@datamoc/mw_games 0.44.2 → 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 (1695) 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 -732
  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 -394
  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 -75
  58. package/tools/audio.mjs +1 -437
  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 -3196
  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 -2256
  134. package/api-surface.json +0 -18128
  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 -57
  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
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  280. package/dist/assets/binary.d.ts +0 -52
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  284. package/dist/assets/index.d.ts +0 -27
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  286. package/dist/assets/index.js +0 -20
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  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
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  292. package/dist/assets/paths.d.ts +0 -73
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  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/AdaptiveMusic.d.ts +0 -85
  301. package/dist/audio/AdaptiveMusic.d.ts.map +0 -1
  302. package/dist/audio/AdaptiveMusic.js +0 -230
  303. package/dist/audio/AdaptiveMusic.js.map +0 -1
  304. package/dist/audio/AudioLoader.d.ts +0 -33
  305. package/dist/audio/AudioLoader.d.ts.map +0 -1
  306. package/dist/audio/AudioLoader.js +0 -58
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  308. package/dist/audio/AudioViews.d.ts +0 -70
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  310. package/dist/audio/AudioViews.js +0 -119
  311. package/dist/audio/AudioViews.js.map +0 -1
  312. package/dist/audio/BusBudget.d.ts +0 -89
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  314. package/dist/audio/BusBudget.js +0 -120
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  316. package/dist/audio/Captions.d.ts +0 -27
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  320. package/dist/audio/Channels.d.ts +0 -282
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  324. package/dist/audio/CoreHost.d.ts +0 -114
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@@ -1,213 +0,0 @@
1
- import { Path } from 'rot-js';
2
- import { neighbourOffsets } from './Level.js';
3
- /**
4
- * Re-exported here for anyone already importing it from `Pathfinder` - it now lives on
5
- * `Level`, which is what needs it for a square level's own `neighbors()`.
6
- *
7
- * @example
8
- * ```ts
9
- * import { neighbourOffsets } from '@datamoc/mw_games/roguelike';
10
- *
11
- * const offsets = neighbourOffsets(8); // the 8 (x, y) deltas around a cell, diagonals included
12
- * ```
13
- */
14
- export { neighbourOffsets };
15
- /**
16
- * Routes across the map.
17
- *
18
- * A* for "how do I get to that one place", which is what a monster chasing the player
19
- * needs. A Dijkstra map for "which way is the player from anywhere", which is what a dozen
20
- * monsters chasing the player need, computed once for the whole level rather than once
21
- * per monster.
22
- *
23
- * @example
24
- * ```ts
25
- * import { Pathfinder, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
26
- *
27
- * const level = new Level(20, 20, [WALL, FLOOR], 1);
28
- * const pathfinder = new Pathfinder(level);
29
- *
30
- * const route = pathfinder.find({ x: 0, y: 0 }, { x: 10, y: 10 }); // one monster's own route
31
- *
32
- * const distances = pathfinder.distanceMap({ x: 10, y: 10 }); // every monster reads the same map
33
- * ```
34
- */
35
- export class Pathfinder {
36
- constructor(level) {
37
- this.level = level;
38
- }
39
- passable(options) {
40
- const blocked = options.blocked;
41
- return (x, y) => {
42
- if (!this.level.passable(x, y))
43
- return false;
44
- return !blocked?.has(this.level.index(x, y));
45
- };
46
- }
47
- /**
48
- * Whether one step is walkable: passable ground, unblocked, and no harder a
49
- * climb than allowed. Without `heights` this is passability alone, so flat
50
- * maps never pay for a notion they do not use.
51
- */
52
- stepper(options) {
53
- const passable = this.passable(options);
54
- const heights = options.heights;
55
- //a step with either end off the map is never walkable. Said out loud it is
56
- //obvious; it is stated because Level.index does not bounds-check, so an
57
- //off-map cell aliases a real one and must never reach an index call.
58
- if (!heights) {
59
- return (fx, fy, tx, ty) => this.level.inside(fx, fy) && this.level.inside(tx, ty) && passable(tx, ty);
60
- }
61
- const climb = options.climb ?? 1;
62
- if (!Number.isInteger(climb) || climb < 0) {
63
- throw new Error(`a climb limit must be a non-negative whole number, got ${options.climb}`);
64
- }
65
- return (fx, fy, tx, ty) => this.level.inside(fx, fy) &&
66
- this.level.inside(tx, ty) &&
67
- passable(tx, ty) &&
68
- heights.heightAt(tx, ty) - heights.heightAt(fx, fy) <= climb;
69
- }
70
- /**
71
- * The shortest route from one cell to another.
72
- *
73
- * @returns the cells to walk through, starting with the one after `from` and ending on
74
- * `to`. Empty when there is no route (including when `to` is blocked), so a caller
75
- * should exclude the target itself from `blocked` if it means to walk into it.
76
- */
77
- find(from, to, options = {}) {
78
- //rot.js's own A* is square-grid only (its topology option is the 4/8 offsets above,
79
- //nothing hex-shaped); a hex Level instead walks a Dijkstra map one descend() at a
80
- //time, which needs no topology-specific search of its own since distanceMap and
81
- //descend already go through Level.neighbors. Heights join the hex path for the same
82
- //reason: rot.js's passability callback sees one cell at a time, but a climb limit
83
- //compares two, so a height-aware search descends a Dijkstra map whatever the shape.
84
- if (this.level.shape === 'hex' || options.heights) {
85
- const distances = this.distanceMap(to, options);
86
- const steps = [];
87
- let current = from;
88
- for (let guard = 0; guard < this.level.cellCount; guard++) {
89
- const next = this.descend(current, distances, options);
90
- if (!next)
91
- break;
92
- steps.push(next);
93
- if (next.x === to.x && next.y === to.y)
94
- break;
95
- current = next;
96
- }
97
- return steps;
98
- }
99
- const astar = new Path.AStar(to.x, to.y, this.passable(options), {
100
- topology: options.topology ?? 8,
101
- });
102
- const steps = [];
103
- astar.compute(from.x, from.y, (x, y) => steps.push({ x, y }));
104
- //rot.js includes the starting cell; a caller wants where to go, not where it is
105
- return steps.slice(1);
106
- }
107
- /** just the next step towards a target, which is all a chasing monster needs */
108
- step(from, to, options = {}) {
109
- return this.find(from, to, options)[0] ?? null;
110
- }
111
- /**
112
- * Distance from every reachable cell to `to`, in steps.
113
- *
114
- * One pass gives every creature on the map its direction: each reads the value under
115
- * itself and moves to whichever neighbour is lower. That is a Dijkstra map, and it is
116
- * the difference between one flood fill per turn and one per monster per turn.
117
- */
118
- distanceMap(to, options = {}) {
119
- const distances = new Int32Array(this.level.cellCount).fill(-1);
120
- const passable = this.passable(options);
121
- const canStep = this.stepper(options);
122
- if (!passable(to.x, to.y))
123
- return distances;
124
- //a plain breadth-first flood, since every step costs the same
125
- const queue = [this.level.index(to.x, to.y)];
126
- distances[queue[0]] = 0;
127
- for (let head = 0; head < queue.length; head++) {
128
- const cell = queue[head];
129
- const cx = this.level.xOf(cell);
130
- const cy = this.level.yOf(cell);
131
- const next = distances[cell] + 1;
132
- this.level.forEachNeighbor(cx, cy, options.topology ?? 8, (nx, ny) => {
133
- //reversed: the flood expands away from the target, but travel runs
134
- //towards it, and a climb limit reads differently each way. Checking
135
- //the travel direction keeps every distance exact, so descend() can
136
- //never strand on a cell with no legal step downhill.
137
- if (!canStep(nx, ny, cx, cy))
138
- return;
139
- const neighbour = this.level.index(nx, ny);
140
- if (distances[neighbour] !== -1)
141
- return;
142
- distances[neighbour] = next;
143
- queue.push(neighbour);
144
- });
145
- }
146
- return distances;
147
- }
148
- /** the neighbour of `from` with the lowest value in a distance map */
149
- descend(from, distances, options = {}) {
150
- const canStep = this.stepper(options);
151
- const here = distances[this.level.index(from.x, from.y)];
152
- if (here <= 0)
153
- return null;
154
- let best = null;
155
- let bestDistance = here;
156
- this.level.forEachNeighbor(from.x, from.y, options.topology ?? 8, (nx, ny) => {
157
- if (!canStep(from.x, from.y, nx, ny))
158
- return;
159
- const distance = distances[this.level.index(nx, ny)];
160
- if (distance !== -1 && distance < bestDistance) {
161
- bestDistance = distance;
162
- best = { x: nx, y: ny };
163
- }
164
- });
165
- return best;
166
- }
167
- /**
168
- * Autoexplore: the path to the nearest passable, reachable cell not yet explored -
169
- * "walk towards whatever is unseen" rather than a chosen destination. A breadth-first
170
- * flood from `from` stops at the first unexplored cell it reaches, which is nearest by
171
- * construction; a Dijkstra map from a single target cannot answer this, since there is
172
- * no one target until the search itself finds one.
173
- *
174
- * @returns the steps to walk there, or `[]` when everything reachable is already explored
175
- */
176
- autoExplore(from, explored, options = {}) {
177
- const passable = this.passable(options);
178
- const canStep = this.stepper(options);
179
- if (!passable(from.x, from.y))
180
- return [];
181
- const cameFrom = new Map();
182
- const visited = new Set([this.level.index(from.x, from.y)]);
183
- const queue = [from];
184
- for (let head = 0; head < queue.length; head++) {
185
- const current = queue[head];
186
- if (head > 0 && !explored.isExplored(current.x, current.y)) {
187
- return this.reconstruct(cameFrom, current);
188
- }
189
- this.level.forEachNeighbor(current.x, current.y, options.topology ?? 8, (nx, ny) => {
190
- if (!canStep(current.x, current.y, nx, ny))
191
- return;
192
- const index = this.level.index(nx, ny);
193
- if (visited.has(index))
194
- return;
195
- visited.add(index);
196
- cameFrom.set(index, current);
197
- queue.push({ x: nx, y: ny });
198
- });
199
- }
200
- return [];
201
- }
202
- /** walks a `cameFrom` chain back to (but excluding) its start, then reverses it */
203
- reconstruct(cameFrom, to) {
204
- const path = [to];
205
- let step = cameFrom.get(this.level.index(to.x, to.y));
206
- while (step) {
207
- path.push(step);
208
- step = cameFrom.get(this.level.index(step.x, step.y));
209
- }
210
- return path.reverse();
211
- }
212
- }
213
- //# sourceMappingURL=Pathfinder.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,62 +0,0 @@
1
- import type { Level } from './Level.ts';
2
- /**
3
- * Filters over terrain and occupancy for a placement pool - the seam a dungeon's
4
- * feature/content hooks use to ask "which cells could this go on" without `FeatureLayer` or
5
- * a game's own item/monster classes ever entering the picture. Every field is optional and
6
- * narrows the pool further; omitting all of them is every cell on the level.
7
- */
8
- export interface PlacementFilter {
9
- /** raw terrain kind ids eligible (indices into the `Level`'s own `kinds`); omit for any kind */
10
- terrain?: ReadonlySet<number>;
11
- /** cells to exclude - already taken by another feature, a monster, an item */
12
- occupied?: ReadonlySet<number>;
13
- /** restrict the search to these cells (a room's interior, a hand-picked region); omit for the whole level */
14
- within?: Iterable<number>;
15
- }
16
- /** Every cell on `level` matching `filter` - the pool a placement selects from. */
17
- export declare function candidateCells(level: Level, filter?: PlacementFilter): number[];
18
- /** Cells within `radius` neighbour-steps of `center` (via `Level.forEachNeighbor`, so hex and square both work), never including `center` itself. */
19
- export declare function cellsNear(level: Level, center: number, radius: number): number[];
20
- export interface PlacementTraceEntry {
21
- requested: number;
22
- available: number;
23
- selected: number[];
24
- }
25
- export interface PlacementResult {
26
- cells: number[];
27
- trace: PlacementTraceEntry;
28
- }
29
- /**
30
- * Picks `count` distinct cells out of `candidates` without replacement, falling back to
31
- * however many exist when fewer are available rather than throwing or looping forever - a
32
- * crowded region just gets fewer placements, the same "fail gracefully, place fewer" shape
33
- * `generateDungeonGraph`'s own room placement already uses. Pure: nothing is placed or
34
- * marked taken until the caller acts on `cells` itself (typically `FeatureLayer.place`, or
35
- * folding `cells` into the next call's own `occupied` set). `trace` is plain, JSON-safe data
36
- * a game can push straight into `DungeonArtifacts.content` for a parity check, or persist
37
- * across save/load the same way any other roll trace does.
38
- *
39
- * Composes with `candidateCells` and `cellsNear` for the three shapes a regional generator
40
- * needs: several neighbouring items (`cellsNear` around one anchor, intersected with a
41
- * terrain/occupancy pool, then selected from), scattered decorations across a whole region
42
- * (`candidateCells` with a large `within`, then selected from with a larger `count`), and a
43
- * single branch or room reward (`candidateCells` scoped to one room, `count: 1`).
44
- *
45
- * @example
46
- * ```ts
47
- * import { candidateCells, cellsNear, selectDistinctCells } from '@datamoc/mw_games/roguelike';
48
- *
49
- * declare const level: import('@datamoc/mw_games/roguelike').Level;
50
- * const FLOOR = new Set([1]);
51
- *
52
- * // scatter 3 decorations anywhere on the floor
53
- * const pool = candidateCells(level, { terrain: FLOOR });
54
- * const { cells: decorations, trace } = selectDistinctCells(pool, 3);
55
- *
56
- * // then release 2 more items clustered around one of those cells
57
- * const nearby = cellsNear(level, decorations[0], 2).filter((c) => pool.includes(c));
58
- * const { cells: cluster } = selectDistinctCells(nearby, 2);
59
- * ```
60
- */
61
- export declare function selectDistinctCells(candidates: readonly number[], count: number): PlacementResult;
62
- //# sourceMappingURL=Placement.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,79 +0,0 @@
1
- import * as Random from '../core/Random.js';
2
- /** Every cell on `level` matching `filter` - the pool a placement selects from. */
3
- export function candidateCells(level, filter = {}) {
4
- const source = filter.within ? [...filter.within] : range(level.cellCount);
5
- return source.filter((cell) => {
6
- if (filter.occupied?.has(cell))
7
- return false;
8
- if (filter.terrain && !filter.terrain.has(level.terrain[cell]))
9
- return false;
10
- return true;
11
- });
12
- }
13
- /** Cells within `radius` neighbour-steps of `center` (via `Level.forEachNeighbor`, so hex and square both work), never including `center` itself. */
14
- export function cellsNear(level, center, radius) {
15
- const seen = new Set([center]);
16
- let frontier = [center];
17
- for (let step = 0; step < Math.max(0, radius); step++) {
18
- const next = [];
19
- for (const cell of frontier) {
20
- level.forEachNeighbor(level.xOf(cell), level.yOf(cell), 8, (x, y) => {
21
- if (!level.inside(x, y))
22
- return;
23
- const neighbor = level.index(x, y);
24
- if (seen.has(neighbor))
25
- return;
26
- seen.add(neighbor);
27
- next.push(neighbor);
28
- });
29
- }
30
- frontier = next;
31
- }
32
- seen.delete(center);
33
- return [...seen];
34
- }
35
- /**
36
- * Picks `count` distinct cells out of `candidates` without replacement, falling back to
37
- * however many exist when fewer are available rather than throwing or looping forever - a
38
- * crowded region just gets fewer placements, the same "fail gracefully, place fewer" shape
39
- * `generateDungeonGraph`'s own room placement already uses. Pure: nothing is placed or
40
- * marked taken until the caller acts on `cells` itself (typically `FeatureLayer.place`, or
41
- * folding `cells` into the next call's own `occupied` set). `trace` is plain, JSON-safe data
42
- * a game can push straight into `DungeonArtifacts.content` for a parity check, or persist
43
- * across save/load the same way any other roll trace does.
44
- *
45
- * Composes with `candidateCells` and `cellsNear` for the three shapes a regional generator
46
- * needs: several neighbouring items (`cellsNear` around one anchor, intersected with a
47
- * terrain/occupancy pool, then selected from), scattered decorations across a whole region
48
- * (`candidateCells` with a large `within`, then selected from with a larger `count`), and a
49
- * single branch or room reward (`candidateCells` scoped to one room, `count: 1`).
50
- *
51
- * @example
52
- * ```ts
53
- * import { candidateCells, cellsNear, selectDistinctCells } from '@datamoc/mw_games/roguelike';
54
- *
55
- * declare const level: import('@datamoc/mw_games/roguelike').Level;
56
- * const FLOOR = new Set([1]);
57
- *
58
- * // scatter 3 decorations anywhere on the floor
59
- * const pool = candidateCells(level, { terrain: FLOOR });
60
- * const { cells: decorations, trace } = selectDistinctCells(pool, 3);
61
- *
62
- * // then release 2 more items clustered around one of those cells
63
- * const nearby = cellsNear(level, decorations[0], 2).filter((c) => pool.includes(c));
64
- * const { cells: cluster } = selectDistinctCells(nearby, 2);
65
- * ```
66
- */
67
- export function selectDistinctCells(candidates, count) {
68
- const pool = [...new Set(candidates)];
69
- Random.shuffle(pool);
70
- const cells = pool.slice(0, Math.max(0, count));
71
- return { cells, trace: { requested: count, available: pool.length, selected: cells } };
72
- }
73
- function range(n) {
74
- const out = new Array(n);
75
- for (let i = 0; i < n; i++)
76
- out[i] = i;
77
- return out;
78
- }
79
- //# sourceMappingURL=Placement.js.map
@@ -1 +0,0 @@
1
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@@ -1,60 +0,0 @@
1
- import { Level, type Rect } from './Level.ts';
2
- /**
3
- * How one room's interior gets carved.
4
- *
5
- * The generator decides *where* rooms go and what joins them; a builder decides what a room
6
- * actually looks like once it has a rectangle to fill. That split is what makes them
7
- * composable: a game registers a hall, a pillared chamber, a circular vault and a flooded
8
- * cistern, and any floor is some mixture of them without the generator knowing what a pillar
9
- * or a cistern is. `mwg` ships exactly one builder (`hallBuilder`, a plain filled rectangle,
10
- * which is what the generator did unconditionally before builders existed) and expects a
11
- * game to bring the rest, the same boundary every other module here draws around content.
12
- */
13
- export interface RoomBuilder {
14
- /** recorded per room in the generation result, for a parity trace or a game's own bookkeeping */
15
- id: string;
16
- /** relative weight against the other eligible builders; defaults to 1 */
17
- weight?: number;
18
- /** smallest room this builder can fill, in cells, on either axis */
19
- minSize?: number;
20
- /** largest room it can fill; a builder wanting only small rooms sets this */
21
- maxSize?: number;
22
- /** carves the room into the level. The rectangle is still solid when this is called */
23
- paint(level: Level, room: Rect, floor: number): void;
24
- }
25
- /**
26
- * A plain filled rectangle: the generator's own original behaviour, as a builder.
27
- *
28
- * @example
29
- * ```ts
30
- * import { generateDungeon, hallBuilder, pickBuilder, eligibleBuilders, type RoomBuilder } from '@datamoc/mw_games/roguelike';
31
- *
32
- * const pillaredHall: RoomBuilder = {
33
- * id: 'pillared',
34
- * minSize: 6,
35
- * paint(level, room, floor) {
36
- * level.fillRect(room, floor); // then carve pillars into the interior, game-side
37
- * },
38
- * };
39
- *
40
- * const level = generateDungeon({ width: 60, height: 40, builders: [hallBuilder, pillaredHall] });
41
- * ```
42
- */
43
- export declare const hallBuilder: RoomBuilder;
44
- /**
45
- * Which builders could fill this room at all, by size.
46
- *
47
- * `minSize` is checked against the room's *shorter* side and `maxSize` against its *longer*
48
- * one, so a builder never gets a rectangle it cannot fit its shape into, in either direction.
49
- */
50
- export declare function eligibleBuilders(builders: readonly RoomBuilder[], room: Rect): RoomBuilder[];
51
- /**
52
- * Picks a builder for one room, weighted among those that fit it.
53
- *
54
- * Returns `null` when nothing fits, which the generator treats as "fall back to a plain
55
- * hall" rather than leaving the room solid rock: a room already placed and joined by a
56
- * corridor has to be walkable, so an over-constrained builder list degrades to a plain room
57
- * instead of a sealed one a player can path into and never enter.
58
- */
59
- export declare function pickBuilder(builders: readonly RoomBuilder[], room: Rect): RoomBuilder | null;
60
- //# sourceMappingURL=RoomBuilders.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,57 +0,0 @@
1
- import * as Random from '../core/Random.js';
2
- import { Level } from './Level.js';
3
- /**
4
- * A plain filled rectangle: the generator's own original behaviour, as a builder.
5
- *
6
- * @example
7
- * ```ts
8
- * import { generateDungeon, hallBuilder, pickBuilder, eligibleBuilders, type RoomBuilder } from '@datamoc/mw_games/roguelike';
9
- *
10
- * const pillaredHall: RoomBuilder = {
11
- * id: 'pillared',
12
- * minSize: 6,
13
- * paint(level, room, floor) {
14
- * level.fillRect(room, floor); // then carve pillars into the interior, game-side
15
- * },
16
- * };
17
- *
18
- * const level = generateDungeon({ width: 60, height: 40, builders: [hallBuilder, pillaredHall] });
19
- * ```
20
- */
21
- export const hallBuilder = {
22
- id: 'hall',
23
- paint: (level, room, floor) => level.fillRect(room, floor),
24
- };
25
- function shorterSide(room) {
26
- return Math.min(room.right - room.left + 1, room.bottom - room.top + 1);
27
- }
28
- function longerSide(room) {
29
- return Math.max(room.right - room.left + 1, room.bottom - room.top + 1);
30
- }
31
- /**
32
- * Which builders could fill this room at all, by size.
33
- *
34
- * `minSize` is checked against the room's *shorter* side and `maxSize` against its *longer*
35
- * one, so a builder never gets a rectangle it cannot fit its shape into, in either direction.
36
- */
37
- export function eligibleBuilders(builders, room) {
38
- const short = shorterSide(room);
39
- const long = longerSide(room);
40
- return builders.filter((builder) => short >= (builder.minSize ?? 0) && long <= (builder.maxSize ?? Infinity));
41
- }
42
- /**
43
- * Picks a builder for one room, weighted among those that fit it.
44
- *
45
- * Returns `null` when nothing fits, which the generator treats as "fall back to a plain
46
- * hall" rather than leaving the room solid rock: a room already placed and joined by a
47
- * corridor has to be walkable, so an over-constrained builder list degrades to a plain room
48
- * instead of a sealed one a player can path into and never enter.
49
- */
50
- export function pickBuilder(builders, room) {
51
- const eligible = eligibleBuilders(builders, room);
52
- if (eligible.length === 0)
53
- return null;
54
- const index = Random.weighted(eligible.map((builder) => builder.weight ?? 1));
55
- return index === null ? null : eligible[index];
56
- }
57
- //# sourceMappingURL=RoomBuilders.js.map
@@ -1 +0,0 @@
1
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@@ -1,96 +0,0 @@
1
- /**
2
- * Whose turn it is.
3
- *
4
- * Not "everyone moves once per turn": each actor has a *speed*, and an action costs time
5
- * scaled by it. A hasted creature gets two moves to your one, a heavy weapon costs more
6
- * than a dagger, and a slowed one loses turns, all of which fall out of one number rather
7
- * than needing special cases.
8
- *
9
- * The queue is ordered by the time at which each actor next acts. `now` only ever moves
10
- * forward, so effects that expire can be timestamped against it.
11
- *
12
- * @example
13
- * ```ts
14
- * import { Scheduler, type Actor } from '@datamoc/mw_games/roguelike';
15
- *
16
- * interface Monster extends Actor { name: string }
17
- *
18
- * const scheduler = new Scheduler<Monster>();
19
- * scheduler.add({ name: 'hero', speed: 1 });
20
- * scheduler.add({ name: 'fast rat', speed: 2 }); // acts twice as often
21
- *
22
- * const acting = scheduler.peek(); // whoever's turn it is
23
- * scheduler.spend(1); // charge them for a normal-speed action, hand the turn on
24
- * ```
25
- */
26
- export interface Actor {
27
- /** actions per unit of time; 2 acts twice as often as 1 */
28
- speed?: number;
29
- /** higher-priority actors resolve first when their scheduled times tie */
30
- priority?: number;
31
- }
32
- /** A serialisable record of a scheduler's queue, keyed by caller-supplied actor ids. */
33
- export interface SchedulerSnapshot {
34
- now: number;
35
- sequence: number;
36
- entries: Array<{
37
- id: string;
38
- time: number;
39
- sequence: number;
40
- priority?: number;
41
- }>;
42
- }
43
- export declare class Scheduler<A extends Actor> {
44
- private entries;
45
- private sequence;
46
- /** the current time; advances to each actor's turn as it comes up */
47
- now: number;
48
- get size(): number;
49
- get actors(): A[];
50
- has(actor: A): boolean;
51
- /**
52
- * Puts an actor in the queue.
53
- *
54
- * @param delay time before its first turn. Spawning a monster with a small random delay
55
- * stops a room full of them from acting in lockstep.
56
- * @param priority higher-priority actors resolve first when scheduled at the same time.
57
- */
58
- add(actor: A, delay?: number, priority?: number): void;
59
- remove(actor: A): void;
60
- clear(): void;
61
- /** whoever acts next, without removing them; time advances to their turn */
62
- peek(): A | null;
63
- /**
64
- * Charges the current actor for what it did, and hands the turn on.
65
- *
66
- * @param cost time the action took at speed 1; divided by the actor's speed. A cost of 0
67
- * is a free action: the actor keeps its place at `now` but still goes behind any other
68
- * actor already tied with it, since its sequence number is refreshed like any other spend.
69
- */
70
- spend(cost: number): void;
71
- /**
72
- * Pushes a specific actor's next turn back, independent of whose turn it currently is -
73
- * a stun or slow effect landing on someone other than the current actor, for instance.
74
- *
75
- * @param delay time added to that actor's next scheduled turn
76
- */
77
- postpone(actor: A, delay: number): void;
78
- /** the time at which an actor next acts, for a debug view or an interface */
79
- timeOf(actor: A): number | null;
80
- /**
81
- * Captures the queue as plain data, identifying each actor by whatever id the caller
82
- * assigns it - the scheduler holds actor references, not ids, so it cannot invent one
83
- * itself.
84
- */
85
- toJSON(actorId: (actor: A) => string): SchedulerSnapshot;
86
- /**
87
- * Rebuilds a scheduler from a snapshot taken by `toJSON`, restoring `now` and the
88
- * sequence counter so that ties among actors added afterwards resolve exactly as they
89
- * would have if the scheduler had never been serialised.
90
- *
91
- * @param actorOf resolves a snapshot id back to the live actor object it names
92
- */
93
- static restore<A extends Actor>(snapshot: SchedulerSnapshot, actorOf: (id: string) => A): Scheduler<A>;
94
- private sort;
95
- }
96
- //# sourceMappingURL=Scheduler.d.ts.map
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