@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.
- package/3d/models.d.ts +1 -0
- package/3d/models.js +1 -0
- package/3d.d.ts +1 -0
- package/3d.js +1 -0
- package/README.md +5 -732
- package/actors.d.ts +1 -0
- package/actors.js +1 -0
- package/ai/lua.d.ts +1 -0
- package/ai/lua.js +1 -0
- package/ai.d.ts +1 -0
- package/ai.js +1 -0
- package/assets/binary.d.ts +1 -0
- package/assets/binary.js +1 -0
- package/assets/paths.d.ts +1 -0
- package/assets/paths.js +1 -0
- package/assets.d.ts +1 -0
- package/assets.js +1 -0
- package/audio.d.ts +1 -0
- package/audio.js +1 -0
- package/battle.d.ts +1 -0
- package/battle.js +1 -0
- package/board.d.ts +1 -0
- package/board.js +1 -0
- package/core.d.ts +1 -0
- package/core.js +1 -0
- package/headless.d.ts +1 -0
- package/headless.js +1 -0
- package/i18n.d.ts +1 -0
- package/i18n.js +1 -0
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/mwl/presentation.d.ts +1 -0
- package/mwl/presentation.js +1 -0
- package/mwl/pyroeis.d.ts +1 -0
- package/mwl/pyroeis.js +1 -0
- package/mwl.d.ts +1 -0
- package/mwl.js +1 -0
- package/package.json +212 -394
- package/physics/xpbd.d.ts +1 -0
- package/physics/xpbd.js +1 -0
- package/physics.d.ts +1 -0
- package/physics.js +1 -0
- package/roguelike.d.ts +1 -0
- package/roguelike.js +1 -0
- package/rpg.d.ts +1 -0
- package/rpg.js +1 -0
- package/simulation.d.ts +1 -0
- package/simulation.js +1 -0
- package/skeleton.d.ts +1 -0
- package/skeleton.js +1 -0
- package/testing.d.ts +1 -0
- package/testing.js +1 -0
- package/threads.d.ts +1 -0
- package/threads.js +1 -0
- package/tools/asset-report.d.mts +1 -37
- package/tools/asset-report.mjs +1 -157
- package/tools/audio.d.mts +1 -75
- package/tools/audio.mjs +1 -437
- package/tools/audit-adoptions.d.mts +1 -65
- package/tools/audit-adoptions.mjs +1 -252
- package/tools/benchmark-browser.d.mts +1 -33
- package/tools/benchmark-browser.mjs +1 -169
- package/tools/benchmark-history.d.mts +1 -8
- package/tools/benchmark-history.mjs +1 -31
- package/tools/browser-driver.d.mts +1 -122
- package/tools/browser-driver.mjs +1 -861
- package/tools/browser-smoke.d.mts +1 -30
- package/tools/browser-smoke.mjs +1 -184
- package/tools/build-tablebases.d.mts +1 -22
- package/tools/build-tablebases.mjs +1 -557
- package/tools/bundle-size.d.mts +1 -11
- package/tools/bundle-size.mjs +1 -142
- package/tools/classic-html.d.mts +1 -6
- package/tools/classic-html.mjs +1 -69
- package/tools/compile-openings.d.mts +1 -20
- package/tools/compile-openings.mjs +1 -138
- package/tools/compile-resources.d.mts +1 -66
- package/tools/compile-resources.mjs +1 -406
- package/tools/compress-dist.d.mts +1 -42
- package/tools/compress-dist.mjs +1 -193
- package/tools/csp.d.mts +1 -7
- package/tools/csp.mjs +1 -65
- package/tools/emit-page.d.mts +1 -61
- package/tools/emit-page.mjs +1 -273
- package/tools/extract-html.d.mts +1 -18
- package/tools/extract-html.mjs +1 -235
- package/tools/extract-rgssad.d.mts +1 -5
- package/tools/extract-rgssad.mjs +1 -64
- package/tools/find-chrome.d.mts +1 -7
- package/tools/find-chrome.mjs +1 -106
- package/tools/i18n-edit.d.mts +1 -29
- package/tools/i18n-edit.mjs +1 -748
- package/tools/init.d.mts +1 -5
- package/tools/init.mjs +1 -155
- package/tools/make-example-assets.d.mts +1 -2
- package/tools/make-example-assets.mjs +1 -731
- package/tools/multiplayer-server.d.mts +1 -27
- package/tools/multiplayer-server.mjs +1 -199
- package/tools/play-uci.d.mts +1 -26
- package/tools/play-uci.mjs +1 -205
- package/tools/sbom.d.mts +1 -83
- package/tools/sbom.mjs +1 -340
- package/tools/single-file.d.mts +1 -33
- package/tools/single-file.mjs +1 -239
- package/tools/soundfonts.d.mts +1 -79
- package/tools/soundfonts.mjs +1 -301
- package/tools/svg-optimise.d.mts +1 -8
- package/tools/svg-optimise.mjs +1 -45
- package/tools/verify-scenarios.d.mts +1 -15
- package/tools/verify-scenarios.mjs +1 -133
- package/tools/vite.d.mts +1 -17
- package/tools/vite.mjs +1 -102
- package/tools/webp-convert.d.mts +1 -8
- package/tools/webp-convert.mjs +1 -98
- package/two-d/pixi-interop.d.ts +1 -0
- package/two-d/pixi-interop.js +1 -0
- package/two-d/presentation.d.ts +1 -0
- package/two-d/presentation.js +1 -0
- package/two-d/render.d.ts +1 -0
- package/two-d/render.js +1 -0
- package/two-d/stage.d.ts +1 -0
- package/two-d/stage.js +1 -0
- package/two-d/ui.d.ts +1 -0
- package/two-d/ui.js +1 -0
- package/two-d.d.ts +1 -0
- package/two-d.js +1 -0
- package/world.d.ts +1 -0
- package/world.js +1 -0
- package/CHANGELOG.md +0 -3196
- package/LICENSE +0 -373
- package/MWG - Best Practices.md +0 -97
- package/MWG - Deep Code and Architecture Review.md +0 -238
- package/REFERENCE.md +0 -2256
- package/api-surface.json +0 -18128
- package/data/microgm-essential.PROVENANCE.md +0 -13
- package/data/microgm-essential.sf2 +0 -0
- package/data/microgm-opt.PROVENANCE.md +0 -23
- package/data/microgm-opt.sf2 +0 -0
- package/data/soundfont-catalog.json +0 -191
- package/dist/actors/Advancement.d.ts +0 -90
- package/dist/actors/Advancement.d.ts.map +0 -1
- package/dist/actors/Advancement.js +0 -115
- package/dist/actors/Advancement.js.map +0 -1
- package/dist/actors/Affix.d.ts +0 -96
- package/dist/actors/Affix.d.ts.map +0 -1
- package/dist/actors/Affix.js +0 -68
- package/dist/actors/Affix.js.map +0 -1
- package/dist/actors/Appearances.d.ts +0 -48
- package/dist/actors/Appearances.d.ts.map +0 -1
- package/dist/actors/Appearances.js +0 -62
- package/dist/actors/Appearances.js.map +0 -1
- package/dist/actors/Aura.d.ts +0 -45
- package/dist/actors/Aura.d.ts.map +0 -1
- package/dist/actors/Aura.js +0 -85
- package/dist/actors/Aura.js.map +0 -1
- package/dist/actors/Barrier.d.ts +0 -60
- package/dist/actors/Barrier.d.ts.map +0 -1
- package/dist/actors/Barrier.js +0 -70
- package/dist/actors/Barrier.js.map +0 -1
- package/dist/actors/Charges.d.ts +0 -66
- package/dist/actors/Charges.d.ts.map +0 -1
- package/dist/actors/Charges.js +0 -61
- package/dist/actors/Charges.js.map +0 -1
- package/dist/actors/EntityTemplate.d.ts +0 -127
- package/dist/actors/EntityTemplate.d.ts.map +0 -1
- package/dist/actors/EntityTemplate.js +0 -117
- package/dist/actors/EntityTemplate.js.map +0 -1
- package/dist/actors/Equipment.d.ts +0 -88
- package/dist/actors/Equipment.d.ts.map +0 -1
- package/dist/actors/Equipment.js +0 -107
- package/dist/actors/Equipment.js.map +0 -1
- package/dist/actors/Inventory.d.ts +0 -123
- package/dist/actors/Inventory.d.ts.map +0 -1
- package/dist/actors/Inventory.js +0 -165
- package/dist/actors/Inventory.js.map +0 -1
- package/dist/actors/ItemState.d.ts +0 -43
- package/dist/actors/ItemState.d.ts.map +0 -1
- package/dist/actors/ItemState.js +0 -63
- package/dist/actors/ItemState.js.map +0 -1
- package/dist/actors/ItemStatusEffect.d.ts +0 -40
- package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
- package/dist/actors/ItemStatusEffect.js +0 -39
- package/dist/actors/ItemStatusEffect.js.map +0 -1
- package/dist/actors/Loot.d.ts +0 -38
- package/dist/actors/Loot.d.ts.map +0 -1
- package/dist/actors/Loot.js +0 -28
- package/dist/actors/Loot.js.map +0 -1
- package/dist/actors/Progression.d.ts +0 -52
- package/dist/actors/Progression.d.ts.map +0 -1
- package/dist/actors/Progression.js +0 -59
- package/dist/actors/Progression.js.map +0 -1
- package/dist/actors/Resource.d.ts +0 -53
- package/dist/actors/Resource.d.ts.map +0 -1
- package/dist/actors/Resource.js +0 -57
- package/dist/actors/Resource.js.map +0 -1
- package/dist/actors/Scaling.d.ts +0 -30
- package/dist/actors/Scaling.d.ts.map +0 -1
- package/dist/actors/Scaling.js +0 -9
- package/dist/actors/Scaling.js.map +0 -1
- package/dist/actors/Shop.d.ts +0 -40
- package/dist/actors/Shop.d.ts.map +0 -1
- package/dist/actors/Shop.js +0 -36
- package/dist/actors/Shop.js.map +0 -1
- package/dist/actors/SkillPoints.d.ts +0 -72
- package/dist/actors/SkillPoints.d.ts.map +0 -1
- package/dist/actors/SkillPoints.js +0 -87
- package/dist/actors/SkillPoints.js.map +0 -1
- package/dist/actors/StatBlock.d.ts +0 -86
- package/dist/actors/StatBlock.d.ts.map +0 -1
- package/dist/actors/StatBlock.js +0 -110
- package/dist/actors/StatBlock.js.map +0 -1
- package/dist/actors/StatusEffect.d.ts +0 -67
- package/dist/actors/StatusEffect.d.ts.map +0 -1
- package/dist/actors/StatusEffect.js +0 -59
- package/dist/actors/StatusEffect.js.map +0 -1
- package/dist/actors/Support.d.ts +0 -43
- package/dist/actors/Support.d.ts.map +0 -1
- package/dist/actors/Support.js +0 -71
- package/dist/actors/Support.js.map +0 -1
- package/dist/actors/Traits.d.ts +0 -43
- package/dist/actors/Traits.d.ts.map +0 -1
- package/dist/actors/Traits.js +0 -35
- package/dist/actors/Traits.js.map +0 -1
- package/dist/actors/craft.d.ts +0 -63
- package/dist/actors/craft.d.ts.map +0 -1
- package/dist/actors/craft.js +0 -86
- package/dist/actors/craft.js.map +0 -1
- package/dist/actors/index.d.ts +0 -46
- package/dist/actors/index.d.ts.map +0 -1
- package/dist/actors/index.js +0 -24
- package/dist/actors/index.js.map +0 -1
- package/dist/actors/skillCheck.d.ts +0 -21
- package/dist/actors/skillCheck.d.ts.map +0 -1
- package/dist/actors/skillCheck.js +0 -24
- package/dist/actors/skillCheck.js.map +0 -1
- package/dist/ai/Heuristics.d.ts +0 -240
- package/dist/ai/Heuristics.d.ts.map +0 -1
- package/dist/ai/Heuristics.js +0 -298
- package/dist/ai/Heuristics.js.map +0 -1
- package/dist/ai/Neural.d.ts +0 -65
- package/dist/ai/Neural.d.ts.map +0 -1
- package/dist/ai/Neural.js +0 -169
- package/dist/ai/Neural.js.map +0 -1
- package/dist/ai/Suggest.d.ts +0 -54
- package/dist/ai/Suggest.d.ts.map +0 -1
- package/dist/ai/Suggest.js +0 -48
- package/dist/ai/Suggest.js.map +0 -1
- package/dist/ai/index.d.ts +0 -136
- package/dist/ai/index.d.ts.map +0 -1
- package/dist/ai/index.js +0 -207
- package/dist/ai/index.js.map +0 -1
- package/dist/ai/lua.d.ts +0 -74
- package/dist/ai/lua.d.ts.map +0 -1
- package/dist/ai/lua.js +0 -217
- package/dist/ai/lua.js.map +0 -1
- package/dist/ai/score.d.ts +0 -162
- package/dist/ai/score.d.ts.map +0 -1
- package/dist/ai/score.js +0 -147
- package/dist/ai/score.js.map +0 -1
- package/dist/ai/search.d.ts +0 -108
- package/dist/ai/search.d.ts.map +0 -1
- package/dist/ai/search.js +0 -148
- package/dist/ai/search.js.map +0 -1
- package/dist/assets/ByteProgress.d.ts +0 -37
- package/dist/assets/ByteProgress.d.ts.map +0 -1
- package/dist/assets/ByteProgress.js +0 -54
- package/dist/assets/ByteProgress.js.map +0 -1
- package/dist/assets/Streaming.d.ts +0 -56
- package/dist/assets/Streaming.d.ts.map +0 -1
- package/dist/assets/Streaming.js +0 -100
- package/dist/assets/Streaming.js.map +0 -1
- package/dist/assets/SvgParts.d.ts +0 -31
- package/dist/assets/SvgParts.d.ts.map +0 -1
- package/dist/assets/SvgParts.js +0 -54
- package/dist/assets/SvgParts.js.map +0 -1
- package/dist/assets/SvgSource.d.ts +0 -3
- package/dist/assets/SvgSource.d.ts.map +0 -1
- package/dist/assets/SvgSource.js +0 -22
- package/dist/assets/SvgSource.js.map +0 -1
- package/dist/assets/binary.d.ts +0 -52
- package/dist/assets/binary.d.ts.map +0 -1
- package/dist/assets/binary.js +0 -57
- package/dist/assets/binary.js.map +0 -1
- package/dist/assets/index.d.ts +0 -27
- package/dist/assets/index.d.ts.map +0 -1
- package/dist/assets/index.js +0 -20
- package/dist/assets/index.js.map +0 -1
- package/dist/assets/loader.d.ts +0 -70
- package/dist/assets/loader.d.ts.map +0 -1
- package/dist/assets/loader.js +0 -115
- package/dist/assets/loader.js.map +0 -1
- package/dist/assets/paths.d.ts +0 -73
- package/dist/assets/paths.d.ts.map +0 -1
- package/dist/assets/paths.js +0 -91
- package/dist/assets/paths.js.map +0 -1
- package/dist/assets/svg.d.ts +0 -87
- package/dist/assets/svg.d.ts.map +0 -1
- package/dist/assets/svg.js +0 -166
- package/dist/assets/svg.js.map +0 -1
- package/dist/audio/AdaptiveMusic.d.ts +0 -85
- package/dist/audio/AdaptiveMusic.d.ts.map +0 -1
- package/dist/audio/AdaptiveMusic.js +0 -230
- package/dist/audio/AdaptiveMusic.js.map +0 -1
- package/dist/audio/AudioLoader.d.ts +0 -33
- package/dist/audio/AudioLoader.d.ts.map +0 -1
- package/dist/audio/AudioLoader.js +0 -58
- package/dist/audio/AudioLoader.js.map +0 -1
- package/dist/audio/AudioViews.d.ts +0 -70
- package/dist/audio/AudioViews.d.ts.map +0 -1
- package/dist/audio/AudioViews.js +0 -119
- package/dist/audio/AudioViews.js.map +0 -1
- package/dist/audio/BusBudget.d.ts +0 -89
- package/dist/audio/BusBudget.d.ts.map +0 -1
- package/dist/audio/BusBudget.js +0 -120
- package/dist/audio/BusBudget.js.map +0 -1
- package/dist/audio/Captions.d.ts +0 -27
- package/dist/audio/Captions.d.ts.map +0 -1
- package/dist/audio/Captions.js +0 -16
- package/dist/audio/Captions.js.map +0 -1
- package/dist/audio/Channels.d.ts +0 -282
- package/dist/audio/Channels.d.ts.map +0 -1
- package/dist/audio/Channels.js +0 -573
- package/dist/audio/Channels.js.map +0 -1
- package/dist/audio/CoreHost.d.ts +0 -114
- package/dist/audio/CoreHost.d.ts.map +0 -1
- package/dist/audio/CoreHost.js +0 -335
- package/dist/audio/CoreHost.js.map +0 -1
- package/dist/audio/DecoderGuard.d.ts +0 -139
- package/dist/audio/DecoderGuard.d.ts.map +0 -1
- package/dist/audio/DecoderGuard.js +0 -208
- package/dist/audio/DecoderGuard.js.map +0 -1
- package/dist/audio/Fft.d.ts +0 -3
- package/dist/audio/Fft.d.ts.map +0 -1
- package/dist/audio/Fft.js +0 -45
- package/dist/audio/Fft.js.map +0 -1
- package/dist/audio/LoopTags.d.ts +0 -55
- package/dist/audio/LoopTags.d.ts.map +0 -1
- package/dist/audio/LoopTags.js +0 -136
- package/dist/audio/LoopTags.js.map +0 -1
- package/dist/audio/Midi.d.ts +0 -219
- package/dist/audio/Midi.d.ts.map +0 -1
- package/dist/audio/Midi.js +0 -409
- package/dist/audio/Midi.js.map +0 -1
- package/dist/audio/MidiRender.d.ts +0 -144
- package/dist/audio/MidiRender.d.ts.map +0 -1
- package/dist/audio/MidiRender.js +0 -448
- package/dist/audio/MidiRender.js.map +0 -1
- package/dist/audio/MidiSynth.d.ts +0 -147
- package/dist/audio/MidiSynth.d.ts.map +0 -1
- package/dist/audio/MidiSynth.js +0 -205
- package/dist/audio/MidiSynth.js.map +0 -1
- package/dist/audio/Music.d.ts +0 -70
- package/dist/audio/Music.d.ts.map +0 -1
- package/dist/audio/Music.js +0 -191
- package/dist/audio/Music.js.map +0 -1
- package/dist/audio/MusicPlayer.d.ts +0 -80
- package/dist/audio/MusicPlayer.d.ts.map +0 -1
- package/dist/audio/MusicPlayer.js +0 -147
- package/dist/audio/MusicPlayer.js.map +0 -1
- package/dist/audio/Orchestrator.d.ts +0 -58
- package/dist/audio/Orchestrator.d.ts.map +0 -1
- package/dist/audio/Orchestrator.js +0 -74
- package/dist/audio/Orchestrator.js.map +0 -1
- package/dist/audio/Playable.d.ts +0 -38
- package/dist/audio/Playable.d.ts.map +0 -1
- package/dist/audio/Playable.js +0 -29
- package/dist/audio/Playable.js.map +0 -1
- package/dist/audio/Positional.d.ts +0 -133
- package/dist/audio/Positional.d.ts.map +0 -1
- package/dist/audio/Positional.js +0 -138
- package/dist/audio/Positional.js.map +0 -1
- package/dist/audio/Resample.d.ts +0 -61
- package/dist/audio/Resample.d.ts.map +0 -1
- package/dist/audio/Resample.js +0 -97
- package/dist/audio/Resample.js.map +0 -1
- package/dist/audio/SampleDecoder.d.ts +0 -55
- package/dist/audio/SampleDecoder.d.ts.map +0 -1
- package/dist/audio/SampleDecoder.js +0 -74
- package/dist/audio/SampleDecoder.js.map +0 -1
- package/dist/audio/Settings.d.ts +0 -99
- package/dist/audio/Settings.d.ts.map +0 -1
- package/dist/audio/Settings.js +0 -134
- package/dist/audio/Settings.js.map +0 -1
- package/dist/audio/Sfx.d.ts +0 -148
- package/dist/audio/Sfx.d.ts.map +0 -1
- package/dist/audio/Sfx.js +0 -213
- package/dist/audio/Sfx.js.map +0 -1
- package/dist/audio/Sound.d.ts +0 -57
- package/dist/audio/Sound.d.ts.map +0 -1
- package/dist/audio/Sound.js +0 -79
- package/dist/audio/Sound.js.map +0 -1
- package/dist/audio/SoundFont.d.ts +0 -192
- package/dist/audio/SoundFont.d.ts.map +0 -1
- package/dist/audio/SoundFont.js +0 -862
- package/dist/audio/SoundFont.js.map +0 -1
- package/dist/audio/SpectralDistance.d.ts +0 -34
- package/dist/audio/SpectralDistance.d.ts.map +0 -1
- package/dist/audio/SpectralDistance.js +0 -64
- package/dist/audio/SpectralDistance.js.map +0 -1
- package/dist/audio/StreamChannel.d.ts +0 -150
- package/dist/audio/StreamChannel.d.ts.map +0 -1
- package/dist/audio/StreamChannel.js +0 -390
- package/dist/audio/StreamChannel.js.map +0 -1
- package/dist/audio/StreamPlayable.d.ts +0 -73
- package/dist/audio/StreamPlayable.d.ts.map +0 -1
- package/dist/audio/StreamPlayable.js +0 -130
- package/dist/audio/StreamPlayable.js.map +0 -1
- package/dist/audio/Synth.d.ts +0 -64
- package/dist/audio/Synth.d.ts.map +0 -1
- package/dist/audio/Synth.js +0 -133
- package/dist/audio/Synth.js.map +0 -1
- package/dist/audio/SyxBank.d.ts +0 -73
- package/dist/audio/SyxBank.d.ts.map +0 -1
- package/dist/audio/SyxBank.js +0 -130
- package/dist/audio/SyxBank.js.map +0 -1
- package/dist/audio/Underrun.d.ts +0 -25
- package/dist/audio/Underrun.d.ts.map +0 -1
- package/dist/audio/Underrun.js +0 -18
- package/dist/audio/Underrun.js.map +0 -1
- package/dist/audio/Wav.d.ts +0 -56
- package/dist/audio/Wav.d.ts.map +0 -1
- package/dist/audio/Wav.js +0 -164
- package/dist/audio/Wav.js.map +0 -1
- package/dist/audio/WebMidi.d.ts +0 -58
- package/dist/audio/WebMidi.d.ts.map +0 -1
- package/dist/audio/WebMidi.js +0 -79
- package/dist/audio/WebMidi.js.map +0 -1
- package/dist/audio/humanize/Groove.d.ts +0 -80
- package/dist/audio/humanize/Groove.d.ts.map +0 -1
- package/dist/audio/humanize/Groove.js +0 -102
- package/dist/audio/humanize/Groove.js.map +0 -1
- package/dist/audio/humanize/GrooveConverter.d.ts +0 -49
- package/dist/audio/humanize/GrooveConverter.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveConverter.js +0 -344
- package/dist/audio/humanize/GrooveConverter.js.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.d.ts +0 -49
- package/dist/audio/humanize/GrooveExtractor.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.js +0 -179
- package/dist/audio/humanize/GrooveExtractor.js.map +0 -1
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- package/dist/two-d/ui/Toast.js.map +0 -1
- package/dist/two-d/ui/Tooltip.d.ts +0 -177
- package/dist/two-d/ui/Tooltip.d.ts.map +0 -1
- package/dist/two-d/ui/Tooltip.js +0 -275
- package/dist/two-d/ui/Tooltip.js.map +0 -1
- package/dist/two-d/ui/TreeView.d.ts +0 -68
- package/dist/two-d/ui/TreeView.d.ts.map +0 -1
- package/dist/two-d/ui/TreeView.js +0 -133
- package/dist/two-d/ui/TreeView.js.map +0 -1
- package/dist/two-d/ui/VerticalLabel.d.ts +0 -69
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- package/tools/vendored/rgssad-wasm/LICENSE-MIT +0 -21
- package/tools/vendored/rgssad-wasm/README.md +0 -15
- package/tools/vendored/rgssad-wasm/package.json +0 -17
- package/tools/vendored/rgssad-wasm/rgssad_wasm.d.ts +0 -41
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- package/tools/vendored/rgssad-wasm/rgssad_wasm_bg.js +0 -399
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import { chebyshev } from '../core/Grid.js';
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import { hexDistance, hexLine, hexRange } from '../core/Hex.js';
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import { Signal } from '../core/Signal.js';
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/**
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* The straight-line ruler distance a roguelike uses: diagonals cost the same as a step.
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*
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* @example
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* ```ts
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* import { chebyshevDistance, traceLine, hasLineOfSight, canTarget, resolveArea, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
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*
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* const level = new Level(20, 20, [WALL, FLOOR], 1); // an open floor
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* const origin = { x: 2, y: 2 };
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* const target = { x: 8, y: 5 };
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*
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* chebyshevDistance(origin, target); // 6
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* traceLine(origin, target); // every cell the shot crosses
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* hasLineOfSight(level, origin, target); // true - nothing blocks it
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*
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* if (canTarget(level, origin, target, { range: 10 })) {
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* const hit = resolveArea(origin, target, { kind: 'burst', radius: 2 });
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* }
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* ```
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*/
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export function chebyshevDistance(a, b) {
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return chebyshev(a, b);
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}
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/**
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* Every cell a straight line crosses from `from` to `to`, `from` included and `to` included.
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*
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* Bresenham's algorithm, not a shadowcast: this answers "what is on the way to this exact
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* point", which is what aiming needs. `FieldOfView` answers "what can be seen from here at
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* all", a different question with a different (and pricier) algorithm.
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*/
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export function traceLine(from, to) {
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const points = [];
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let x = from.x;
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let y = from.y;
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const dx = Math.abs(to.x - from.x);
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const dy = -Math.abs(to.y - from.y);
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const sx = from.x < to.x ? 1 : -1;
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const sy = from.y < to.y ? 1 : -1;
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let error = dx + dy;
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for (;;) {
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points.push({ x, y });
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if (x === to.x && y === to.y)
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break;
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const doubled = error * 2;
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if (doubled >= dy) {
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error += dy;
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x += sx;
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}
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if (doubled <= dx) {
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error += dx;
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y += sy;
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}
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}
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return points;
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}
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/**
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* Traces a projectile-like path through a level and reports its first collision.
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*
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* Unlike `traceLine`, this understands the level topology and terrain. `opaque` is the
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* default for beams and sight, `impassable` is useful for movement and projectiles that can
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* cross transparent walls, and `outside` is useful when the requested target may be off-map.
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* The collision cell is included in `cells`, so a caller can apply an impact there before
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* deciding what the game should do with it.
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*
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* @example
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* ```ts
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* import { ballistica, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
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*
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* const level = new Level(10, 1, [WALL, FLOOR], 1);
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* const result = ballistica(level, { x: 0, y: 0 }, { x: 9, y: 0 }, { stop: 'opaque' });
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* console.log(result.cells, result.stop); // path and first blocking cell, if any
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* ```
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*/
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export function ballistica(level, from, to, options = {}) {
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const line = level.shape === 'hex' ? hexLine(from, to) : traceLine(from, to);
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const stopMode = options.stop ?? 'opaque';
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const cells = [];
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let stop = null;
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for (const cell of line) {
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cells.push(cell);
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if (cells.length === 1 || stopMode === 'none')
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continue;
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const blocked = (stopMode === 'outside' && !level.inside(cell.x, cell.y)) ||
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(stopMode === 'opaque' && level.inside(cell.x, cell.y) && !level.transparent(cell.x, cell.y)) ||
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(stopMode === 'impassable' && level.inside(cell.x, cell.y) && !level.passable(cell.x, cell.y));
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if (blocked) {
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stop = cell;
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break;
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}
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}
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return { cells, stop };
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}
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/** true when nothing between `from` and `to` (both cells themselves excepted) blocks sight */
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export function hasLineOfSight(level, from, to) {
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const line = level.shape === 'hex' ? hexLine(from, to) : traceLine(from, to);
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for (let i = 1; i < line.length - 1; i++) {
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if (!level.transparent(line[i].x, line[i].y))
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return false;
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}
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return true;
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}
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/** whether `target` is a legal aim point from `origin`: in range, and in sight unless waived */
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export function canTarget(level, origin, target, options) {
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const distance = level.shape === 'hex' ? hexDistance(origin, target) : chebyshevDistance(origin, target);
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if (distance > options.range)
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return false;
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if ((options.requireLineOfSight ?? true) && !hasLineOfSight(level, origin, target))
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return false;
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return true;
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}
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/** the cells a shape actually affects, once aimed at `target` from `origin` */
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export function resolveArea(origin, target, shape) {
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switch (shape.kind) {
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case 'single':
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return [target];
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case 'line':
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return traceLine(origin, target);
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case 'cone':
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return coneCells(origin, target, shape.width);
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case 'burst': {
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const cells = [];
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const r = shape.radius;
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for (let dy = -r; dy <= r; dy++) {
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for (let dx = -r; dx <= r; dx++) {
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if (dx * dx + dy * dy > r * r)
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continue;
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cells.push({ x: target.x + dx, y: target.y + dy });
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}
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}
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return cells;
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}
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}
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}
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/**
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* Resolves an area using the level's topology, including hex lines, cones and bursts.
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*
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* @example
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* ```ts
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* import { Level, FLOOR, resolveAreaOnLevel } from '@datamoc/mw_games/roguelike';
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* const level = new Level(8, 8, [{ passable: true, transparent: true }, FLOOR], 1, 'hex');
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* const cells = resolveAreaOnLevel(level, { x: 2, y: 2 }, { x: 4, y: 2 }, { kind: 'line' });
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* ```
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*/
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export function resolveAreaOnLevel(level, origin, target, shape) {
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if (level.shape !== 'hex')
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return resolveArea(origin, target, shape);
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if (shape.kind === 'single')
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return [{ ...target }];
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if (shape.kind === 'line')
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return hexLine(origin, target);
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if (shape.kind === 'burst')
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return hexRange(target, shape.radius);
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return hexConeCells(origin, target, shape.width);
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}
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/**
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* A widening hex-grid cone, with `width` extra cells on each side at its far end.
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*
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* @example
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* ```ts
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* import { hexConeCells } from '@datamoc/mw_games/roguelike';
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* const cells = hexConeCells({ x: 2, y: 2 }, { x: 5, y: 2 }, 2);
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* ```
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*/
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export function hexConeCells(origin, target, width) {
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const distance = hexDistance(origin, target);
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if (distance === 0)
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return [{ ...origin }];
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const line = hexLine(origin, target);
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const cells = [];
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for (let i = 1; i <= distance; i++) {
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const centre = line[i];
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const radius = Math.round((i / distance) * width);
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for (const cell of hexRange(centre, radius)) {
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if (hexDistance(origin, cell) === i)
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cells.push(cell);
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}
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}
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return cells;
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}
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/**
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* Every cell in a widening spray from `origin` towards `target`: the aim snaps to the
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* nearest of the 8 directions, the length is the distance aimed, and step `i` of `length`
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* spans `round(i / length * width)` cells to each side of the centre line. A width of 0
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* is a single-file beam, the same cells `line` would trace along that snapped direction.
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*
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* @example
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* ```ts
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* import { coneCells, chainTargets, knockbackPath, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
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*
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* const breath = coneCells({ x: 5, y: 5 }, { x: 5, y: 0 }, 3); // a dragon's breath, aimed north
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*
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* const monsters = [{ x: 5, y: 4 }, { x: 5, y: 3 }, { x: 6, y: 2 }];
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* const arc = chainTargets(monsters, { x: 5, y: 5 }, 3, 2); // a lightning bolt hopping between them
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*
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* const level = new Level(20, 20, [WALL, FLOOR], 1);
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* const shovedTo = knockbackPath(level, { x: 5, y: 5 }, { x: 1, y: 0 }, 3); // shoved 3 cells east
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* ```
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*/
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export function coneCells(origin, target, width) {
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const dx = target.x - origin.x;
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const dy = target.y - origin.y;
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const length = Math.max(Math.abs(dx), Math.abs(dy));
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if (length === 0)
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return [{ ...origin }];
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const stepX = Math.sign(dx);
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const stepY = Math.sign(dy);
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//perpendicular to the snapped direction: swapped for diagonals, single-axis otherwise
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const perpX = dx !== 0 && dy !== 0 ? stepX : stepY;
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const perpY = dx !== 0 && dy !== 0 ? -stepY : stepX;
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const cells = [];
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for (let i = 1; i <= length; i++) {
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const cx = origin.x + stepX * i;
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const cy = origin.y + stepY * i;
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const half = Math.round((i / length) * width);
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for (let o = -half; o <= half; o++)
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cells.push({ x: cx + perpX * o, y: cy + perpY * o });
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}
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221
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-
return cells;
|
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222
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}
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223
|
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/** how finely `coneSector` spaces its rays: fine enough that no cell is stepped over at range */
|
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224
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-
const SECTOR_RAY_DEGREES = 0.5;
|
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225
|
-
/**
|
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226
|
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* Rounds an offset outwards from zero, unlike `Math.round`, whose half-up rule sends -2.5 to
|
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227
|
-
* -2 and 2.5 to 3. Rays are cast in mirrored pairs about the aim, so rounding has to be
|
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228
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* mirrored too or the sector comes out a cell wider on one side than the other.
|
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-
*/
|
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230
|
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function roundOffset(value) {
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231
|
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return value < 0 ? -Math.round(-value) : Math.round(value);
|
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232
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}
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233
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/**
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234
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* Every cell inside a circular sector: an arc of `degrees` centred on the aim, rays cast
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235
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* across it every 0.5 degrees, each ray clamped to `range` and stopped by a wall. The union
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236
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* of those rays is the sector, so a wall in the arc shadows everything behind it while the
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237
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* rest of the cone still reaches.
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*
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239
|
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* This is a different shape from `coneCells`, not a better one. A sector is aimed at an angle
|
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240
|
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* and keeps it: a breath weapon, a searchlight, a blast of gas. `coneCells` snaps the aim to
|
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241
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* one of the eight directions and widens a linear spray from it, which is what a wand fired
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242
|
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* down a corridor wants. `coneSector` needs the level (that is what stops its rays), so it is
|
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243
|
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* a plain function rather than one of `AreaShape`'s kinds, whose resolver must work without
|
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244
|
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* one; a game calls it wherever it would call `resolveAreaOnLevel`. The aim's own cell is not
|
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245
|
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* in the result, so a caster is never inside its own cone.
|
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246
|
-
*
|
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247
|
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* @example
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248
|
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* ```ts
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249
|
-
* import { coneSector, Level, WALL, FLOOR } from '@datamoc/mw_games/roguelike';
|
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250
|
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*
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251
|
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* const level = new Level(20, 20, [WALL, FLOOR], 1);
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252
|
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* // a 60-degree cone, 6 cells deep, aimed east from (4, 10)
|
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253
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* const cells = coneSector(level, { x: 4, y: 10 }, { x: 10, y: 10 }, { degrees: 60, range: 6 });
|
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|
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* ```
|
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255
|
-
*/
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256
|
-
export function coneSector(level, from, to, options) {
|
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257
|
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if (!Number.isFinite(options.degrees) || options.degrees < 0) {
|
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258
|
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throw new Error('a cone sector needs a finite non-negative angle in degrees');
|
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259
|
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}
|
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260
|
-
if (!Number.isFinite(options.range) || options.range < 0) {
|
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261
|
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throw new Error('a cone sector needs a finite non-negative range');
|
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262
|
-
}
|
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263
|
-
const dx = to.x - from.x;
|
|
264
|
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const dy = to.y - from.y;
|
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265
|
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//no aim direction, no sector: the same answer the other cone shapes give for a self-aim
|
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266
|
-
if (dx === 0 && dy === 0)
|
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267
|
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return [{ ...from }];
|
|
268
|
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const aim = Math.atan2(dy, dx);
|
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269
|
-
const half = (options.degrees * Math.PI) / 360;
|
|
270
|
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const rays = Math.max(1, Math.round(options.degrees / SECTOR_RAY_DEGREES));
|
|
271
|
-
const stop = options.stop ?? 'opaque';
|
|
272
|
-
const seen = new Set();
|
|
273
|
-
const cells = [];
|
|
274
|
-
for (let i = 0; i <= rays; i++) {
|
|
275
|
-
const angle = aim - half + (2 * half * i) / rays;
|
|
276
|
-
const end = {
|
|
277
|
-
x: from.x + roundOffset(Math.cos(angle) * options.range),
|
|
278
|
-
y: from.y + roundOffset(Math.sin(angle) * options.range),
|
|
279
|
-
};
|
|
280
|
-
for (const cell of ballistica(level, from, end, { stop }).cells) {
|
|
281
|
-
if (cell.x === from.x && cell.y === from.y)
|
|
282
|
-
continue;
|
|
283
|
-
//a ray whose far end is off the map walks off it; only the on-map part is the sector
|
|
284
|
-
if (!level.inside(cell.x, cell.y))
|
|
285
|
-
continue;
|
|
286
|
-
const key = level.index(cell.x, cell.y);
|
|
287
|
-
if (seen.has(key))
|
|
288
|
-
continue;
|
|
289
|
-
seen.add(key);
|
|
290
|
-
cells.push({ x: cell.x, y: cell.y });
|
|
291
|
-
}
|
|
292
|
-
}
|
|
293
|
-
return cells;
|
|
294
|
-
}
|
|
295
|
-
/**
|
|
296
|
-
* An arcing chain across `candidates`: starting from `origin`, each link is the nearest
|
|
297
|
-
* not-yet-visited candidate within `range` of the previous one, up to `jumps` links. A
|
|
298
|
-
* lightning arc, a contagion, anything that hops from one victim to the next rather than
|
|
299
|
-
* travelling as a projectile - the game applies its own effect per link in order.
|
|
300
|
-
*/
|
|
301
|
-
export function chainTargets(candidates, origin, jumps, range) {
|
|
302
|
-
const visited = new Set();
|
|
303
|
-
const chain = [];
|
|
304
|
-
let from = origin;
|
|
305
|
-
for (let jump = 0; jump < jumps; jump++) {
|
|
306
|
-
let best = -1;
|
|
307
|
-
let bestDistance = range + 1;
|
|
308
|
-
for (let i = 0; i < candidates.length; i++) {
|
|
309
|
-
if (visited.has(i))
|
|
310
|
-
continue;
|
|
311
|
-
const distance = chebyshevDistance(from, candidates[i]);
|
|
312
|
-
if (distance <= range && distance < bestDistance) {
|
|
313
|
-
bestDistance = distance;
|
|
314
|
-
best = i;
|
|
315
|
-
}
|
|
316
|
-
}
|
|
317
|
-
if (best === -1)
|
|
318
|
-
break;
|
|
319
|
-
visited.add(best);
|
|
320
|
-
chain.push(candidates[best]);
|
|
321
|
-
from = candidates[best];
|
|
322
|
-
}
|
|
323
|
-
return chain;
|
|
324
|
-
}
|
|
325
|
-
export function rangeMultiplier(distance, bands, beyond = 1) {
|
|
326
|
-
for (const band of bands) {
|
|
327
|
-
if (distance <= band.max)
|
|
328
|
-
return band.multiplier;
|
|
329
|
-
}
|
|
330
|
-
return beyond;
|
|
331
|
-
}
|
|
332
|
-
/**
|
|
333
|
-
* A per-target multiplier for an area effect hitting several targets at once, stepping down
|
|
334
|
-
* (or up) by how many targets were already resolved before this one - "full damage to the
|
|
335
|
-
* first target hit, half to every one after" is `areaFalloffMultiplier(index, [1, 0.5])`.
|
|
336
|
-
* `index` is the target's zero-based order among everyone the area shape hit (`resolveArea`'s
|
|
337
|
-
* own returned order is a natural source); an index past the end of `steps` repeats the last
|
|
338
|
-
* step rather than falling back to full strength.
|
|
339
|
-
*/
|
|
340
|
-
export function areaFalloffMultiplier(index, steps) {
|
|
341
|
-
if (steps.length === 0)
|
|
342
|
-
return 1;
|
|
343
|
-
return steps[Math.min(index, steps.length - 1)];
|
|
344
|
-
}
|
|
345
|
-
/**
|
|
346
|
-
* The cells something shoved from `from` along `direction` (a unit step, one of the 8)
|
|
347
|
-
* travels: every passable cell up to `distance`, stopping before the first impassable
|
|
348
|
-
* one. The game moves the shoved actor to the last cell returned - or nowhere, when the
|
|
349
|
-
* very first cell already blocks, in which case the shove lands against the wall instead.
|
|
350
|
-
*/
|
|
351
|
-
export function knockbackPath(level, from, direction, distance) {
|
|
352
|
-
const cells = [];
|
|
353
|
-
for (let i = 1; i <= distance; i++) {
|
|
354
|
-
const at = { x: from.x + direction.x * i, y: from.y + direction.y * i };
|
|
355
|
-
if (!level.passable(at.x, at.y))
|
|
356
|
-
break;
|
|
357
|
-
cells.push(at);
|
|
358
|
-
}
|
|
359
|
-
return cells;
|
|
360
|
-
}
|
|
361
|
-
/**
|
|
362
|
-
* The input-facing half of targeting: a cursor a player moves over cells, the range and
|
|
363
|
-
* line-of-sight rule that decides whether the current aim is legal, an optional preview of
|
|
364
|
-
* the shape, and a confirm/cancel result. It carries no renderer: `moveTo` takes a cell, so
|
|
365
|
-
* a game converts its own pointer position through its own camera, and the controller hands
|
|
366
|
-
* back cells for the game to draw and resolve. Legality beyond range and sight is the
|
|
367
|
-
* optional `validate` hook's job, and damage is never the controller's business.
|
|
368
|
-
*
|
|
369
|
-
* @example
|
|
370
|
-
* ```ts
|
|
371
|
-
* import { Level, FLOOR, WALL, TargetingController } from '@datamoc/mw_games/roguelike';
|
|
372
|
-
*
|
|
373
|
-
* const level = new Level(12, 12, [WALL, FLOOR], 1);
|
|
374
|
-
* const aiming = new TargetingController(level, {
|
|
375
|
-
* origin: { x: 2, y: 2 },
|
|
376
|
-
* range: 6,
|
|
377
|
-
* shape: { kind: 'burst', radius: 1 },
|
|
378
|
-
* });
|
|
379
|
-
*
|
|
380
|
-
* aiming.move(1, 0); // keyboard: one cell east
|
|
381
|
-
* aiming.moveTo({ x: 5, y: 2 }); // pointer: the caller resolved the screen point first
|
|
382
|
-
* console.log(aiming.valid); // in range and in sight
|
|
383
|
-
* console.log(aiming.preview()); // the burst's cells, or [] while the aim is illegal
|
|
384
|
-
*
|
|
385
|
-
* const shot = aiming.confirm(); // null when illegal, the target cells when not
|
|
386
|
-
* ```
|
|
387
|
-
*/
|
|
388
|
-
export class TargetingController {
|
|
389
|
-
constructor(level, options) {
|
|
390
|
-
this.onMove = new Signal();
|
|
391
|
-
this.onConfirm = new Signal();
|
|
392
|
-
this.onCancel = new Signal();
|
|
393
|
-
if (!Number.isFinite(options.range) || options.range < 0) {
|
|
394
|
-
throw new Error('targeting range must be a finite non-negative number');
|
|
395
|
-
}
|
|
396
|
-
this.level = level;
|
|
397
|
-
this.origin = { ...options.origin };
|
|
398
|
-
this.range = options.range;
|
|
399
|
-
this.requireLineOfSight = options.requireLineOfSight ?? true;
|
|
400
|
-
this.validate = options.validate;
|
|
401
|
-
this.shape = options.shape ?? { kind: 'single' };
|
|
402
|
-
this.cursor = { ...(options.cursor ?? options.origin) };
|
|
403
|
-
}
|
|
404
|
-
/** the cell the cursor is on now, as a copy - mutating it does not move the aim */
|
|
405
|
-
get target() {
|
|
406
|
-
return { ...this.cursor };
|
|
407
|
-
}
|
|
408
|
-
/** how many cells the cursor is from the origin, in the level's own ruler */
|
|
409
|
-
get distance() {
|
|
410
|
-
return this.level.shape === 'hex'
|
|
411
|
-
? hexDistance(this.origin, this.cursor)
|
|
412
|
-
: chebyshevDistance(this.origin, this.cursor);
|
|
413
|
-
}
|
|
414
|
-
get inRange() {
|
|
415
|
-
return this.distance <= this.range;
|
|
416
|
-
}
|
|
417
|
-
get inSight() {
|
|
418
|
-
return hasLineOfSight(this.level, this.origin, this.cursor);
|
|
419
|
-
}
|
|
420
|
-
/** whether the current aim is legal: range, sight unless waived, and the game's own rule */
|
|
421
|
-
get valid() {
|
|
422
|
-
if (!this.inRange)
|
|
423
|
-
return false;
|
|
424
|
-
if (this.requireLineOfSight && !this.inSight)
|
|
425
|
-
return false;
|
|
426
|
-
return this.validate ? this.validate(this.cursor) : true;
|
|
427
|
-
}
|
|
428
|
-
/**
|
|
429
|
-
* Moves the cursor one cell, for keyboard and gamepad navigation. On a square level the
|
|
430
|
-
* offset is added directly; on a hex level it is looked up among the cursor's six
|
|
431
|
-
* neighbours, since only the level knows which offset means which direction there. A move
|
|
432
|
-
* that would leave the map is ignored rather than clamped to its edge.
|
|
433
|
-
*/
|
|
434
|
-
move(dx, dy) {
|
|
435
|
-
if (this.level.shape === 'hex') {
|
|
436
|
-
const next = this.level
|
|
437
|
-
.neighbors(this.cursor.x, this.cursor.y)
|
|
438
|
-
.find((neighbor) => neighbor.x - this.cursor.x === dx && neighbor.y - this.cursor.y === dy);
|
|
439
|
-
if (next)
|
|
440
|
-
this.moveTo(next);
|
|
441
|
-
return;
|
|
442
|
-
}
|
|
443
|
-
this.moveTo({ x: this.cursor.x + dx, y: this.cursor.y + dy });
|
|
444
|
-
}
|
|
445
|
-
/**
|
|
446
|
-
* Moves the cursor to a specific cell, for pointer navigation: the caller has already
|
|
447
|
-
* turned a screen point into a cell through its own camera. Off-map cells are ignored.
|
|
448
|
-
*/
|
|
449
|
-
moveTo(cell) {
|
|
450
|
-
if (!this.level.inside(cell.x, cell.y))
|
|
451
|
-
return;
|
|
452
|
-
this.cursor = { x: cell.x, y: cell.y };
|
|
453
|
-
this.onMove.dispatch({ ...this.cursor });
|
|
454
|
-
}
|
|
455
|
-
/** Replaces the shape a confirm resolves to, keeping the cursor where it is. */
|
|
456
|
-
setShape(shape) {
|
|
457
|
-
this.shape = shape;
|
|
458
|
-
}
|
|
459
|
-
/** The cells the current aim would affect, for a preview overlay; empty while illegal. */
|
|
460
|
-
preview() {
|
|
461
|
-
if (!this.valid)
|
|
462
|
-
return [];
|
|
463
|
-
return resolveAreaOnLevel(this.level, this.origin, this.cursor, this.shape);
|
|
464
|
-
}
|
|
465
|
-
/** Returns the confirmed target, or null when the current aim is illegal. */
|
|
466
|
-
confirm() {
|
|
467
|
-
if (!this.valid)
|
|
468
|
-
return null;
|
|
469
|
-
const result = {
|
|
470
|
-
origin: { ...this.origin },
|
|
471
|
-
target: { ...this.cursor },
|
|
472
|
-
shape: this.shape,
|
|
473
|
-
cells: this.preview(),
|
|
474
|
-
};
|
|
475
|
-
this.onConfirm.dispatch(result);
|
|
476
|
-
return result;
|
|
477
|
-
}
|
|
478
|
-
/** Abandons the aim without confirming; the game closes its own overlay on `onCancel`. */
|
|
479
|
-
cancel() {
|
|
480
|
-
this.onCancel.dispatch();
|
|
481
|
-
}
|
|
482
|
-
}
|
|
483
|
-
//# sourceMappingURL=Targeting.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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@@ -1,46 +0,0 @@
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1
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/**
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2
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-
* Counts qualifying events (a landed hit, a heal, a kill) toward a streak, but restarts the
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3
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* streak once more than `window` turns pass without a qualifying event - the shape every
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4
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* "combo", "kill streak", or "stays hidden as long as you keep landing sneak attacks" talent
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5
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* proc shares. `mwg` tracks only the streak and its turn-window; what counts as a qualifying
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6
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* event, and what a streak length unlocks, stay the game's own rule, fired from `trigger`'s
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7
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* own returned count.
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8
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*
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9
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* @example
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10
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* ```ts
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11
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-
* import { TriggerTracker } from '@datamoc/mw_games/roguelike';
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12
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-
*
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13
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-
* const combo = new TriggerTracker(2); // a hit must land within 2 turns of the last
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14
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* combo.trigger(1); // streak: 1
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15
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* combo.trigger(2); // streak: 2 - within the window
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16
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* combo.trigger(10); // streak restarts at 1 - the window lapsed
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17
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-
* ```
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18
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-
*/
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19
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-
export declare class TriggerTracker {
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20
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-
private readonly window;
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21
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-
private streak;
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22
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-
private lastTurn;
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23
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constructor(window: number);
|
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24
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-
/** the current streak length; 0 once the window has lapsed with nothing recorded */
|
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25
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-
get count(): number;
|
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26
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-
/**
|
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27
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-
* Records a qualifying event on `turn`, extending the streak when it falls within `window`
|
|
28
|
-
* turns of the last one, or restarting it at 1 otherwise.
|
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29
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-
*
|
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30
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-
* @returns the streak length after this event
|
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31
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-
*/
|
|
32
|
-
trigger(turn: number): number;
|
|
33
|
-
/** true while fewer than `window` turns have passed since the last trigger, as of `turn` */
|
|
34
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-
isActive(turn: number): boolean;
|
|
35
|
-
/** ends the streak immediately - a missed attack, breaking stealth - without waiting out the window */
|
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36
|
-
reset(): void;
|
|
37
|
-
toJSON(): {
|
|
38
|
-
streak: number;
|
|
39
|
-
lastTurn: number;
|
|
40
|
-
};
|
|
41
|
-
static fromJSON(window: number, data: {
|
|
42
|
-
streak: number;
|
|
43
|
-
lastTurn: number;
|
|
44
|
-
}): TriggerTracker;
|
|
45
|
-
}
|
|
46
|
-
//# sourceMappingURL=TriggerTracker.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"TriggerTracker.d.ts","sourceRoot":"","sources":["../../src/roguelike/TriggerTracker.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,cAAc;IAC1B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,MAAM,CAAK;IACnB,OAAO,CAAC,QAAQ,CAAa;IAE7B,YAAY,MAAM,EAAE,MAAM,EAEzB;IAED,oFAAoF;IACpF,IAAI,KAAK,IAAI,MAAM,CAElB;IAED;;;;;OAKG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAI5B;IAED,4FAA4F;IAC5F,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAE9B;IAED,uGAAuG;IACvG,KAAK,IAAI,IAAI,CAGZ;IAED,MAAM,IAAI;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,CAE7C;IAED,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,GAAG,cAAc,CAK1F;CACD"}
|
|
@@ -1,59 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Counts qualifying events (a landed hit, a heal, a kill) toward a streak, but restarts the
|
|
3
|
-
* streak once more than `window` turns pass without a qualifying event - the shape every
|
|
4
|
-
* "combo", "kill streak", or "stays hidden as long as you keep landing sneak attacks" talent
|
|
5
|
-
* proc shares. `mwg` tracks only the streak and its turn-window; what counts as a qualifying
|
|
6
|
-
* event, and what a streak length unlocks, stay the game's own rule, fired from `trigger`'s
|
|
7
|
-
* own returned count.
|
|
8
|
-
*
|
|
9
|
-
* @example
|
|
10
|
-
* ```ts
|
|
11
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-
* import { TriggerTracker } from '@datamoc/mw_games/roguelike';
|
|
12
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-
*
|
|
13
|
-
* const combo = new TriggerTracker(2); // a hit must land within 2 turns of the last
|
|
14
|
-
* combo.trigger(1); // streak: 1
|
|
15
|
-
* combo.trigger(2); // streak: 2 - within the window
|
|
16
|
-
* combo.trigger(10); // streak restarts at 1 - the window lapsed
|
|
17
|
-
* ```
|
|
18
|
-
*/
|
|
19
|
-
export class TriggerTracker {
|
|
20
|
-
constructor(window) {
|
|
21
|
-
this.streak = 0;
|
|
22
|
-
this.lastTurn = -Infinity;
|
|
23
|
-
this.window = window;
|
|
24
|
-
}
|
|
25
|
-
/** the current streak length; 0 once the window has lapsed with nothing recorded */
|
|
26
|
-
get count() {
|
|
27
|
-
return this.streak;
|
|
28
|
-
}
|
|
29
|
-
/**
|
|
30
|
-
* Records a qualifying event on `turn`, extending the streak when it falls within `window`
|
|
31
|
-
* turns of the last one, or restarting it at 1 otherwise.
|
|
32
|
-
*
|
|
33
|
-
* @returns the streak length after this event
|
|
34
|
-
*/
|
|
35
|
-
trigger(turn) {
|
|
36
|
-
this.streak = turn - this.lastTurn <= this.window ? this.streak + 1 : 1;
|
|
37
|
-
this.lastTurn = turn;
|
|
38
|
-
return this.streak;
|
|
39
|
-
}
|
|
40
|
-
/** true while fewer than `window` turns have passed since the last trigger, as of `turn` */
|
|
41
|
-
isActive(turn) {
|
|
42
|
-
return turn - this.lastTurn <= this.window;
|
|
43
|
-
}
|
|
44
|
-
/** ends the streak immediately - a missed attack, breaking stealth - without waiting out the window */
|
|
45
|
-
reset() {
|
|
46
|
-
this.streak = 0;
|
|
47
|
-
this.lastTurn = -Infinity;
|
|
48
|
-
}
|
|
49
|
-
toJSON() {
|
|
50
|
-
return { streak: this.streak, lastTurn: this.lastTurn };
|
|
51
|
-
}
|
|
52
|
-
static fromJSON(window, data) {
|
|
53
|
-
const tracker = new TriggerTracker(window);
|
|
54
|
-
tracker.streak = data.streak;
|
|
55
|
-
tracker.lastTurn = data.lastTurn;
|
|
56
|
-
return tracker;
|
|
57
|
-
}
|
|
58
|
-
}
|
|
59
|
-
//# sourceMappingURL=TriggerTracker.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"TriggerTracker.js","sourceRoot":"","sources":["../../src/roguelike/TriggerTracker.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,cAAc;IAK1B,YAAY,MAAc;QAHlB,WAAM,GAAG,CAAC,CAAC;QACX,aAAQ,GAAG,CAAC,QAAQ,CAAC;QAG5B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACtB,CAAC;IAED,oFAAoF;IACpF,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED;;;;;OAKG;IACH,OAAO,CAAC,IAAY;QACnB,IAAI,CAAC,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,OAAO,IAAI,CAAC,MAAM,CAAC;IACpB,CAAC;IAED,4FAA4F;IAC5F,QAAQ,CAAC,IAAY;QACpB,OAAO,IAAI,GAAG,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,MAAM,CAAC;IAC5C,CAAC;IAED,uGAAuG;IACvG,KAAK;QACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,QAAQ,GAAG,CAAC,QAAQ,CAAC;IAC3B,CAAC;IAED,MAAM;QACL,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;IACzD,CAAC;IAED,MAAM,CAAC,QAAQ,CAAC,MAAc,EAAE,IAA0C;QACzE,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,MAAM,CAAC,CAAC;QAC3C,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC7B,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACjC,OAAO,OAAO,CAAC;IAChB,CAAC;CACD"}
|