@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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@@ -1,139 +0,0 @@
1
- import { Level, type LevelShape, type Rect, type TerrainKind } from './Level.ts';
2
- import { type RoomBuilder } from './RoomBuilders.ts';
3
- /**
4
- * Rooms joined by corridors.
5
- *
6
- * Written here rather than taken from rot.js for one reason: the seed. `mwg`'s generator
7
- * is the framework's own, so a seed produces the same dungeon on every machine and can be
8
- * saved with the game. Borrowing a generator would mean borrowing its RNG too, and then
9
- * two independent streams decide what the level looks like.
10
- *
11
- * The rooms are kept on the level afterwards, because everything else a game wants to do
12
- * (put the stairs far from the entrance, spawn a monster where the player is not, place
13
- * treasure in a dead end) is a question about rooms, not about cells.
14
- *
15
- * `shape: 'hex'` lays the same floor on a hex grid (odd-q offset coordinates, the `Level`
16
- * convention): rooms stay rectangles of cells, and each corridor leg runs as a straight hex line
17
- * instead of a row or column, so every corridor cell touches the next across an edge.
18
- */
19
- export interface DungeonOptions {
20
- width: number;
21
- height: number;
22
- /** the grid the floor is laid on; defaults to `'square'` */
23
- shape?: LevelShape;
24
- /** how many rooms to attempt; fewer will be placed if they do not fit */
25
- rooms?: number;
26
- minRoomSize?: number;
27
- maxRoomSize?: number;
28
- /**
29
- * How often an extra corridor joins two rooms that are already connected.
30
- *
31
- * At 0 the dungeon is a tree: exactly one route between any two rooms, which reads as a
32
- * maze and makes retreating impossible. A few loops is what makes a level feel like a
33
- * place rather than a puzzle.
34
- */
35
- extraCorridors?: number;
36
- /** the terrain ids to write; both must exist in the kinds passed to the Level */
37
- wall?: number;
38
- floor?: number;
39
- /** extra terrain kinds beyond wall/floor, appended after them - a game's own trap or door ids */
40
- kinds?: TerrainKind[];
41
- /**
42
- * Regional generation callbacks, fired as the pipeline reaches each stage - the seam a
43
- * game hangs hand-placed rooms, branch entrances, wells, plants, statues, chasms, doors
44
- * and traps from, without forking the generator itself. `mwg` calls these; it never
45
- * decides what a game does inside one.
46
- */
47
- hooks?: DungeonGenerationHooks;
48
- /**
49
- * Room interiors to compose the floor from, picked per room by weight and size fit.
50
- *
51
- * Omit it and every room is a plain filled rectangle, exactly as before builders existed;
52
- * a room no listed builder fits falls back to that same plain rectangle rather than being
53
- * left as solid rock, since it has already been placed and joined by a corridor.
54
- */
55
- builders?: readonly RoomBuilder[];
56
- }
57
- export interface DungeonGenerationHooks {
58
- /** fired once a room is placed and filled, before any corridor touches it */
59
- onRoomPlaced?(room: Rect, index: number): void;
60
- /** fired after a corridor is carved between two rooms */
61
- onCorridorCarved?(edge: RoomEdge, from: Rect, to: Rect): void;
62
- }
63
- /** a corridor between two rooms, by index into the level's own `rooms` array */
64
- export interface RoomEdge {
65
- a: number;
66
- b: number;
67
- /** false for the backbone chain that guarantees reachability; true for an added loop */
68
- extra: boolean;
69
- }
70
- export interface DungeonResult {
71
- level: Level;
72
- /** every corridor carved, backbone first then loops, in carve order */
73
- graph: RoomEdge[];
74
- /** placement attempts that were rejected (overlap or off-map) before every room resolved */
75
- retries: number;
76
- /**
77
- * Which builder carved each room, by the same index the room has in `level.rooms`.
78
- *
79
- * Always populated, so a floor generated with no `builders` reads as every room being
80
- * `'hall'` rather than as an absent field a parity trace would have to special-case.
81
- */
82
- roomBuilders: string[];
83
- }
84
- /**
85
- * The two terrain kinds every dungeon needs: wall (index 0) and floor (index 1). A game
86
- * appends its own kinds (traps, doors) after these via `DungeonOptions.kinds`.
87
- *
88
- * @example
89
- * ```ts
90
- * import { DUNGEON_KINDS } from '@datamoc/mw_games/roguelike';
91
- *
92
- * const kinds = [...DUNGEON_KINDS, { passable: false, transparent: true }]; // + a window
93
- * ```
94
- */
95
- export declare const DUNGEON_KINDS: TerrainKind[];
96
- /**
97
- * The full pipeline result: the level, its room graph, and how many placement attempts were
98
- * rejected along the way. `generateDungeon` is the same pipeline, returning only the level,
99
- * for a caller that has no use for the graph or retry count.
100
- */
101
- export declare function generateDungeonGraph(options: DungeonOptions): DungeonResult;
102
- /**
103
- * Rooms joined by corridors, seeded and reproducible.
104
- *
105
- * @example
106
- * ```ts
107
- * import { generateDungeon, generateDungeonGraph } from '@datamoc/mw_games/roguelike';
108
- * import { Random } from '@datamoc/mw_games/core';
109
- *
110
- * Random.push(12345); // the same seed always produces the same floor
111
- * const level = generateDungeon({ width: 60, height: 40, rooms: 12 });
112
- * Random.pop();
113
- *
114
- * // generateDungeonGraph is the same pipeline, also returning the room graph and retries
115
- * const { level: level2, graph, retries, roomBuilders } = generateDungeonGraph({ width: 60, height: 40 });
116
- * ```
117
- */
118
- export declare function generateDungeon(options: DungeonOptions): Level;
119
- /**
120
- * A random passable cell, avoiding any listed as taken.
121
- *
122
- * @example
123
- * ```ts
124
- * import { generateDungeon, findFreeCell, furthestRoom, rectCenter } from '@datamoc/mw_games/roguelike';
125
- *
126
- * const level = generateDungeon({ width: 40, height: 30 });
127
- * const start = rectCenter(level.rooms[0]);
128
- *
129
- * const stairsRoom = furthestRoom(level, start); // put the exit far from the entrance
130
- * const monsterCell = findFreeCell(level, new Set([level.index(start.x, start.y)]));
131
- * ```
132
- */
133
- export declare function findFreeCell(level: Level, taken?: ReadonlySet<number>): number | null;
134
- /** the room furthest from `from`, by straight-line distance between centres (hex distance on a hex level) */
135
- export declare function furthestRoom(level: Level, from: {
136
- x: number;
137
- y: number;
138
- }): Rect | null;
139
- //# sourceMappingURL=generate.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,166 +0,0 @@
1
- import { hexDistance, hexLine } from '../core/Hex.js';
2
- import * as Random from '../core/Random.js';
3
- import { Level, rectCenter, rectsOverlap } from './Level.js';
4
- import { hallBuilder, pickBuilder } from './RoomBuilders.js';
5
- /**
6
- * The two terrain kinds every dungeon needs: wall (index 0) and floor (index 1). A game
7
- * appends its own kinds (traps, doors) after these via `DungeonOptions.kinds`.
8
- *
9
- * @example
10
- * ```ts
11
- * import { DUNGEON_KINDS } from '@datamoc/mw_games/roguelike';
12
- *
13
- * const kinds = [...DUNGEON_KINDS, { passable: false, transparent: true }]; // + a window
14
- * ```
15
- */
16
- export const DUNGEON_KINDS = [
17
- { passable: false, transparent: false }, //0 wall
18
- { passable: true, transparent: true }, //1 floor
19
- ];
20
- /**
21
- * The full pipeline result: the level, its room graph, and how many placement attempts were
22
- * rejected along the way. `generateDungeon` is the same pipeline, returning only the level,
23
- * for a caller that has no use for the graph or retry count.
24
- */
25
- export function generateDungeonGraph(options) {
26
- const { width, height, rooms: roomAttempts = 14, minRoomSize = 4, maxRoomSize = 10, extraCorridors = 3, wall = 0, floor = 1, kinds = [], hooks, builders, } = options;
27
- const level = new Level(width, height, [...DUNGEON_KINDS, ...kinds], wall, options.shape);
28
- const placed = [];
29
- const graph = [];
30
- const roomBuilders = [];
31
- let retries = 0;
32
- //rejection sampling: try a spot, keep it if it clears the others. simple, and it fails
33
- //gracefully: a crowded level just ends up with fewer rooms rather than looping forever
34
- for (let attempt = 0; attempt < roomAttempts * 6 && placed.length < roomAttempts; attempt++) {
35
- const w = Random.range(minRoomSize, maxRoomSize);
36
- const h = Random.range(minRoomSize, maxRoomSize);
37
- //kept one cell clear of the border, so every room has a wall to carve a door through
38
- const left = Random.int(1, Math.max(2, width - w - 1));
39
- const top = Random.int(1, Math.max(2, height - h - 1));
40
- const room = { left, top, right: left + w - 1, bottom: top + h - 1 };
41
- if (room.right >= width - 1 || room.bottom >= height - 1) {
42
- retries++;
43
- continue;
44
- }
45
- //a two-cell margin, so rooms never share a wall and corridors have somewhere to run
46
- if (placed.some((other) => rectsOverlap(room, other, 2))) {
47
- retries++;
48
- continue;
49
- }
50
- placed.push(room);
51
- //a builder carves the interior; with none supplied (or none that fits) this is the
52
- //plain filled rectangle the generator always did
53
- const builder = (builders?.length ? pickBuilder(builders, room) : null) ?? hallBuilder;
54
- builder.paint(level, room, floor);
55
- roomBuilders.push(builder.id);
56
- hooks?.onRoomPlaced?.(room, placed.length - 1);
57
- }
58
- //join each room to the previous one, which guarantees every room is reachable
59
- for (let i = 1; i < placed.length; i++) {
60
- carveCorridor(level, rectCenter(placed[i - 1]), rectCenter(placed[i]), floor);
61
- const edge = { a: i - 1, b: i, extra: false };
62
- graph.push(edge);
63
- hooks?.onCorridorCarved?.(edge, placed[i - 1], placed[i]);
64
- }
65
- //then a few extra links, so the map has loops instead of being a tree
66
- for (let i = 0; i < extraCorridors && placed.length > 2; i++) {
67
- const a = Random.int(placed.length);
68
- const b = Random.int(placed.length);
69
- if (a !== b) {
70
- carveCorridor(level, rectCenter(placed[a]), rectCenter(placed[b]), floor);
71
- const edge = { a, b, extra: true };
72
- graph.push(edge);
73
- hooks?.onCorridorCarved?.(edge, placed[a], placed[b]);
74
- }
75
- }
76
- level.rooms = placed;
77
- return { level, graph, retries, roomBuilders };
78
- }
79
- /**
80
- * Rooms joined by corridors, seeded and reproducible.
81
- *
82
- * @example
83
- * ```ts
84
- * import { generateDungeon, generateDungeonGraph } from '@datamoc/mw_games/roguelike';
85
- * import { Random } from '@datamoc/mw_games/core';
86
- *
87
- * Random.push(12345); // the same seed always produces the same floor
88
- * const level = generateDungeon({ width: 60, height: 40, rooms: 12 });
89
- * Random.pop();
90
- *
91
- * // generateDungeonGraph is the same pipeline, also returning the room graph and retries
92
- * const { level: level2, graph, retries, roomBuilders } = generateDungeonGraph({ width: 60, height: 40 });
93
- * ```
94
- */
95
- export function generateDungeon(options) {
96
- return generateDungeonGraph(options).level;
97
- }
98
- /**
99
- * An L-shaped corridor between two points.
100
- *
101
- * The corner goes one way or the other at random; always turning the same way makes every
102
- * corridor on the map lean in the same direction, which is instantly noticeable.
103
- */
104
- function carveCorridor(level, from, to, floor) {
105
- const horizontalFirst = Random.chance(0.5);
106
- if (level.shape === 'hex') {
107
- //the same L, but each leg a hex line: a row of an offset grid is a zigzag of hexes, and
108
- //the line is what reads as straight (and stays edge-connected) on the hex picture
109
- const elbow = horizontalFirst ? { x: to.x, y: from.y } : { x: from.x, y: to.y };
110
- for (const cell of [...hexLine(from, elbow), ...hexLine(elbow, to)])
111
- if (level.insideWithBorder(cell.x, cell.y))
112
- level.set(cell.x, cell.y, floor);
113
- return;
114
- }
115
- if (horizontalFirst) {
116
- carveLine(level, from.x, to.x, from.y, true, floor);
117
- carveLine(level, from.y, to.y, to.x, false, floor);
118
- }
119
- else {
120
- carveLine(level, from.y, to.y, from.x, false, floor);
121
- carveLine(level, from.x, to.x, to.y, true, floor);
122
- }
123
- }
124
- function carveLine(level, fromCoord, toCoord, fixed, horizontal, floor) {
125
- const step = fromCoord <= toCoord ? 1 : -1;
126
- for (let c = fromCoord; c !== toCoord + step; c += step) {
127
- const x = horizontal ? c : fixed;
128
- const y = horizontal ? fixed : c;
129
- //the outermost ring stays solid, so the map always has a wall around it
130
- if (level.insideWithBorder(x, y))
131
- level.set(x, y, floor);
132
- }
133
- }
134
- /**
135
- * A random passable cell, avoiding any listed as taken.
136
- *
137
- * @example
138
- * ```ts
139
- * import { generateDungeon, findFreeCell, furthestRoom, rectCenter } from '@datamoc/mw_games/roguelike';
140
- *
141
- * const level = generateDungeon({ width: 40, height: 30 });
142
- * const start = rectCenter(level.rooms[0]);
143
- *
144
- * const stairsRoom = furthestRoom(level, start); // put the exit far from the entrance
145
- * const monsterCell = findFreeCell(level, new Set([level.index(start.x, start.y)]));
146
- * ```
147
- */
148
- export function findFreeCell(level, taken = new Set()) {
149
- const free = level.passableCells().filter((cell) => !taken.has(cell));
150
- return free.length > 0 ? free[Random.int(free.length)] : null;
151
- }
152
- /** the room furthest from `from`, by straight-line distance between centres (hex distance on a hex level) */
153
- export function furthestRoom(level, from) {
154
- let best = null;
155
- let bestDistance = -1;
156
- for (const room of level.rooms) {
157
- const centre = rectCenter(room);
158
- const distance = level.shape === 'hex' ? hexDistance(centre, from) : (centre.x - from.x) ** 2 + (centre.y - from.y) ** 2;
159
- if (distance > bestDistance) {
160
- bestDistance = distance;
161
- best = room;
162
- }
163
- }
164
- return best;
165
- }
166
- //# sourceMappingURL=generate.js.map
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1
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@@ -1,48 +0,0 @@
1
- export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.ts';
2
- export type { TerrainKind, Rect, LevelShape } from './Level.ts';
3
- export { generateDungeon, generateDungeonGraph, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.ts';
4
- export { generateCave } from './Cave.ts';
5
- export { generateOverworld } from './Overworld.ts';
6
- export type { OverworldOptions, OverworldResult, OverworldTerrain, OverworldSettlement, OverworldInterest, } from './Overworld.ts';
7
- export type { CaveOptions, CaveResult, CaveChamber, CavePassage, CaveStart } from './Cave.ts';
8
- export type { DungeonOptions, DungeonGenerationHooks, RoomEdge, DungeonResult } from './generate.ts';
9
- export { hallBuilder, eligibleBuilders, pickBuilder } from './RoomBuilders.ts';
10
- export type { RoomBuilder } from './RoomBuilders.ts';
11
- export { FeatureLayer } from './Features.ts';
12
- export type { CellFeatureDef } from './Features.ts';
13
- export { rollRoster } from './ContentRoll.ts';
14
- export type { RosterEntry, RareEntry, RollOutcome, RollTraceEntry, ContentRollResult } from './ContentRoll.ts';
15
- export { compareDungeonArtifacts, checkDeterminism } from './DungeonParity.ts';
16
- export type { DungeonArtifacts, DungeonParityStage, DungeonMismatch } from './DungeonParity.ts';
17
- export { FieldOfView } from './FieldOfView.ts';
18
- export type { HeightSight } from './FieldOfView.ts';
19
- export { Elevation } from './Elevation.ts';
20
- export { Pathfinder, neighbourOffsets } from './Pathfinder.ts';
21
- export type { Step, PathOptions } from './Pathfinder.ts';
22
- export { Scheduler } from './Scheduler.ts';
23
- export type { Actor, SchedulerSnapshot } from './Scheduler.ts';
24
- export { decideMonsterAI } from './MonsterAI.ts';
25
- export type { AIState, AIDecision, MonsterAIOptions, Disposition } from './MonsterAI.ts';
26
- export { Secrets } from './Secrets.ts';
27
- export { Doors } from './Doors.ts';
28
- export { chebyshevDistance, traceLine, ballistica, hasLineOfSight, canTarget, resolveArea, resolveAreaOnLevel, hexConeCells, } from './Targeting.ts';
29
- export type { AreaShape, TargetingOptions, BallisticaStop, BallisticaOptions, BallisticaResult } from './Targeting.ts';
30
- export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.ts';
31
- export type { RangeBand } from './Targeting.ts';
32
- export { coneSector } from './Targeting.ts';
33
- export type { ConeSectorOptions } from './Targeting.ts';
34
- export { TargetingController } from './Targeting.ts';
35
- export type { TargetingControllerOptions, TargetResult } from './Targeting.ts';
36
- export { BossPhases, AbilityCycle } from './Boss.ts';
37
- export { CombatHooks } from './Combat.ts';
38
- export type { CombatEvent, CombatHook, DamageContext } from './Combat.ts';
39
- export { Stealth } from './Stealth.ts';
40
- export type { StealthOptions } from './Stealth.ts';
41
- export { TriggerTracker } from './TriggerTracker.ts';
42
- export { MultiStageAbility } from './MultiStageAbility.ts';
43
- export type { AbilityStage } from './MultiStageAbility.ts';
44
- export { MultiTurnBeam } from './MultiTurnBeam.ts';
45
- export type { BeamBlocker, BeamDamageContext, BeamStep, MultiTurnBeamOptions, MultiTurnBeamSave, } from './MultiTurnBeam.ts';
46
- export { candidateCells, cellsNear, selectDistinctCells } from './Placement.ts';
47
- export type { PlacementFilter, PlacementResult, PlacementTraceEntry } from './Placement.ts';
48
- //# sourceMappingURL=index.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,27 +0,0 @@
1
- export { Level, WALL, FLOOR, rectCenter, rectsOverlap } from './Level.js';
2
- export { generateDungeon, generateDungeonGraph, findFreeCell, furthestRoom, DUNGEON_KINDS } from './generate.js';
3
- export { generateCave } from './Cave.js';
4
- export { generateOverworld } from './Overworld.js';
5
- export { hallBuilder, eligibleBuilders, pickBuilder } from './RoomBuilders.js';
6
- export { FeatureLayer } from './Features.js';
7
- export { rollRoster } from './ContentRoll.js';
8
- export { compareDungeonArtifacts, checkDeterminism } from './DungeonParity.js';
9
- export { FieldOfView } from './FieldOfView.js';
10
- export { Elevation } from './Elevation.js';
11
- export { Pathfinder, neighbourOffsets } from './Pathfinder.js';
12
- export { Scheduler } from './Scheduler.js';
13
- export { decideMonsterAI } from './MonsterAI.js';
14
- export { Secrets } from './Secrets.js';
15
- export { Doors } from './Doors.js';
16
- export { chebyshevDistance, traceLine, ballistica, hasLineOfSight, canTarget, resolveArea, resolveAreaOnLevel, hexConeCells, } from './Targeting.js';
17
- export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.js';
18
- export { coneSector } from './Targeting.js';
19
- export { TargetingController } from './Targeting.js';
20
- export { BossPhases, AbilityCycle } from './Boss.js';
21
- export { CombatHooks } from './Combat.js';
22
- export { Stealth } from './Stealth.js';
23
- export { TriggerTracker } from './TriggerTracker.js';
24
- export { MultiStageAbility } from './MultiStageAbility.js';
25
- export { MultiTurnBeam } from './MultiTurnBeam.js';
26
- export { candidateCells, cellsNear, selectDistinctCells } from './Placement.js';
27
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AACjH,OAAO,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAWnD,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAG/E,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAG9C,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAG/E,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EACN,iBAAiB,EACjB,SAAS,EACT,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,kBAAkB,EAClB,YAAY,GACZ,MAAM,gBAAgB,CAAC;AAExB,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAEhH,OAAO,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAE5C,OAAO,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AAGrD,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAG1C,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAGvC,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAG3D,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AASnD,OAAO,EAAE,cAAc,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC"}
@@ -1,61 +0,0 @@
1
- /**
2
- * Lightweight 2D collision: overlap tests for AABBs and circles, plus a resolver that stops
3
- * a moving AABB at the edge of a solid tile instead of passing through it.
4
- *
5
- * This is not a rigid-body physics engine - out of scope for a tile/turn-first framework the
6
- * way a full 3D engine is (see item 45's own caution) - it is the missing primitive behind
7
- * `rpg.FreeMover`'s own doc comment: "both own position and animation only, nothing about
8
- * collision or passability". A game wires this in itself; `FreeMover` stays unopinionated
9
- * about whether a game wants tile solidity, circle-vs-circle hits, or no collision at all.
10
- *
11
- * @example
12
- * ```ts
13
- * import { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from '@datamoc/mw_games/rpg';
14
- *
15
- * const player = { x: 10, y: 10, width: 16, height: 16 };
16
- * const chest = { x: 20, y: 10, width: 16, height: 16 };
17
- * aabbOverlap(player, chest); // false, not touching yet
18
- *
19
- * const hero = { x: 100, y: 100, radius: 8 };
20
- * const bomb = { x: 105, y: 100, radius: 4 };
21
- * circleOverlap(hero, bomb); // true - within blast radius
22
- * circleAabbOverlap(hero, chest); // circle vs box, same idea
23
- *
24
- * const resolved = resolveAabbAgainstTiles(player, 5, 0, {
25
- * tileSize: 32,
26
- * isSolid: (tx, ty) => tx === 1 && ty === 0, // one solid tile
27
- * });
28
- * ```
29
- */
30
- export interface AABB {
31
- x: number;
32
- y: number;
33
- width: number;
34
- height: number;
35
- }
36
- export interface Circle {
37
- x: number;
38
- y: number;
39
- radius: number;
40
- }
41
- export declare function aabbOverlap(a: AABB, b: AABB): boolean;
42
- export declare function circleOverlap(a: Circle, b: Circle): boolean;
43
- export declare function circleAabbOverlap(circle: Circle, box: AABB): boolean;
44
- /** true when tile `(tileX, tileY)` blocks movement */
45
- export type SolidTile = (tileX: number, tileY: number) => boolean;
46
- export interface ResolveTileMoveOptions {
47
- tileSize: number;
48
- isSolid: SolidTile;
49
- }
50
- /**
51
- * Moves `box` by `(dx, dy)`, one axis at a time, stopping flush against the edge of the
52
- * first solid tile it would otherwise enter rather than tunnelling through it at high
53
- * speed. Axis separation (resolve the whole x move, then the whole y move against the
54
- * already-resolved x) is the standard, simple choice for an axis-aligned tile grid - a full
55
- * swept-AABB solver buys nothing here since every tile edge is already axis-aligned.
56
- */
57
- export declare function resolveAabbAgainstTiles(box: AABB, dx: number, dy: number, options: ResolveTileMoveOptions): {
58
- x: number;
59
- y: number;
60
- };
61
- //# sourceMappingURL=Collision.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,94 +0,0 @@
1
- /**
2
- * Lightweight 2D collision: overlap tests for AABBs and circles, plus a resolver that stops
3
- * a moving AABB at the edge of a solid tile instead of passing through it.
4
- *
5
- * This is not a rigid-body physics engine - out of scope for a tile/turn-first framework the
6
- * way a full 3D engine is (see item 45's own caution) - it is the missing primitive behind
7
- * `rpg.FreeMover`'s own doc comment: "both own position and animation only, nothing about
8
- * collision or passability". A game wires this in itself; `FreeMover` stays unopinionated
9
- * about whether a game wants tile solidity, circle-vs-circle hits, or no collision at all.
10
- *
11
- * @example
12
- * ```ts
13
- * import { aabbOverlap, circleOverlap, circleAabbOverlap, resolveAabbAgainstTiles } from '@datamoc/mw_games/rpg';
14
- *
15
- * const player = { x: 10, y: 10, width: 16, height: 16 };
16
- * const chest = { x: 20, y: 10, width: 16, height: 16 };
17
- * aabbOverlap(player, chest); // false, not touching yet
18
- *
19
- * const hero = { x: 100, y: 100, radius: 8 };
20
- * const bomb = { x: 105, y: 100, radius: 4 };
21
- * circleOverlap(hero, bomb); // true - within blast radius
22
- * circleAabbOverlap(hero, chest); // circle vs box, same idea
23
- *
24
- * const resolved = resolveAabbAgainstTiles(player, 5, 0, {
25
- * tileSize: 32,
26
- * isSolid: (tx, ty) => tx === 1 && ty === 0, // one solid tile
27
- * });
28
- * ```
29
- */
30
- import { clamp } from '../core/Math.js';
31
- export function aabbOverlap(a, b) {
32
- return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y;
33
- }
34
- export function circleOverlap(a, b) {
35
- const dx = a.x - b.x;
36
- const dy = a.y - b.y;
37
- const r = a.radius + b.radius;
38
- return dx * dx + dy * dy < r * r;
39
- }
40
- export function circleAabbOverlap(circle, box) {
41
- const closestX = clamp(circle.x, box.x, box.x + box.width);
42
- const closestY = clamp(circle.y, box.y, box.y + box.height);
43
- const dx = circle.x - closestX;
44
- const dy = circle.y - closestY;
45
- return dx * dx + dy * dy < circle.radius * circle.radius;
46
- }
47
- /**
48
- * Moves `box` by `(dx, dy)`, one axis at a time, stopping flush against the edge of the
49
- * first solid tile it would otherwise enter rather than tunnelling through it at high
50
- * speed. Axis separation (resolve the whole x move, then the whole y move against the
51
- * already-resolved x) is the standard, simple choice for an axis-aligned tile grid - a full
52
- * swept-AABB solver buys nothing here since every tile edge is already axis-aligned.
53
- */
54
- export function resolveAabbAgainstTiles(box, dx, dy, options) {
55
- const { tileSize, isSolid } = options;
56
- if (!(tileSize > 0))
57
- throw new Error('collision tileSize must be positive');
58
- const x = sweepAxis(box.x, box.y, box.width, box.height, dx, tileSize, isSolid, true);
59
- const y = sweepAxis(x, box.y, box.width, box.height, dy, tileSize, isSolid, false);
60
- return { x, y };
61
- }
62
- function sweepAxis(x, y, width, height, delta, tileSize, isSolid, horizontal) {
63
- if (delta === 0)
64
- return horizontal ? x : y;
65
- const position = horizontal ? x : y;
66
- const size = horizontal ? width : height;
67
- const target = position + delta;
68
- //the perpendicular span of tiles the box's edge sweeps across while moving
69
- const crossStart = Math.floor((horizontal ? y : x) / tileSize);
70
- const crossEnd = Math.floor(((horizontal ? y + height : x + width) - 1e-6) / tileSize);
71
- const solidAt = (leading, cross) => horizontal ? isSolid(leading, cross) : isSolid(cross, leading);
72
- if (delta > 0) {
73
- const fromCell = Math.floor((position + size - 1e-6) / tileSize);
74
- const toCell = Math.floor((target + size - 1e-6) / tileSize);
75
- for (let cell = fromCell + 1; cell <= toCell; cell++) {
76
- for (let cross = crossStart; cross <= crossEnd; cross++) {
77
- if (solidAt(cell, cross))
78
- return cell * tileSize - size;
79
- }
80
- }
81
- }
82
- else {
83
- const fromCell = Math.floor(position / tileSize);
84
- const toCell = Math.floor(target / tileSize);
85
- for (let cell = fromCell - 1; cell >= toCell; cell--) {
86
- for (let cross = crossStart; cross <= crossEnd; cross++) {
87
- if (solidAt(cell, cross))
88
- return (cell + 1) * tileSize;
89
- }
90
- }
91
- }
92
- return target;
93
- }
94
- //# sourceMappingURL=Collision.js.map
@@ -1 +0,0 @@
1
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@@ -1,50 +0,0 @@
1
- import type { GameState } from './GameState.ts';
2
- import type { EventCommand } from './EventRunner.ts';
3
- /** when a page's commands run */
4
- export type EventTrigger = 'action' | 'touch' | 'autorun' | 'parallel';
5
- export type EventCondition = {
6
- switch: string;
7
- equals: boolean;
8
- } | {
9
- variable: string;
10
- atLeast: number;
11
- };
12
- export interface EventPage {
13
- /** every condition must hold for this page to be selected */
14
- conditions?: EventCondition[];
15
- trigger: EventTrigger;
16
- commands: EventCommand[];
17
- /** the frame shown on the map for this page; omit for no graphic */
18
- frame?: number | string;
19
- }
20
- export interface MapEvent {
21
- id: string;
22
- x: number;
23
- y: number;
24
- pages: EventPage[];
25
- }
26
- export declare function conditionHolds(condition: EventCondition, state: GameState): boolean;
27
- /**
28
- * The last page whose conditions all hold - the same convention RPG Maker uses, so an event
29
- * is authored as an ordered list running from "default behaviour" to "most specific", and
30
- * whichever specific case currently applies overrides the general one before it.
31
- *
32
- * @example
33
- * ```ts
34
- * import { activePage, conditionHolds, GameState, type MapEvent } from '@datamoc/mw_games/rpg';
35
- *
36
- * const state = new GameState();
37
- * const shopkeeper: MapEvent = {
38
- * id: 'shopkeeper', x: 5, y: 3,
39
- * pages: [
40
- * { trigger: 'action', commands: [{ say: 'Welcome!' }] },
41
- * { conditions: [{ switch: 'questDone', equals: true }], trigger: 'action', commands: [{ say: 'Thank you!' }] },
42
- * ],
43
- * };
44
- *
45
- * conditionHolds({ switch: 'questDone', equals: true }, state); // false, until the switch flips
46
- * const page = activePage(shopkeeper, state); // the first page, until "questDone" is set
47
- * ```
48
- */
49
- export declare function activePage(event: MapEvent, state: GameState): EventPage | undefined;
50
- //# sourceMappingURL=Event.d.ts.map
@@ -1 +0,0 @@
1
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