@datamoc/mw_games 0.43.0 → 0.45.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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@@ -1,54 +0,0 @@
1
- import { type Mixer, type SkeletonBones } from '../../skeleton/index.ts';
2
- import { SkeletalSprite } from './SkeletalSprite.ts';
3
- import type { Texture2D } from './Types2D.ts';
4
- export interface SvgBoneBinding {
5
- bone: string;
6
- /** SVG group id; defaults to the bone name. */
7
- group?: string;
8
- /** Pivot in root SVG user coordinates. Overrides options.pivots and SVG data attributes. */
9
- pivot?: {
10
- x: number;
11
- y: number;
12
- };
13
- /** Artwork's rest angle in degrees; defaults to the bone's resolved rest angle. */
14
- rotation?: number;
15
- }
16
- export interface SvgSkeletonOptions {
17
- skeleton: SkeletonBones;
18
- /** Draw order. Omit to bind matching named groups in SVG document order. */
19
- bindings?: readonly SvgBoneBinding[];
20
- /** Root SVG user coordinates, keyed by group id (e.g. from a game's art manifest). */
21
- pivots?: Readonly<Record<string, {
22
- x: number;
23
- y: number;
24
- }>>;
25
- resolution?: number;
26
- mixer?: Mixer;
27
- }
28
- export interface LoadedSvgSkeleton {
29
- sprite: SkeletalSprite;
30
- /** Borrowed cached textures. Destroy sprites first, then releaseSvgParts once all users are done. */
31
- textures: Readonly<Record<string, Texture2D>>;
32
- }
33
- /**
34
- * Load authored SVG limbs, normalize each around its pivot, and bind them to a skeleton.
35
- * Uses SVG data-pivot-x / data-pivot-y attributes or pivots supplied by the game. Art is
36
- * rotated back from its rest angle before rasterization, so rest poses reconstruct the drawing
37
- * and posed limbs turn around their joints. Separately bound descendant groups are removed
38
- * from parent parts, avoiding duplicate limbs; ancestor transforms and shared defs/styles survive.
39
- * Requires browser DOMParser and XMLSerializer. Compiled asset paths work directly under file://.
40
- * @example
41
- * ```ts
42
- * import { create } from '@datamoc/mw_games/skeleton';
43
- * import { loadSvgSkeleton } from '@datamoc/mw_games/two-d/render';
44
- * import { releaseSvgParts } from '@datamoc/mw_games/assets';
45
- * const loaded = await loadSvgSkeleton('<svg xmlns="http://www.w3.org/2000/svg" width="30" height="10"><g id="arm" data-pivot-x="0" data-pivot-y="5"><rect width="30" height="10"/></g></svg>', {
46
- * skeleton: create([{ name: 'arm', length: 30, origin: { x: 0, y: 5 } }]), resolution: 2,
47
- * });
48
- * loaded.sprite.apply({ arm: 45 });
49
- * loaded.sprite.destroy({ children: true });
50
- * await releaseSvgParts(loaded.textures);
51
- * ```
52
- */
53
- export declare function loadSvgSkeleton(source: string, options: SvgSkeletonOptions): Promise<LoadedSvgSkeleton>;
54
- //# sourceMappingURL=SvgSkeleton.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"SvgSkeleton.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/SvgSkeleton.ts"],"names":[],"mappings":"AAEA,OAAO,EAAW,KAAK,KAAK,EAAE,KAAK,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAClF,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE9C,MAAM,WAAW,cAAc;IAC9B,IAAI,EAAE,MAAM,CAAC;IACb,+CAA+C;IAC/C,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,4FAA4F;IAC5F,KAAK,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IACjC,mFAAmF;IACnF,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,kBAAkB;IAClC,QAAQ,EAAE,aAAa,CAAC;IACxB,4EAA4E;IAC5E,QAAQ,CAAC,EAAE,SAAS,cAAc,EAAE,CAAC;IACrC,sFAAsF;IACtF,MAAM,CAAC,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC,CAAC,CAAC;IAC5D,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,KAAK,CAAC,EAAE,KAAK,CAAC;CACd;AAED,MAAM,WAAW,iBAAiB;IACjC,MAAM,EAAE,cAAc,CAAC;IACvB,qGAAqG;IACrG,QAAQ,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC,CAAC;CAC9C;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAsB,eAAe,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB,GAAG,OAAO,CAAC,iBAAiB,CAAC,CAgF7G"}
@@ -1,112 +0,0 @@
1
- import { readSvgSource } from '../../assets/SvgSource.js';
2
- import { loadSvgParts } from '../../assets/SvgParts.js';
3
- import { resolve } from '../../skeleton/index.js';
4
- import { SkeletalSprite } from './SkeletalSprite.js';
5
- /**
6
- * Load authored SVG limbs, normalize each around its pivot, and bind them to a skeleton.
7
- * Uses SVG data-pivot-x / data-pivot-y attributes or pivots supplied by the game. Art is
8
- * rotated back from its rest angle before rasterization, so rest poses reconstruct the drawing
9
- * and posed limbs turn around their joints. Separately bound descendant groups are removed
10
- * from parent parts, avoiding duplicate limbs; ancestor transforms and shared defs/styles survive.
11
- * Requires browser DOMParser and XMLSerializer. Compiled asset paths work directly under file://.
12
- * @example
13
- * ```ts
14
- * import { create } from '@datamoc/mw_games/skeleton';
15
- * import { loadSvgSkeleton } from '@datamoc/mw_games/two-d/render';
16
- * import { releaseSvgParts } from '@datamoc/mw_games/assets';
17
- * const loaded = await loadSvgSkeleton('<svg xmlns="http://www.w3.org/2000/svg" width="30" height="10"><g id="arm" data-pivot-x="0" data-pivot-y="5"><rect width="30" height="10"/></g></svg>', {
18
- * skeleton: create([{ name: 'arm', length: 30, origin: { x: 0, y: 5 } }]), resolution: 2,
19
- * });
20
- * loaded.sprite.apply({ arm: 45 });
21
- * loaded.sprite.destroy({ children: true });
22
- * await releaseSvgParts(loaded.textures);
23
- * ```
24
- */
25
- export async function loadSvgSkeleton(source, options) {
26
- if (options.mixer && options.mixer.skeleton !== options.skeleton)
27
- throw new Error('SVG skeleton mixer must use the supplied skeleton');
28
- const text = await readSvgSource(source);
29
- const document = new DOMParser().parseFromString(text, 'image/svg+xml');
30
- const root = document.documentElement;
31
- if (document.querySelector('parsererror') || root.localName !== 'svg')
32
- throw new Error('SVG skeleton needs a valid svg root');
33
- const viewBox = root
34
- .getAttribute('viewBox')
35
- ?.trim()
36
- .split(/[\s,]+/)
37
- .map(Number) ?? [0, 0, Number(root.getAttribute('width')), Number(root.getAttribute('height'))];
38
- if (viewBox.length !== 4 || !viewBox.every(Number.isFinite) || viewBox[2] <= 0 || viewBox[3] <= 0)
39
- throw new Error('SVG skeleton needs a finite viewBox or positive numeric width and height');
40
- const groups = new Map();
41
- for (const group of root.querySelectorAll('g[id]')) {
42
- if (groups.has(group.id))
43
- throw new Error(`duplicate SVG skeleton group ${group.id}`);
44
- groups.set(group.id, group);
45
- }
46
- const rest = new Map(resolve(options.skeleton).map((bone) => [bone.name, bone]));
47
- const bindings = options.bindings ?? [...groups.keys()].filter((name) => rest.has(name)).map((bone) => ({ bone }));
48
- if (!bindings.length)
49
- throw new Error('SVG skeleton found no matching bone groups');
50
- const selected = new Set(bindings.map((binding) => binding.group ?? binding.bone));
51
- const bones = new Set();
52
- const sources = [];
53
- const serializer = new XMLSerializer();
54
- for (const binding of bindings) {
55
- const id = binding.group ?? binding.bone;
56
- if (bones.has(binding.bone))
57
- throw new Error(`duplicate SVG binding for bone ${binding.bone}`);
58
- bones.add(binding.bone);
59
- const bone = rest.get(binding.bone);
60
- if (!bone)
61
- throw new Error(`SVG binding names no bone ${binding.bone}`);
62
- const group = groups.get(id);
63
- if (!group)
64
- throw new Error(`SVG skeleton missing group ${id}`);
65
- const pivot = binding.pivot ??
66
- options.pivots?.[id] ?? {
67
- x: group.hasAttribute('data-pivot-x') ? Number(group.getAttribute('data-pivot-x')) : NaN,
68
- y: group.hasAttribute('data-pivot-y') ? Number(group.getAttribute('data-pivot-y')) : NaN,
69
- };
70
- const rotation = binding.rotation ?? bone.angle;
71
- if (![pivot.x, pivot.y, rotation].every(Number.isFinite))
72
- throw new Error(`SVG skeleton group ${id} needs a finite pivot and rest angle`);
73
- const farX = Math.max(Math.abs(viewBox[0] - pivot.x), Math.abs(viewBox[0] + viewBox[2] - pivot.x));
74
- const farY = Math.max(Math.abs(viewBox[1] - pivot.y), Math.abs(viewBox[1] + viewBox[3] - pivot.y));
75
- const radius = Math.ceil(Math.hypot(farX, farY)) + 1;
76
- const isolated = root.cloneNode(false);
77
- isolated.setAttribute('viewBox', `${-radius} ${-radius} ${radius * 2} ${radius * 2}`);
78
- isolated.setAttribute('width', String(radius * 2));
79
- isolated.setAttribute('height', String(radius * 2));
80
- for (const shared of root.querySelectorAll('defs, style'))
81
- isolated.appendChild(shared.cloneNode(true));
82
- const drawing = group.cloneNode(true);
83
- for (const descendant of drawing.querySelectorAll('g[id]'))
84
- if (selected.has(descendant.id))
85
- descendant.remove();
86
- let wrapped = drawing;
87
- for (let ancestor = group.parentElement; ancestor && ancestor !== root; ancestor = ancestor.parentElement) {
88
- const wrapper = ancestor.cloneNode(false);
89
- wrapper.appendChild(wrapped);
90
- wrapped = wrapper;
91
- }
92
- const centered = document.createElementNS(root.namespaceURI, 'g');
93
- centered.setAttribute('id', 'mwg-part');
94
- centered.setAttribute('transform', `rotate(${-rotation}) translate(${-pivot.x} ${-pivot.y})`);
95
- centered.appendChild(wrapped);
96
- isolated.appendChild(centered);
97
- sources.push({ bone: binding.bone, svg: serializer.serializeToString(isolated) });
98
- }
99
- const textures = Object.create(null);
100
- // All authoring errors above fail before loading textures or allocating display objects.
101
- for (const part of sources)
102
- textures[part.bone] = (await loadSvgParts(part.svg, { resolution: options.resolution }))['mwg-part'];
103
- const sprite = new SkeletalSprite(options.skeleton, options.mixer);
104
- for (const part of sources) {
105
- const member = sprite.bind(part.bone, textures[part.bone]);
106
- member.anchor.set(0.5);
107
- member.label = part.bone;
108
- }
109
- sprite.apply({});
110
- return { sprite, textures: Object.freeze(textures) };
111
- }
112
- //# sourceMappingURL=SvgSkeleton.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,142 +0,0 @@
1
- import { Generator } from '../../core/Random.ts';
2
- /**
3
- * One condition a rule tests against a neighbouring cell (or its own cell, at `dx=0, dy=0`):
4
- * which flags that cell must carry, must not carry, or carry at least one of. `dx`/`dy` are in
5
- * whatever unit the caller's grid uses - a square or isometric grid's own cell steps, or an
6
- * axial hex offset for `hexRotate` - `resolveTerrainGraphics` never interprets them itself.
7
- */
8
- export interface TerrainCondition {
9
- readonly dx: number;
10
- readonly dy: number;
11
- readonly hasAll?: readonly string[];
12
- readonly hasAny?: readonly string[];
13
- readonly hasNone?: readonly string[];
14
- }
15
- /** One image a matched rule places, at an offset from the rule's own anchor cell. */
16
- export interface TerrainImage {
17
- readonly image: string;
18
- /** offset from the anchor cell, in the same pixel/cell unit the caller draws with */
19
- readonly dx?: number;
20
- readonly dy?: number;
21
- /** draw order among a rule's own images and other rules matching the same cell; higher draws later (on top) */
22
- readonly layer?: number;
23
- }
24
- /**
25
- * One `[terrain_graphics]`-style transition rule: a set of neighbour conditions that must all
26
- * hold, and the image or images to draw when they do. A rule with more conditions is more
27
- * specific and wins over a less specific one covering the same cell, the same precedence a
28
- * hand-authored rule set expects (a "this exact corner" rule beats a "any edge" rule); among
29
- * rules tied on specificity, `probability` weights which one is picked, so a terrain can vary
30
- * its look without every variant needing a different neighbourhood to key off of.
31
- */
32
- export interface TerrainRule {
33
- readonly id: string;
34
- readonly conditions: readonly TerrainCondition[];
35
- readonly images: readonly TerrainImage[];
36
- /** relative weight among rules tied for most-specific at a cell; default 1 */
37
- readonly probability?: number;
38
- /**
39
- * how many rotated copies of this rule to also try, each one `conditions`/`images` rotated
40
- * by one more step of `rotate` (see `squareRotate`/`hexRotate`) - so one rule authored for
41
- * one direction covers every direction a symmetric transition needs, instead of one rule
42
- * per direction written out by hand. 0 or omitted tries only the rule as written.
43
- */
44
- readonly rotations?: number;
45
- }
46
- /** One resolved image placement: an absolute cell plus the rule's own image and offset. */
47
- export interface TerrainPlacement {
48
- readonly x: number;
49
- readonly y: number;
50
- readonly ruleId: string;
51
- readonly image: string;
52
- readonly dx: number;
53
- readonly dy: number;
54
- readonly layer: number;
55
- }
56
- /** The flags present at a cell, or `undefined` for a cell with no terrain at all (e.g. off the map). */
57
- export type TerrainFlagsAt = (x: number, y: number) => ReadonlySet<string> | undefined;
58
- /** Rotates one condition/image offset by `rotationIndex` of `rotations` total steps around the cell. */
59
- export type TerrainRotate = (dx: number, dy: number, rotationIndex: number, rotations: number) => {
60
- dx: number;
61
- dy: number;
62
- };
63
- /**
64
- * `TerrainRotate` for a square or isometric grid: exact 90-degree steps only (`rotations` must
65
- * be a multiple of 4, or 0).
66
- *
67
- * @example
68
- * ```ts
69
- * import { squareRotate } from '@datamoc/mw_games/two-d/render';
70
- *
71
- * console.log(squareRotate(1, 0, 1, 4)); // { dx: 0, dy: 1 } - one 90-degree step
72
- * ```
73
- */
74
- export declare function squareRotate(dx: number, dy: number, rotationIndex: number, rotations: number): {
75
- dx: number;
76
- dy: number;
77
- };
78
- /**
79
- * `TerrainRotate` for an axial hex grid: exact 60-degree steps (`rotations` must be a multiple
80
- * of 6, or 0), via the standard cube-coordinate rotation (`q,r,s -> -r,-s,-q` per 60-degree step,
81
- * `s = -q - r`).
82
- *
83
- * @example
84
- * ```ts
85
- * import { hexRotate } from '@datamoc/mw_games/two-d/render';
86
- *
87
- * console.log(hexRotate(1, 0, 1, 6)); // one 60-degree step of the axial offset (1, 0)
88
- * ```
89
- */
90
- export declare function hexRotate(dx: number, dy: number, rotationIndex: number, rotations: number): {
91
- dx: number;
92
- dy: number;
93
- };
94
- /**
95
- * Whether `rule`, rotated by `rotationIndex` of `rotations` steps, matches the cell at `x, y`.
96
- *
97
- * @example
98
- * ```ts
99
- * import { matchTerrainRule } from '@datamoc/mw_games/two-d/render';
100
- *
101
- * const rule = { id: 'coast', conditions: [{ dx: 1, dy: 0, hasAll: ['water'] }], images: [] };
102
- * const flagsAt = (x: number, y: number) => (x === 1 && y === 0 ? new Set(['water']) : new Set(['land']));
103
- * console.log(matchTerrainRule(rule, 0, 0, flagsAt)); // true
104
- * ```
105
- */
106
- export declare function matchTerrainRule(rule: TerrainRule, x: number, y: number, flagsAt: TerrainFlagsAt, rotate?: TerrainRotate, rotationIndex?: number): boolean;
107
- export interface ResolveTerrainGraphicsOptions {
108
- rotate?: TerrainRotate;
109
- /** deterministic when given a seeded `Generator`; a fresh unseeded one otherwise */
110
- random?: Generator;
111
- }
112
- /**
113
- * Resolves a `[terrain_graphics]`-style rule set over a grid into the flat list of image
114
- * placements a renderer draws, the generalisation `Autotile`'s 47-shape blob table cannot
115
- * express: a rule can test flags rather than only "same terrain", key off any offset rather
116
- * than only the 8 immediate neighbours, place more than one image (so a piece bigger than one
117
- * cell, overlapping its neighbours, is one rule's `images` rather than something `TileMap`'s
118
- * one-sprite-per-cell grid has to hold), and vary by rotation or probability.
119
- *
120
- * At each cell, every rule (at every rotation it declares) is tested; among the rules that
121
- * match, the most specific (most conditions) wins, and `probability` breaks a tie among rules
122
- * of equal specificity. A cell with no matching rule contributes nothing. The result is plain
123
- * data - which cell, which rule, which image, at what offset and layer - a caller draws
124
- * through `TileMap`, a custom `Sprite` pass, or anything else; this function never touches a
125
- * renderer itself.
126
- *
127
- * @example
128
- * ```ts
129
- * import { resolveTerrainGraphics } from '@datamoc/mw_games/two-d/render';
130
- *
131
- * const water = new Set(['water']);
132
- * const land = new Set(['land']);
133
- * const flagsAt = (x: number, y: number) => (x === 0 ? water : land);
134
- *
135
- * const placements = resolveTerrainGraphics(2, 1, [
136
- * { id: 'coast', conditions: [{ dx: 0, dy: 0, hasAll: ['land'] }, { dx: -1, dy: 0, hasAll: ['water'] }], images: [{ image: 'coast.png' }] },
137
- * ], flagsAt);
138
- * console.log(placements); // [{ x: 1, y: 0, ruleId: 'coast', image: 'coast.png', dx: 0, dy: 0, layer: 0 }]
139
- * ```
140
- */
141
- export declare function resolveTerrainGraphics(width: number, height: number, rules: readonly TerrainRule[], flagsAt: TerrainFlagsAt, options?: ResolveTerrainGraphicsOptions): TerrainPlacement[];
142
- //# sourceMappingURL=TerrainGraphics.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"TerrainGraphics.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/TerrainGraphics.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD;;;;;GAKG;AACH,MAAM,WAAW,gBAAgB;IAChC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;IACpC,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;IACpC,QAAQ,CAAC,OAAO,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;CACrC;AAED,qFAAqF;AACrF,MAAM,WAAW,YAAY;IAC5B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,qFAAqF;IACrF,QAAQ,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC;IACrB,QAAQ,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC;IACrB,+GAA+G;IAC/G,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACxB;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,WAAW;IAC3B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,UAAU,EAAE,SAAS,gBAAgB,EAAE,CAAC;IACjD,QAAQ,CAAC,MAAM,EAAE,SAAS,YAAY,EAAE,CAAC;IACzC,8EAA8E;IAC9E,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAC9B;;;;;OAKG;IACH,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;CAC5B;AAED,2FAA2F;AAC3F,MAAM,WAAW,gBAAgB;IAChC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACvB;AAED,wGAAwG;AACxG,MAAM,MAAM,cAAc,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,WAAW,CAAC,MAAM,CAAC,GAAG,SAAS,CAAC;AAEvF,wGAAwG;AACxG,MAAM,MAAM,aAAa,GAAG,CAC3B,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,aAAa,EAAE,MAAM,EACrB,SAAS,EAAE,MAAM,KACb;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAA;CAAE,CAAC;AAEhC;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAC3B,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,aAAa,EAAE,MAAM,EACrB,SAAS,EAAE,MAAM,GACf;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAA;CAAE,CAM5B;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CACxB,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,aAAa,EAAE,MAAM,EACrB,SAAS,EAAE,MAAM,GACf;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAA;CAAE,CAS5B;AAUD;;;;;;;;;;;GAWG;AACH,wBAAgB,gBAAgB,CAC/B,IAAI,EAAE,WAAW,EACjB,CAAC,EAAE,MAAM,EACT,CAAC,EAAE,MAAM,EACT,OAAO,EAAE,cAAc,EACvB,MAAM,GAAE,aAA4B,EACpC,aAAa,SAAI,GACf,OAAO,CAMT;AAED,MAAM,WAAW,6BAA6B;IAC7C,MAAM,CAAC,EAAE,aAAa,CAAC;IACvB,oFAAoF;IACpF,MAAM,CAAC,EAAE,SAAS,CAAC;CACnB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,sBAAsB,CACrC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,SAAS,WAAW,EAAE,EAC7B,OAAO,EAAE,cAAc,EACvB,OAAO,GAAE,6BAAkC,GACzC,gBAAgB,EAAE,CAwDpB"}
@@ -1,161 +0,0 @@
1
- import { Generator } from '../../core/Random.js';
2
- /**
3
- * `TerrainRotate` for a square or isometric grid: exact 90-degree steps only (`rotations` must
4
- * be a multiple of 4, or 0).
5
- *
6
- * @example
7
- * ```ts
8
- * import { squareRotate } from '@datamoc/mw_games/two-d/render';
9
- *
10
- * console.log(squareRotate(1, 0, 1, 4)); // { dx: 0, dy: 1 } - one 90-degree step
11
- * ```
12
- */
13
- export function squareRotate(dx, dy, rotationIndex, rotations) {
14
- const steps = (rotationIndex * 4) / rotations;
15
- let x = dx;
16
- let y = dy;
17
- for (let i = 0; i < steps; i += 1)
18
- [x, y] = [-y, x];
19
- return { dx: x || 0, dy: y || 0 };
20
- }
21
- /**
22
- * `TerrainRotate` for an axial hex grid: exact 60-degree steps (`rotations` must be a multiple
23
- * of 6, or 0), via the standard cube-coordinate rotation (`q,r,s -> -r,-s,-q` per 60-degree step,
24
- * `s = -q - r`).
25
- *
26
- * @example
27
- * ```ts
28
- * import { hexRotate } from '@datamoc/mw_games/two-d/render';
29
- *
30
- * console.log(hexRotate(1, 0, 1, 6)); // one 60-degree step of the axial offset (1, 0)
31
- * ```
32
- */
33
- export function hexRotate(dx, dy, rotationIndex, rotations) {
34
- const steps = (rotationIndex * 6) / rotations;
35
- let q = dx;
36
- let r = dy;
37
- for (let i = 0; i < steps; i += 1) {
38
- const s = -q - r;
39
- [q, r] = [-r, -s];
40
- }
41
- return { dx: q || 0, dy: r || 0 };
42
- }
43
- function conditionMatches(condition, flags) {
44
- const present = flags ?? new Set();
45
- if (condition.hasAll && !condition.hasAll.every((flag) => present.has(flag)))
46
- return false;
47
- if (condition.hasAny && !condition.hasAny.some((flag) => present.has(flag)))
48
- return false;
49
- if (condition.hasNone && condition.hasNone.some((flag) => present.has(flag)))
50
- return false;
51
- return true;
52
- }
53
- /**
54
- * Whether `rule`, rotated by `rotationIndex` of `rotations` steps, matches the cell at `x, y`.
55
- *
56
- * @example
57
- * ```ts
58
- * import { matchTerrainRule } from '@datamoc/mw_games/two-d/render';
59
- *
60
- * const rule = { id: 'coast', conditions: [{ dx: 1, dy: 0, hasAll: ['water'] }], images: [] };
61
- * const flagsAt = (x: number, y: number) => (x === 1 && y === 0 ? new Set(['water']) : new Set(['land']));
62
- * console.log(matchTerrainRule(rule, 0, 0, flagsAt)); // true
63
- * ```
64
- */
65
- export function matchTerrainRule(rule, x, y, flagsAt, rotate = squareRotate, rotationIndex = 0) {
66
- const rotations = rule.rotations ?? 0;
67
- return rule.conditions.every((condition) => {
68
- const offset = rotations > 0 ? rotate(condition.dx, condition.dy, rotationIndex, rotations) : condition;
69
- return conditionMatches(condition, flagsAt(x + offset.dx, y + offset.dy));
70
- });
71
- }
72
- /**
73
- * Resolves a `[terrain_graphics]`-style rule set over a grid into the flat list of image
74
- * placements a renderer draws, the generalisation `Autotile`'s 47-shape blob table cannot
75
- * express: a rule can test flags rather than only "same terrain", key off any offset rather
76
- * than only the 8 immediate neighbours, place more than one image (so a piece bigger than one
77
- * cell, overlapping its neighbours, is one rule's `images` rather than something `TileMap`'s
78
- * one-sprite-per-cell grid has to hold), and vary by rotation or probability.
79
- *
80
- * At each cell, every rule (at every rotation it declares) is tested; among the rules that
81
- * match, the most specific (most conditions) wins, and `probability` breaks a tie among rules
82
- * of equal specificity. A cell with no matching rule contributes nothing. The result is plain
83
- * data - which cell, which rule, which image, at what offset and layer - a caller draws
84
- * through `TileMap`, a custom `Sprite` pass, or anything else; this function never touches a
85
- * renderer itself.
86
- *
87
- * @example
88
- * ```ts
89
- * import { resolveTerrainGraphics } from '@datamoc/mw_games/two-d/render';
90
- *
91
- * const water = new Set(['water']);
92
- * const land = new Set(['land']);
93
- * const flagsAt = (x: number, y: number) => (x === 0 ? water : land);
94
- *
95
- * const placements = resolveTerrainGraphics(2, 1, [
96
- * { id: 'coast', conditions: [{ dx: 0, dy: 0, hasAll: ['land'] }, { dx: -1, dy: 0, hasAll: ['water'] }], images: [{ image: 'coast.png' }] },
97
- * ], flagsAt);
98
- * console.log(placements); // [{ x: 1, y: 0, ruleId: 'coast', image: 'coast.png', dx: 0, dy: 0, layer: 0 }]
99
- * ```
100
- */
101
- export function resolveTerrainGraphics(width, height, rules, flagsAt, options = {}) {
102
- const rotate = options.rotate ?? squareRotate;
103
- const random = options.random ?? new Generator();
104
- const placements = [];
105
- for (let y = 0; y < height; y += 1) {
106
- for (let x = 0; x < width; x += 1) {
107
- let bestSpecificity = -1;
108
- let candidates = [];
109
- for (const rule of rules) {
110
- const rotations = rule.rotations ?? 0;
111
- const steps = rotations > 0 ? rotations : 1;
112
- for (let rotationIndex = 0; rotationIndex < steps; rotationIndex += 1) {
113
- if (!matchTerrainRule(rule, x, y, flagsAt, rotate, rotationIndex))
114
- continue;
115
- const specificity = rule.conditions.length;
116
- if (specificity > bestSpecificity) {
117
- bestSpecificity = specificity;
118
- candidates = [{ rule, rotationIndex }];
119
- }
120
- else if (specificity === bestSpecificity) {
121
- candidates.push({ rule, rotationIndex });
122
- }
123
- }
124
- }
125
- if (candidates.length === 0)
126
- continue;
127
- const chosen = candidates.length === 1
128
- ? candidates[0]
129
- : candidates[weightedIndex(candidates.map((c) => c.rule.probability ?? 1), random)];
130
- const rotations = chosen.rule.rotations ?? 0;
131
- for (const image of chosen.rule.images) {
132
- const offset = rotations > 0
133
- ? rotate(image.dx ?? 0, image.dy ?? 0, chosen.rotationIndex, rotations)
134
- : { dx: image.dx ?? 0, dy: image.dy ?? 0 };
135
- placements.push({
136
- x,
137
- y,
138
- ruleId: chosen.rule.id,
139
- image: image.image,
140
- dx: offset.dx,
141
- dy: offset.dy,
142
- layer: image.layer ?? 0,
143
- });
144
- }
145
- }
146
- }
147
- return placements;
148
- }
149
- function weightedIndex(weights, random) {
150
- const total = weights.reduce((sum, weight) => sum + Math.max(0, weight), 0);
151
- if (total <= 0)
152
- return 0;
153
- let roll = random.float() * total;
154
- for (let index = 0; index < weights.length; index += 1) {
155
- roll -= Math.max(0, weights[index]);
156
- if (roll < 0)
157
- return index;
158
- }
159
- return weights.length - 1;
160
- }
161
- //# sourceMappingURL=TerrainGraphics.js.map
@@ -1 +0,0 @@
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@@ -1,55 +0,0 @@
1
- import { Node2D } from './Shape2D.ts';
2
- import type { Texture2D } from './Types2D.ts';
3
- import type { TerrainPlacement } from './TerrainGraphics.ts';
4
- export interface TerrainGraphicsLayerOptions {
5
- /** the placements `resolveTerrainGraphics` produced, or any list of the same shape */
6
- readonly placements: readonly TerrainPlacement[];
7
- /**
8
- * Where a placement lands, in pixels: its anchor cell (`x`, `y`) plus the rule image's own
9
- * offset (`dx`, `dy`), both in the unit the rules were authored in. A square or isometric grid
10
- * projects the sum of the two; a hex grid, whose offsets are axial, projects the cell and the
11
- * offset separately - which is why the layer is handed the whole placement rather than only a
12
- * cell, and why the projection belongs to the caller.
13
- */
14
- readonly project: (x: number, y: number, dx: number, dy: number) => {
15
- x: number;
16
- y: number;
17
- };
18
- /** how an image path becomes a texture; defaults to the asset resolver with a `Texture.EMPTY` fallback */
19
- readonly resolveImage?: (path: string) => Texture2D;
20
- }
21
- /**
22
- * Draws the placements `resolveTerrainGraphics` resolves - the renderer half of `[terrain_graphics]`
23
- * that the rule pass deliberately leaves to a caller.
24
- *
25
- * It is one `Sprite2D` per placement, added in `layer` order (a stable sort, so placements sharing a
26
- * layer keep the order the rule pass emitted, which is its row-major walk). That is what makes a
27
- * rule's multi-cell art *one rule's images at their own offsets* rather than something `TileMap`'s
28
- * one-sprite-per-cell grid would have to hold, and what lets a rotated or probabilistic rule vary
29
- * how a transition looks without the layer knowing any of that.
30
- *
31
- * Z-order between this layer and the rest of a scene is the caller's, as it is for `Halo`: add the
32
- * layer before a unit to sit terrain under it, or after to overlay.
33
- *
34
- * @example
35
- * ```ts
36
- * import { TerrainGraphicsLayer, resolveTerrainGraphics } from '@datamoc/mw_games/two-d/render';
37
- *
38
- * const placements = resolveTerrainGraphics(2, 1, [], () => new Set(['land']));
39
- * const layer = new TerrainGraphicsLayer({
40
- * placements,
41
- * project: (x, y, dx, dy) => ({ x: (x + dx) * 32, y: (y + dy) * 32 }),
42
- * });
43
- * layer.setPlacements(placements);
44
- * ```
45
- */
46
- export declare class TerrainGraphicsLayer extends Node2D {
47
- private placements;
48
- private readonly project;
49
- private readonly resolveImage;
50
- constructor(options: TerrainGraphicsLayerOptions);
51
- /** replaces the resolved placements and redraws them in layer order */
52
- setPlacements(placements: readonly TerrainPlacement[]): void;
53
- private rebuild;
54
- }
55
- //# sourceMappingURL=TerrainGraphicsLayer.d.ts.map
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@@ -1,54 +0,0 @@
1
- import { Texture } from 'pixi.js';
2
- import { Node2D, Sprite2D } from './Shape2D.js';
3
- import { texture } from '../../assets/loader.js';
4
- /**
5
- * Draws the placements `resolveTerrainGraphics` resolves - the renderer half of `[terrain_graphics]`
6
- * that the rule pass deliberately leaves to a caller.
7
- *
8
- * It is one `Sprite2D` per placement, added in `layer` order (a stable sort, so placements sharing a
9
- * layer keep the order the rule pass emitted, which is its row-major walk). That is what makes a
10
- * rule's multi-cell art *one rule's images at their own offsets* rather than something `TileMap`'s
11
- * one-sprite-per-cell grid would have to hold, and what lets a rotated or probabilistic rule vary
12
- * how a transition looks without the layer knowing any of that.
13
- *
14
- * Z-order between this layer and the rest of a scene is the caller's, as it is for `Halo`: add the
15
- * layer before a unit to sit terrain under it, or after to overlay.
16
- *
17
- * @example
18
- * ```ts
19
- * import { TerrainGraphicsLayer, resolveTerrainGraphics } from '@datamoc/mw_games/two-d/render';
20
- *
21
- * const placements = resolveTerrainGraphics(2, 1, [], () => new Set(['land']));
22
- * const layer = new TerrainGraphicsLayer({
23
- * placements,
24
- * project: (x, y, dx, dy) => ({ x: (x + dx) * 32, y: (y + dy) * 32 }),
25
- * });
26
- * layer.setPlacements(placements);
27
- * ```
28
- */
29
- export class TerrainGraphicsLayer extends Node2D {
30
- constructor(options) {
31
- super();
32
- this.placements = options.placements;
33
- this.project = options.project;
34
- this.resolveImage = options.resolveImage ?? ((path) => texture(path, Texture.EMPTY));
35
- this.rebuild();
36
- }
37
- /** replaces the resolved placements and redraws them in layer order */
38
- setPlacements(placements) {
39
- this.placements = placements;
40
- this.rebuild();
41
- }
42
- rebuild() {
43
- for (const child of this.removeChildren())
44
- child.destroy();
45
- for (const placement of [...this.placements].sort((a, b) => a.layer - b.layer)) {
46
- const at = this.project(placement.x, placement.y, placement.dx, placement.dy);
47
- const sprite = new Sprite2D(this.resolveImage(placement.image));
48
- sprite.x = at.x;
49
- sprite.y = at.y;
50
- this.addChild(sprite);
51
- }
52
- }
53
- }
54
- //# sourceMappingURL=TerrainGraphicsLayer.js.map
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