"}
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1
|
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import { PresentationQueue } from '../core/Presentation.js';
|
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2
|
-
import { SimulationRuntime } from './Runtime.js';
|
|
3
|
-
/**
|
|
4
|
-
* The documented integration between a turn-based simulation and its presentation, over the
|
|
5
|
-
* two pieces that already exist (`simulation.SimulationRuntime` and `core.PresentationQueue`)
|
|
6
|
-
* rather than a third kind of thing. It fixes the five interactions that are easy to get
|
|
7
|
-
* subtly wrong when a game wires them by hand:
|
|
8
|
-
*
|
|
9
|
-
* - **A command result**: `submit` dispatches through the runtime and hands the returned
|
|
10
|
-
* events to the queue, in one call, so the state commit and the animation are never started
|
|
11
|
-
* from two places that can drift apart.
|
|
12
|
-
* - **An animation lock**: `locked` is the queue's own `isBusy`, and `submit` refuses while it
|
|
13
|
-
* is true - a click during an attack cannot commit a second attack on top of the first.
|
|
14
|
-
* - **A scheduled secondary actor**: `followUp` returns the commands that follow an outcome,
|
|
15
|
-
* and they are dispatched only once the batch before them has finished presenting, so the
|
|
16
|
-
* counter-attack animation starts after the attack animation, not underneath it.
|
|
17
|
-
* - **Cancellation**: `cancel` drops everything not yet played. The simulation state is not
|
|
18
|
-
* rolled back, because the commands it already committed *did* happen; cancelling stops the
|
|
19
|
-
* show, it does not undo the turn.
|
|
20
|
-
* - **Save/load**: `snapshot` saves the simulation only, deliberately not the queue. A
|
|
21
|
-
* restored run comes back idle, so loading mid-animation skips the rest of that batch
|
|
22
|
-
* instead of replaying it on top of the loaded state.
|
|
23
|
-
*
|
|
24
|
-
* @example
|
|
25
|
-
* ```ts
|
|
26
|
-
* import { EventPresentation } from '@datamoc/mw_games/simulation';
|
|
27
|
-
* import type { SimulationRuntime } from '@datamoc/mw_games/simulation';
|
|
28
|
-
* import type { Actor } from '@datamoc/mw_games/roguelike';
|
|
29
|
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*
|
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30
|
-
* interface Fighter extends Actor {
|
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31
|
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* id: string;
|
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32
|
-
* }
|
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33
|
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*
|
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34
|
-
* declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
|
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35
|
-
*
|
|
36
|
-
* const presentation = new EventPresentation({
|
|
37
|
-
* runtime,
|
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38
|
-
* play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
|
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39
|
-
* followUp: (outcome): readonly ('attack' | 'counter')[] =>
|
|
40
|
-
* outcome.events.length > 0 ? ['counter'] : [],
|
|
41
|
-
* });
|
|
42
|
-
*
|
|
43
|
-
* presentation.submit('attack'); // commits the attack and starts its animation
|
|
44
|
-
* presentation.submit('attack'); // null - the first is still playing
|
|
45
|
-
* presentation.update(1 / 60); // drains the queue, then the scheduled counter
|
|
46
|
-
* presentation.cancel(); // abandons whatever is left; the committed state stands
|
|
47
|
-
* const saved = presentation.snapshot(); // the simulation only
|
|
48
|
-
* ```
|
|
49
|
-
*/
|
|
50
|
-
export class EventPresentation {
|
|
51
|
-
constructor(options) {
|
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52
|
-
this.followUps = [];
|
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|
-
this.runtime = options.runtime;
|
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|
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this.queue = new PresentationQueue({ play: options.play });
|
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55
|
-
this.followUpOf = options.followUp;
|
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56
|
-
}
|
|
57
|
-
/** true while events are presenting or waiting behind the current one; input belongs to the animation */
|
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58
|
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get locked() {
|
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59
|
-
return this.queue.isBusy;
|
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60
|
-
}
|
|
61
|
-
/**
|
|
62
|
-
* Runs `command`, enqueues its events, and returns the outcome - or null when `locked`, so
|
|
63
|
-
* a command issued mid-animation is refused rather than committed ahead of the show.
|
|
64
|
-
*/
|
|
65
|
-
submit(command) {
|
|
66
|
-
if (this.locked)
|
|
67
|
-
return null;
|
|
68
|
-
return this.commit(command);
|
|
69
|
-
}
|
|
70
|
-
/** advances the current animation and starts whatever follows it */
|
|
71
|
-
update(dt) {
|
|
72
|
-
this.queue.update(dt);
|
|
73
|
-
this.drainFollowUps();
|
|
74
|
-
}
|
|
75
|
-
/**
|
|
76
|
-
* Abandons every event not yet presented, current one included, and any scheduled
|
|
77
|
-
* follow-ups. The simulation's committed state is untouched: cancellation stops the
|
|
78
|
-
* presentation, not the turn.
|
|
79
|
-
*/
|
|
80
|
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cancel() {
|
|
81
|
-
this.queue.clear();
|
|
82
|
-
this.followUps = [];
|
|
83
|
-
}
|
|
84
|
-
/** saves the simulation state; the queue is deliberately not part of a save */
|
|
85
|
-
snapshot(version = 1) {
|
|
86
|
-
return this.runtime.snapshot(version);
|
|
87
|
-
}
|
|
88
|
-
/**
|
|
89
|
-
* Rebuilds a runtime from `snapshot` and wraps it in a fresh, idle presentation, so a
|
|
90
|
-
* loaded run does not replay the animation that was interrupted.
|
|
91
|
-
*/
|
|
92
|
-
static restore(snapshot, options) {
|
|
93
|
-
const runtime = SimulationRuntime.restore(snapshot, {
|
|
94
|
-
rule: options.rule,
|
|
95
|
-
actorOf: options.actorOf,
|
|
96
|
-
actorId: options.actorId,
|
|
97
|
-
});
|
|
98
|
-
return new EventPresentation({
|
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|
-
runtime,
|
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100
|
-
play: options.play,
|
|
101
|
-
followUp: options.followUp,
|
|
102
|
-
});
|
|
103
|
-
}
|
|
104
|
-
commit(command) {
|
|
105
|
-
const outcome = this.runtime.dispatch(command);
|
|
106
|
-
this.queue.enqueue(outcome.events);
|
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|
-
if (this.followUpOf)
|
|
108
|
-
this.followUps.push(...this.followUpOf(outcome));
|
|
109
|
-
this.drainFollowUps();
|
|
110
|
-
return outcome;
|
|
111
|
-
}
|
|
112
|
-
/** runs scheduled follow-ups while the queue is idle, so each starts after the last finished */
|
|
113
|
-
drainFollowUps() {
|
|
114
|
-
while (!this.queue.isBusy && this.followUps.length > 0) {
|
|
115
|
-
const command = this.followUps.shift();
|
|
116
|
-
this.commit(command);
|
|
117
|
-
}
|
|
118
|
-
}
|
|
119
|
-
}
|
|
120
|
-
//# sourceMappingURL=EventPresentation.js.map
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