@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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package/dist/rpg/index.js DELETED
@@ -1,14 +0,0 @@
1
- export { automap } from './automap.js';
2
- export { EMPTY as AUTOMAP_EMPTY } from './automap.js';
3
- export { GameState } from './GameState.js';
4
- export { activePage, conditionHolds } from './Event.js';
5
- export { EventRunner } from './EventRunner.js';
6
- export { GridMover } from './GridMover.js';
7
- export { MoveRouteRunner } from './MoveRoute.js';
8
- export { FreeMover } from './FreeMover.js';
9
- export { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from './Collision.js';
10
- export { QuestLog, questsFromRows } from './Quest.js';
11
- export { decodeMarshal, encodeMarshal, RubySymbol, hashDefaultOf, withHashDefault } from './Marshal.js';
12
- export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.js';
13
- export { importTwee } from './twee-events.js';
14
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,48 +0,0 @@
1
- import type { EventStoryScript } from './EventRunner.ts';
2
- /**
3
- * A story imported from Twine's Twee notation, ready for `EventRunner.runStory`.
4
- *
5
- * The `two-d/stage` counterpart, `importTwee`, targets `StageCommand`/`StoryScript` instead -
6
- * declared independently here for the same reason `EventChoice` already duplicates
7
- * `two-d/ui`'s `Choice`: a text-only RPG (`core` plus `rpg`, no renderer at all) should not
8
- * have to depend on `two-d` just to import a branching Twee story, and a Pixi-based visual
9
- * novel that never touches map events should not have to depend on `rpg` either.
10
- */
11
- export interface EventTwineStory {
12
- story: EventStoryScript;
13
- /** `StoryData`'s start passage when the file names one, else the first passage */
14
- start: string;
15
- /** the `StoryTitle` passage, when the file has one */
16
- title?: string;
17
- }
18
- /**
19
- * Reads a `.twee` file into an `EventStoryScript`.
20
- *
21
- * The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
22
- * `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
23
- * way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
24
- *
25
- * @example
26
- * ```ts
27
- * import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
28
- *
29
- * declare const present: DialoguePresenter;
30
- *
31
- * const story = importTwee(`:: Start
32
- * You stand at a crossroads.
33
- *
34
- * [[Take the left path->Left]]
35
- * [[Take the right path->Right]]
36
- *
37
- * :: Left
38
- * The path ends at a wall.
39
- *
40
- * :: Right
41
- * An open road.
42
- * `);
43
- * const runner = new EventRunner({ present, game: new GameState() });
44
- * await runner.runStory(story.story, story.start);
45
- * ```
46
- */
47
- export declare function importTwee(source: string): EventTwineStory;
48
- //# sourceMappingURL=twee-events.d.ts.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,35 +0,0 @@
1
- import { parseTwee } from '../core/Twee.js';
2
- /**
3
- * Reads a `.twee` file into an `EventStoryScript`.
4
- *
5
- * The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
6
- * `core.parseTwee` - this is a thin wrapper naming the `rpg`-specific return type, the same
7
- * way `two-d/stage.importTwee` wraps the same engine for `StageCommand`.
8
- *
9
- * @example
10
- * ```ts
11
- * import { importTwee, EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
12
- *
13
- * declare const present: DialoguePresenter;
14
- *
15
- * const story = importTwee(`:: Start
16
- * You stand at a crossroads.
17
- *
18
- * [[Take the left path->Left]]
19
- * [[Take the right path->Right]]
20
- *
21
- * :: Left
22
- * The path ends at a wall.
23
- *
24
- * :: Right
25
- * An open road.
26
- * `);
27
- * const runner = new EventRunner({ present, game: new GameState() });
28
- * await runner.runStory(story.story, story.start);
29
- * ```
30
- */
31
- export function importTwee(source) {
32
- const { story, start, title } = parseTwee(source);
33
- return title === undefined ? { story, start } : { story, start, title };
34
- }
35
- //# sourceMappingURL=twee-events.js.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,60 +0,0 @@
1
- import type { StateValue } from '../core/State.ts';
2
- export type CampaignOutcome = 'completed' | 'failed' | 'abandoned';
3
- export interface CampaignLevel<State extends StateValue, Result extends StateValue = StateValue> {
4
- readonly id: string;
5
- readonly run: (state: State, context: {
6
- readonly levelId: string;
7
- }) => CampaignLevelResult<State, Result>;
8
- }
9
- export interface CampaignLevelResult<State extends StateValue, Result extends StateValue = StateValue> {
10
- readonly outcome: CampaignOutcome;
11
- readonly state: State;
12
- readonly result?: Result;
13
- readonly next?: string | null;
14
- readonly reminders?: readonly string[];
15
- }
16
- export interface CampaignSnapshot<State extends StateValue, Result extends StateValue = StateValue> {
17
- readonly currentLevel: string | null;
18
- readonly state: State;
19
- readonly reminders: readonly string[];
20
- readonly results: Readonly<Record<string, Result>>;
21
- }
22
- /**
23
- * Game-neutral level sequencing and carry-over state. A campaign adapter supplies the
24
- * actual level runner and decides what a level result means; MWG only preserves order,
25
- * transitions, reminders and serialisable state.
26
- *
27
- * @example
28
- * ```ts
29
- * import { Campaign } from '@datamoc/mw_games/simulation';
30
- * const campaign = new Campaign({
31
- * levels: [{ id: 'intro', run: (state) => ({ outcome: 'completed', state, next: null }) }],
32
- * start: 'intro', state: { gold: 0 },
33
- * });
34
- * campaign.completeCurrent({ outcome: 'completed', state: { gold: 10 }, next: null });
35
- * ```
36
- */
37
- export declare class Campaign<State extends StateValue, Result extends StateValue = StateValue> {
38
- private readonly levels;
39
- private _currentLevel;
40
- private _state;
41
- private _reminders;
42
- private _results;
43
- constructor(options: {
44
- readonly levels: readonly CampaignLevel<State, Result>[];
45
- readonly start: string;
46
- readonly state: State;
47
- });
48
- get currentLevel(): string | null;
49
- get state(): State;
50
- get reminders(): readonly string[];
51
- get results(): Readonly<Record<string, Result>>;
52
- /** Runs the current level and applies its carry-over state and transition. */
53
- playCurrent(): CampaignLevelResult<State, Result>;
54
- completeCurrent(result: CampaignLevelResult<State, Result>): CampaignLevelResult<State, Result>;
55
- snapshot(): CampaignSnapshot<State, Result>;
56
- static restore<State extends StateValue, Result extends StateValue = StateValue>(snapshot: CampaignSnapshot<State, Result>, options: {
57
- readonly levels: readonly CampaignLevel<State, Result>[];
58
- }): Campaign<State, Result>;
59
- }
60
- //# sourceMappingURL=Campaign.d.ts.map
@@ -1 +0,0 @@
1
- {"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"}
@@ -1,89 +0,0 @@
1
- import { cloneData } from '../core/Clone.js';
2
- /**
3
- * Game-neutral level sequencing and carry-over state. A campaign adapter supplies the
4
- * actual level runner and decides what a level result means; MWG only preserves order,
5
- * transitions, reminders and serialisable state.
6
- *
7
- * @example
8
- * ```ts
9
- * import { Campaign } from '@datamoc/mw_games/simulation';
10
- * const campaign = new Campaign({
11
- * levels: [{ id: 'intro', run: (state) => ({ outcome: 'completed', state, next: null }) }],
12
- * start: 'intro', state: { gold: 0 },
13
- * });
14
- * campaign.completeCurrent({ outcome: 'completed', state: { gold: 10 }, next: null });
15
- * ```
16
- */
17
- export class Campaign {
18
- constructor(options) {
19
- this._reminders = [];
20
- this._results = {};
21
- this.levels = new Map(options.levels.map((level) => [level.id, level]));
22
- if (this.levels.size !== options.levels.length)
23
- throw new Error('campaign level ids must be unique');
24
- if (!this.levels.has(options.start))
25
- throw new Error(`unknown campaign start level: ${options.start}`);
26
- this._currentLevel = options.start;
27
- this._state = cloneData(options.state, 'campaign state');
28
- }
29
- get currentLevel() {
30
- return this._currentLevel;
31
- }
32
- get state() {
33
- return structuredClone(this._state);
34
- }
35
- get reminders() {
36
- return [...this._reminders];
37
- }
38
- get results() {
39
- 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.
53
- 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;
58
- this._reminders = [...(result.reminders ?? [])];
59
- if (result.outcome !== 'completed')
60
- this._currentLevel = null;
61
- else if (result.next === undefined)
62
- throw new Error(`campaign level ${completedId} did not choose a next level`);
63
- else {
64
- if (result.next !== null && !this.levels.has(result.next))
65
- throw new Error(`unknown campaign transition: ${completedId} -> ${result.next}`);
66
- this._currentLevel = result.next;
67
- }
68
- return { ...result, state: this.state };
69
- }
70
- snapshot() {
71
- return {
72
- currentLevel: this._currentLevel,
73
- state: this.state,
74
- reminders: this.reminders,
75
- results: this.results,
76
- };
77
- }
78
- static restore(snapshot, options) {
79
- const start = snapshot.currentLevel ?? options.levels[0]?.id;
80
- 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
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@@ -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
- }
54
- //# sourceMappingURL=CampaignSave.js.map
@@ -1 +0,0 @@
1
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@@ -1,111 +0,0 @@
1
- import { PresentationQueue } from '../core/Presentation.ts';
2
- import type { Actor } from '../roguelike/Scheduler.ts';
3
- import { SimulationRuntime } from './Runtime.ts';
4
- import type { SimulationOutcome, SimulationSnapshot, SimulationRuntimeRule } from './Runtime.ts';
5
- export interface EventPresentationOptions<State, Command, Event, A extends Actor> {
6
- /** the simulation whose commands this presents */
7
- runtime: SimulationRuntime<State, Command, Event, A>;
8
- /**
9
- * The game's own mapping from one event to what it looks like: a tween, a sound, a
10
- * floating number. Returns how many seconds the next event should wait, the same contract
11
- * `PresentationQueue`'s own `play` has.
12
- */
13
- play: (event: Event) => number | void;
14
- /**
15
- * Commands a secondary actor should take once the batch that just resolved has finished
16
- * presenting - a counter-attack, the next actor the scheduler calls. Receives the outcome
17
- * that just resolved and returns whatever commands follow from it, in order; return an
18
- * empty list (or omit the option) when nothing follows. A game reads the scheduler through
19
- * its own closure to decide who is next.
20
- *
21
- * Must eventually return nothing: this is what chains a turn forward, so a function that
22
- * always returns a command would spin forever.
23
- */
24
- followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
25
- }
26
- /**
27
- * The documented integration between a turn-based simulation and its presentation, over the
28
- * two pieces that already exist (`simulation.SimulationRuntime` and `core.PresentationQueue`)
29
- * rather than a third kind of thing. It fixes the five interactions that are easy to get
30
- * subtly wrong when a game wires them by hand:
31
- *
32
- * - **A command result**: `submit` dispatches through the runtime and hands the returned
33
- * events to the queue, in one call, so the state commit and the animation are never started
34
- * from two places that can drift apart.
35
- * - **An animation lock**: `locked` is the queue's own `isBusy`, and `submit` refuses while it
36
- * is true - a click during an attack cannot commit a second attack on top of the first.
37
- * - **A scheduled secondary actor**: `followUp` returns the commands that follow an outcome,
38
- * and they are dispatched only once the batch before them has finished presenting, so the
39
- * counter-attack animation starts after the attack animation, not underneath it.
40
- * - **Cancellation**: `cancel` drops everything not yet played. The simulation state is not
41
- * rolled back, because the commands it already committed *did* happen; cancelling stops the
42
- * show, it does not undo the turn.
43
- * - **Save/load**: `snapshot` saves the simulation only, deliberately not the queue. A
44
- * restored run comes back idle, so loading mid-animation skips the rest of that batch
45
- * instead of replaying it on top of the loaded state.
46
- *
47
- * @example
48
- * ```ts
49
- * import { EventPresentation } from '@datamoc/mw_games/simulation';
50
- * import type { SimulationRuntime } from '@datamoc/mw_games/simulation';
51
- * import type { Actor } from '@datamoc/mw_games/roguelike';
52
- *
53
- * interface Fighter extends Actor {
54
- * id: string;
55
- * }
56
- *
57
- * declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
58
- *
59
- * const presentation = new EventPresentation({
60
- * runtime,
61
- * play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
62
- * followUp: (outcome): readonly ('attack' | 'counter')[] =>
63
- * outcome.events.length > 0 ? ['counter'] : [],
64
- * });
65
- *
66
- * presentation.submit('attack'); // commits the attack and starts its animation
67
- * presentation.submit('attack'); // null - the first is still playing
68
- * presentation.update(1 / 60); // drains the queue, then the scheduled counter
69
- * presentation.cancel(); // abandons whatever is left; the committed state stands
70
- * const saved = presentation.snapshot(); // the simulation only
71
- * ```
72
- */
73
- export declare class EventPresentation<State, Command, Event, A extends Actor> {
74
- readonly runtime: SimulationRuntime<State, Command, Event, A>;
75
- readonly queue: PresentationQueue<Event>;
76
- private readonly followUpOf?;
77
- private followUps;
78
- constructor(options: EventPresentationOptions<State, Command, Event, A>);
79
- /** true while events are presenting or waiting behind the current one; input belongs to the animation */
80
- get locked(): boolean;
81
- /**
82
- * Runs `command`, enqueues its events, and returns the outcome - or null when `locked`, so
83
- * a command issued mid-animation is refused rather than committed ahead of the show.
84
- */
85
- submit(command: Command): SimulationOutcome<State, Event> | null;
86
- /** advances the current animation and starts whatever follows it */
87
- update(dt: number): void;
88
- /**
89
- * Abandons every event not yet presented, current one included, and any scheduled
90
- * follow-ups. The simulation's committed state is untouched: cancellation stops the
91
- * presentation, not the turn.
92
- */
93
- cancel(): void;
94
- /** saves the simulation state; the queue is deliberately not part of a save */
95
- snapshot(version?: number): SimulationSnapshot<State>;
96
- /**
97
- * Rebuilds a runtime from `snapshot` and wraps it in a fresh, idle presentation, so a
98
- * loaded run does not replay the animation that was interrupted.
99
- */
100
- static restore<State, Command, Event, A extends Actor>(snapshot: SimulationSnapshot<State>, options: {
101
- play: (event: Event) => number | void;
102
- followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
103
- rule: SimulationRuntimeRule<State, Command, Event, A>;
104
- actorOf: (id: string) => A;
105
- actorId: (actor: A) => string;
106
- }): EventPresentation<State, Command, Event, A>;
107
- private commit;
108
- /** runs scheduled follow-ups while the queue is idle, so each starts after the last finished */
109
- private drainFollowUps;
110
- }
111
- //# sourceMappingURL=EventPresentation.d.ts.map
@@ -1 +0,0 @@
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@@ -1,120 +0,0 @@
1
- import { PresentationQueue } from '../core/Presentation.js';
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
- *
30
- * interface Fighter extends Actor {
31
- * id: string;
32
- * }
33
- *
34
- * declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
35
- *
36
- * const presentation = new EventPresentation({
37
- * runtime,
38
- * play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
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) {
52
- this.followUps = [];
53
- this.runtime = options.runtime;
54
- this.queue = new PresentationQueue({ play: options.play });
55
- this.followUpOf = options.followUp;
56
- }
57
- /** true while events are presenting or waiting behind the current one; input belongs to the animation */
58
- get locked() {
59
- return this.queue.isBusy;
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
- 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({
99
- runtime,
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);
107
- 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