@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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@@ -1,48 +0,0 @@
1
- /**
2
- * Per-run appearance shuffling for unidentified items: which look each kind wears.
3
- *
4
- * A game with identification needs this the moment it has more than one unidentified
5
- * kind in a category - without it, every run's "red potion" would always be the same
6
- * kind, and identifying one would identify them all forever. The mapping is drawn once
7
- * per run (a seeded shuffle, so a run's seed fully determines it) and stays fixed until
8
- * the run ends; revealing a kind's true nature stays the game's own `identify()` call,
9
- * which keeps reading the mapping for the *unidentified* label only.
10
- */
11
- export interface AppearanceTable {
12
- /** the item kinds sharing one pool of looks, e.g. every potion kind */
13
- kinds: readonly string[];
14
- /** the distinct looks to deal out; must cover every kind, extras stay unused */
15
- labels: readonly string[];
16
- }
17
- /**
18
- * Deals each kind a distinct label from a shuffled copy of the pool - pure, so a game
19
- * that wants the shuffle scoped (one seed per run, say) wraps it in `Random.withSeed`.
20
- *
21
- * @example
22
- * ```ts
23
- * import { assignAppearances, Appearances } from '@datamoc/mw_games/actors';
24
- *
25
- * const potions = assignAppearances({ kinds: ['healing', 'poison'], labels: ['red', 'blue'] });
26
- * console.log(potions.get('healing')); // 'red' or 'blue', fixed for this shuffle
27
- *
28
- * // Appearances wraps this per category, drawing lazily on first ask and caching for the run
29
- * const appearances = new Appearances({ potions: { kinds: ['healing', 'poison'], labels: ['red', 'blue'] } });
30
- * const label = appearances.appearanceOf('potions', 'healing');
31
- * ```
32
- */
33
- export declare function assignAppearances(table: AppearanceTable): Map<string, string>;
34
- export declare class Appearances {
35
- private tables;
36
- private assigned;
37
- constructor(tables: Record<string, AppearanceTable>);
38
- /** the look `kind` wears this run in `category`, drawing the shuffle on first ask */
39
- appearanceOf(category: string, kind: string): string;
40
- toJSON(): {
41
- assigned: [string, [string, string][]][];
42
- };
43
- /** rebuilds appearances from save data - the tables themselves are supplied fresh, the same as `QuestLog` definitions */
44
- static fromJSON(tables: Record<string, AppearanceTable>, data: {
45
- assigned: [string, [string, string][]][];
46
- }): Appearances;
47
- }
48
- //# sourceMappingURL=Appearances.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Appearances.d.ts","sourceRoot":"","sources":["../../src/actors/Appearances.ts"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AAEH,MAAM,WAAW,eAAe;IAC/B,uEAAuE;IACvE,KAAK,EAAE,SAAS,MAAM,EAAE,CAAC;IAEzB,gFAAgF;IAChF,MAAM,EAAE,SAAS,MAAM,EAAE,CAAC;CAC1B;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,eAAe,GAAG,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAY7E;AAED,qBAAa,WAAW;IACvB,OAAO,CAAC,MAAM,CAAkC;IAChD,OAAO,CAAC,QAAQ,CAA0C;IAE1D,YAAY,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,EAElD;IAED,qFAAqF;IACrF,YAAY,CAAC,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CAWnD;IAED,MAAM,IAAI;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE,CAAA;KAAE,CAErD;IAED,yHAAyH;IACzH,MAAM,CAAC,QAAQ,CACd,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,EACvC,IAAI,EAAE;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAC,EAAE,CAAA;KAAE,GAChD,WAAW,CAIb;CACD"}
@@ -1,62 +0,0 @@
1
- import * as Random from '../core/Random.js';
2
- /**
3
- * Deals each kind a distinct label from a shuffled copy of the pool - pure, so a game
4
- * that wants the shuffle scoped (one seed per run, say) wraps it in `Random.withSeed`.
5
- *
6
- * @example
7
- * ```ts
8
- * import { assignAppearances, Appearances } from '@datamoc/mw_games/actors';
9
- *
10
- * const potions = assignAppearances({ kinds: ['healing', 'poison'], labels: ['red', 'blue'] });
11
- * console.log(potions.get('healing')); // 'red' or 'blue', fixed for this shuffle
12
- *
13
- * // Appearances wraps this per category, drawing lazily on first ask and caching for the run
14
- * const appearances = new Appearances({ potions: { kinds: ['healing', 'poison'], labels: ['red', 'blue'] } });
15
- * const label = appearances.appearanceOf('potions', 'healing');
16
- * ```
17
- */
18
- export function assignAppearances(table) {
19
- if (table.labels.length < table.kinds.length) {
20
- throw new Error(`not enough appearances: ${table.kinds.length} kinds but only ${table.labels.length} labels`);
21
- }
22
- const pool = [...table.labels];
23
- for (let i = pool.length - 1; i > 0; i--) {
24
- const j = Random.int(0, i + 1);
25
- [pool[i], pool[j]] = [pool[j], pool[i]];
26
- }
27
- const out = new Map();
28
- table.kinds.forEach((kind, index) => out.set(kind, pool[index]));
29
- return out;
30
- }
31
- export class Appearances {
32
- constructor(tables) {
33
- this.assigned = new Map();
34
- this.tables = tables;
35
- }
36
- /** the look `kind` wears this run in `category`, drawing the shuffle on first ask */
37
- appearanceOf(category, kind) {
38
- let categoryMap = this.assigned.get(category);
39
- if (!categoryMap) {
40
- const table = this.tables[category];
41
- if (!table)
42
- throw new Error(`no such appearance category: "${category}"`);
43
- categoryMap = assignAppearances(table);
44
- this.assigned.set(category, categoryMap);
45
- }
46
- const label = categoryMap.get(kind);
47
- if (label === undefined)
48
- throw new Error(`"${kind}" is not in appearance category "${category}"`);
49
- return label;
50
- }
51
- toJSON() {
52
- return { assigned: [...this.assigned].map(([category, map]) => [category, [...map]]) };
53
- }
54
- /** rebuilds appearances from save data - the tables themselves are supplied fresh, the same as `QuestLog` definitions */
55
- static fromJSON(tables, data) {
56
- const appearances = new Appearances(tables);
57
- for (const [category, entries] of data.assigned)
58
- appearances.assigned.set(category, new Map(entries));
59
- return appearances;
60
- }
61
- }
62
- //# sourceMappingURL=Appearances.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Appearances.js","sourceRoot":"","sources":["../../src/actors/Appearances.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,MAAM,mBAAmB,CAAC;AAqB5C;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,iBAAiB,CAAC,KAAsB;IACvD,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;QAC9C,MAAM,IAAI,KAAK,CAAC,2BAA2B,KAAK,CAAC,KAAK,CAAC,MAAM,mBAAmB,KAAK,CAAC,MAAM,CAAC,MAAM,SAAS,CAAC,CAAC;IAC/G,CAAC;IACD,MAAM,IAAI,GAAG,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;IAC/B,KAAK,IAAI,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QAC1C,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;QAC/B,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;IACzC,CAAC;IACD,MAAM,GAAG,GAAG,IAAI,GAAG,EAAkB,CAAC;IACtC,KAAK,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;IACjE,OAAO,GAAG,CAAC;AACZ,CAAC;AAED,MAAM,OAAO,WAAW;IAIvB,YAAY,MAAuC;QAF3C,aAAQ,GAAG,IAAI,GAAG,EAA+B,CAAC;QAGzD,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACtB,CAAC;IAED,qFAAqF;IACrF,YAAY,CAAC,QAAgB,EAAE,IAAY;QAC1C,IAAI,WAAW,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAC9C,IAAI,CAAC,WAAW,EAAE,CAAC;YAClB,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;YACpC,IAAI,CAAC,KAAK;gBAAE,MAAM,IAAI,KAAK,CAAC,iCAAiC,QAAQ,GAAG,CAAC,CAAC;YAC1E,WAAW,GAAG,iBAAiB,CAAC,KAAK,CAAC,CAAC;YACvC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,QAAQ,EAAE,WAAW,CAAC,CAAC;QAC1C,CAAC;QACD,MAAM,KAAK,GAAG,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACpC,IAAI,KAAK,KAAK,SAAS;YAAE,MAAM,IAAI,KAAK,CAAC,IAAI,IAAI,oCAAoC,QAAQ,GAAG,CAAC,CAAC;QAClG,OAAO,KAAK,CAAC;IACd,CAAC;IAED,MAAM;QACL,OAAO,EAAE,QAAQ,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,QAAQ,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;IACxF,CAAC;IAED,yHAAyH;IACzH,MAAM,CAAC,QAAQ,CACd,MAAuC,EACvC,IAAkD;QAElD,MAAM,WAAW,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAC5C,KAAK,MAAM,CAAC,QAAQ,EAAE,OAAO,CAAC,IAAI,IAAI,CAAC,QAAQ;YAAE,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,QAAQ,EAAE,IAAI,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC;QACtG,OAAO,WAAW,CAAC;IACpB,CAAC;CACD"}
@@ -1,45 +0,0 @@
1
- import { StatBlock, type Modifier } from './StatBlock.ts';
2
- /** "adjacent allies fight better while this unit is nearby" - the modifiers, not the radius */
3
- export interface AuraDef {
4
- name: string;
5
- modifiers: readonly Omit<Modifier, 'source'>[];
6
- }
7
- /** anyone who might carry or receive an aura; `aura` absent or `null` means "carries none" */
8
- export interface AuraParticipant {
9
- stats: StatBlock;
10
- aura?: AuraDef | null;
11
- }
12
- /**
13
- * Continuously reapplies auras as who is adjacent to whom changes, unlike `battle.BattleHooks`
14
- * (triggered once) or `actors.StatusEffect` (expires on a timer) - neither re-checks "is a
15
- * qualifying unit still adjacent" on its own, which is exactly what a positional aura needs
16
- * every time anyone moves.
17
- *
18
- * Call `update` once per relevant tick with the full roster and an adjacency test; "adjacent"
19
- * is deliberately left to the caller (square grid, hex grid, board-tactics neighbours all mean
20
- * something different) rather than assumed here. Each call diffs against who was affected by
21
- * each carrier last time: a unit that just became adjacent gets the carrier's modifiers added,
22
- * one that just left loses exactly those modifiers, and one that stays adjacent is left alone
23
- * rather than having its modifiers reapplied on every tick.
24
- *
25
- * @example
26
- * ```ts
27
- * import { AuraField, StatBlock, type AuraParticipant } from '@datamoc/mw_games/actors';
28
- *
29
- * const field = new AuraField();
30
- * const captain: AuraParticipant = {
31
- * stats: new StatBlock({ base: {} }),
32
- * aura: { name: 'rally', modifiers: [{ stat: 'attack', op: 'add', value: 2 }] },
33
- * };
34
- * const soldier: AuraParticipant = { stats: new StatBlock({ base: { attack: 5 } }) };
35
- *
36
- * // call every time positions change, with whatever "adjacent" means on this grid
37
- * field.update([captain, soldier], (a, b) => a === captain && b === soldier);
38
- * console.log(soldier.stats.get('attack')); // 7, while adjacent
39
- * ```
40
- */
41
- export declare class AuraField {
42
- private affected;
43
- update(participants: readonly AuraParticipant[], isAdjacent: (a: AuraParticipant, b: AuraParticipant) => boolean): void;
44
- }
45
- //# sourceMappingURL=Aura.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Aura.d.ts","sourceRoot":"","sources":["../../src/actors/Aura.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,KAAK,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAE1D,+FAA+F;AAC/F,MAAM,WAAW,OAAO;IACvB,IAAI,EAAE,MAAM,CAAC;IACb,SAAS,EAAE,SAAS,IAAI,CAAC,QAAQ,EAAE,QAAQ,CAAC,EAAE,CAAC;CAC/C;AAED,8FAA8F;AAC9F,MAAM,WAAW,eAAe;IAC/B,KAAK,EAAE,SAAS,CAAC;IACjB,IAAI,CAAC,EAAE,OAAO,GAAG,IAAI,CAAC;CACtB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,SAAS;IAGrB,OAAO,CAAC,QAAQ,CAA4D;IAE5E,MAAM,CACL,YAAY,EAAE,SAAS,eAAe,EAAE,EACxC,UAAU,EAAE,CAAC,CAAC,EAAE,eAAe,EAAE,CAAC,EAAE,eAAe,KAAK,OAAO,GAC7D,IAAI,CA8CN;CACD"}
@@ -1,85 +0,0 @@
1
- import { StatBlock } from './StatBlock.js';
2
- /**
3
- * Continuously reapplies auras as who is adjacent to whom changes, unlike `battle.BattleHooks`
4
- * (triggered once) or `actors.StatusEffect` (expires on a timer) - neither re-checks "is a
5
- * qualifying unit still adjacent" on its own, which is exactly what a positional aura needs
6
- * every time anyone moves.
7
- *
8
- * Call `update` once per relevant tick with the full roster and an adjacency test; "adjacent"
9
- * is deliberately left to the caller (square grid, hex grid, board-tactics neighbours all mean
10
- * something different) rather than assumed here. Each call diffs against who was affected by
11
- * each carrier last time: a unit that just became adjacent gets the carrier's modifiers added,
12
- * one that just left loses exactly those modifiers, and one that stays adjacent is left alone
13
- * rather than having its modifiers reapplied on every tick.
14
- *
15
- * @example
16
- * ```ts
17
- * import { AuraField, StatBlock, type AuraParticipant } from '@datamoc/mw_games/actors';
18
- *
19
- * const field = new AuraField();
20
- * const captain: AuraParticipant = {
21
- * stats: new StatBlock({ base: {} }),
22
- * aura: { name: 'rally', modifiers: [{ stat: 'attack', op: 'add', value: 2 }] },
23
- * };
24
- * const soldier: AuraParticipant = { stats: new StatBlock({ base: { attack: 5 } }) };
25
- *
26
- * // call every time positions change, with whatever "adjacent" means on this grid
27
- * field.update([captain, soldier], (a, b) => a === captain && b === soldier);
28
- * console.log(soldier.stats.get('attack')); // 7, while adjacent
29
- * ```
30
- */
31
- export class AuraField {
32
- constructor() {
33
- //per carrier, which participants currently carry that carrier's modifiers and under
34
- //what source symbol - a unit inside two carriers' auras at once tracks both independently
35
- this.affected = new Map();
36
- }
37
- update(participants, isAdjacent) {
38
- const roster = new Set(participants);
39
- const carriers = participants.filter((p) => !!p.aura);
40
- const carrierSet = new Set(carriers);
41
- for (const carrier of carriers) {
42
- let currentlyAffected = this.affected.get(carrier);
43
- if (!currentlyAffected) {
44
- currentlyAffected = new Map();
45
- this.affected.set(carrier, currentlyAffected);
46
- }
47
- for (const other of participants) {
48
- if (other === carrier)
49
- continue;
50
- const adjacent = isAdjacent(carrier, other);
51
- const source = currentlyAffected.get(other);
52
- if (adjacent && !source) {
53
- const newSource = Symbol(`aura:${carrier.aura.name}`);
54
- for (const modifier of carrier.aura.modifiers)
55
- other.stats.addModifier({ ...modifier, source: newSource });
56
- currentlyAffected.set(other, newSource);
57
- }
58
- else if (!adjacent && source) {
59
- other.stats.removeModifiersFrom(source);
60
- currentlyAffected.delete(other);
61
- }
62
- }
63
- //a target affected last call but absent from this call's roster entirely (died,
64
- //was removed) is never visited by the loop above, since that only walks
65
- //`participants` - left alone, its modifiers and its own strong reference here
66
- //would both persist forever
67
- for (const [other, source] of [...currentlyAffected]) {
68
- if (roster.has(other))
69
- continue;
70
- other.stats.removeModifiersFrom(source);
71
- currentlyAffected.delete(other);
72
- }
73
- }
74
- //a carrier that died, lost its aura, or simply is not in this call's roster any more
75
- //stops affecting anyone it was still affecting, rather than leaving stale modifiers
76
- for (const [carrier, currentlyAffected] of [...this.affected]) {
77
- if (carrierSet.has(carrier))
78
- continue;
79
- for (const [other, source] of currentlyAffected)
80
- other.stats.removeModifiersFrom(source);
81
- this.affected.delete(carrier);
82
- }
83
- }
84
- }
85
- //# sourceMappingURL=Aura.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Aura.js","sourceRoot":"","sources":["../../src/actors/Aura.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAiB,MAAM,gBAAgB,CAAC;AAc1D;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,OAAO,SAAS;IAAtB;QACC,oFAAoF;QACpF,0FAA0F;QAClF,aAAQ,GAAG,IAAI,GAAG,EAAiD,CAAC;IAoD7E,CAAC;IAlDA,MAAM,CACL,YAAwC,EACxC,UAA+D;QAE/D,MAAM,MAAM,GAAG,IAAI,GAAG,CAAC,YAAY,CAAC,CAAC;QACrC,MAAM,QAAQ,GAAG,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,EAA4C,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAChG,MAAM,UAAU,GAAG,IAAI,GAAG,CAAkB,QAAQ,CAAC,CAAC;QAEtD,KAAK,MAAM,OAAO,IAAI,QAAQ,EAAE,CAAC;YAChC,IAAI,iBAAiB,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;YACnD,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACxB,iBAAiB,GAAG,IAAI,GAAG,EAAE,CAAC;gBAC9B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,OAAO,EAAE,iBAAiB,CAAC,CAAC;YAC/C,CAAC;YAED,KAAK,MAAM,KAAK,IAAI,YAAY,EAAE,CAAC;gBAClC,IAAI,KAAK,KAAK,OAAO;oBAAE,SAAS;gBAChC,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;gBAC5C,MAAM,MAAM,GAAG,iBAAiB,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;gBAE5C,IAAI,QAAQ,IAAI,CAAC,MAAM,EAAE,CAAC;oBACzB,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,OAAO,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC;oBACtD,KAAK,MAAM,QAAQ,IAAI,OAAO,CAAC,IAAI,CAAC,SAAS;wBAC5C,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,GAAG,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,CAAC;oBAC7D,iBAAiB,CAAC,GAAG,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;gBACzC,CAAC;qBAAM,IAAI,CAAC,QAAQ,IAAI,MAAM,EAAE,CAAC;oBAChC,KAAK,CAAC,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;oBACxC,iBAAiB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;gBACjC,CAAC;YACF,CAAC;YAED,gFAAgF;YAChF,wEAAwE;YACxE,8EAA8E;YAC9E,4BAA4B;YAC5B,KAAK,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,iBAAiB,CAAC,EAAE,CAAC;gBACtD,IAAI,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC;oBAAE,SAAS;gBAChC,KAAK,CAAC,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;gBACxC,iBAAiB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACjC,CAAC;QACF,CAAC;QAED,qFAAqF;QACrF,oFAAoF;QACpF,KAAK,MAAM,CAAC,OAAO,EAAE,iBAAiB,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YAC/D,IAAI,UAAU,CAAC,GAAG,CAAC,OAAO,CAAC;gBAAE,SAAS;YACtC,KAAK,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,IAAI,iBAAiB;gBAAE,KAAK,CAAC,KAAK,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;YACzF,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QAC/B,CAAC;IACF,CAAC;CACD"}
@@ -1,60 +0,0 @@
1
- /**
2
- * A shield/barrier pool absorbed before HP, decaying on its own each tick unlike a plain
3
- * `StatBlock` stat, which only ever changes when something explicitly touches it. Several
4
- * layers can be held at once - a fresh cast over an older one, a ward stacked on a shield -
5
- * absorption always drains the most recently added layer first, so a ward cast on top of a
6
- * standing shield breaks before the shield underneath it does, matching how a layered proc
7
- * family (barrier-then-shield, shield-then-barrier) is meant to read regardless of order cast.
8
- *
9
- * @example
10
- * ```ts
11
- * import { Barrier } from '@datamoc/mw_games/actors';
12
- *
13
- * const barrier = new Barrier();
14
- * barrier.add(20); // a shield spell
15
- * barrier.add(10, 2); // a ward on top, decaying 2 per turn on its own
16
- *
17
- * const absorbed = barrier.absorb(15); // drains the ward first, then spills into the shield
18
- * barrier.advance(1); // one turn of decay
19
- * console.log(barrier.total);
20
- * ```
21
- */
22
- export interface BarrierLayer {
23
- amount: number;
24
- /** how much this layer's `amount` drops per turn advanced; 0 (the default) never decays on its own */
25
- decayPerTick?: number;
26
- }
27
- export declare class Barrier {
28
- private layers;
29
- /** adds a new outermost layer; a non-positive amount is a no-op rather than an empty layer */
30
- add(amount: number, decayPerTick?: number): void;
31
- /** total absorption currently held, across every layer */
32
- get total(): number;
33
- /** how many independent layers are currently held */
34
- get layerCount(): number;
35
- /**
36
- * Absorbs up to `amount` of incoming damage, draining the outermost layer first and
37
- * spilling into the next one once a layer empties.
38
- *
39
- * @returns the amount actually absorbed - never more than `amount`, never more than
40
- * `total` was before the call - so the caller applies `amount - absorbed` to HP
41
- */
42
- absorb(amount: number): number;
43
- /**
44
- * Decays every layer by its own `decayPerTick`, removing any that reach zero or below.
45
- *
46
- * Named `advance(turns)` like every other turn-scale ticker here (`TurnClock`, `Charges`,
47
- * `Field`, `AbilityCycle`) rather than `decay`, so one word means one thing across the
48
- * framework: `advance` takes whole turns, `update` takes `dt` seconds.
49
- */
50
- advance(turns?: number): void;
51
- /** drops every layer at once - a dispel, a fresh encounter starting clean */
52
- clear(): void;
53
- toJSON(): {
54
- layers: BarrierLayer[];
55
- };
56
- static fromJSON(data: {
57
- layers: BarrierLayer[];
58
- }): Barrier;
59
- }
60
- //# sourceMappingURL=Barrier.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Barrier.d.ts","sourceRoot":"","sources":["../../src/actors/Barrier.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,WAAW,YAAY;IAC5B,MAAM,EAAE,MAAM,CAAC;IAEf,sGAAsG;IACtG,YAAY,CAAC,EAAE,MAAM,CAAC;CACtB;AAED,qBAAa,OAAO;IACnB,OAAO,CAAC,MAAM,CAAsB;IAEpC,8FAA8F;IAC9F,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,YAAY,SAAI,GAAG,IAAI,CAG1C;IAED,0DAA0D;IAC1D,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,qDAAqD;IACrD,IAAI,UAAU,IAAI,MAAM,CAEvB;IAED;;;;;;OAMG;IACH,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAY7B;IAED;;;;;;OAMG;IACH,OAAO,CAAC,KAAK,SAAI,GAAG,IAAI,CAOvB;IAED,6EAA6E;IAC7E,KAAK,IAAI,IAAI,CAEZ;IAED,MAAM,IAAI;QAAE,MAAM,EAAE,YAAY,EAAE,CAAA;KAAE,CAEnC;IAED,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE;QAAE,MAAM,EAAE,YAAY,EAAE,CAAA;KAAE,GAAG,OAAO,CAIzD;CACD"}
@@ -1,70 +0,0 @@
1
- export class Barrier {
2
- constructor() {
3
- this.layers = [];
4
- }
5
- /** adds a new outermost layer; a non-positive amount is a no-op rather than an empty layer */
6
- add(amount, decayPerTick = 0) {
7
- if (amount <= 0)
8
- return;
9
- this.layers.push({ amount, decayPerTick });
10
- }
11
- /** total absorption currently held, across every layer */
12
- get total() {
13
- return this.layers.reduce((sum, layer) => sum + layer.amount, 0);
14
- }
15
- /** how many independent layers are currently held */
16
- get layerCount() {
17
- return this.layers.length;
18
- }
19
- /**
20
- * Absorbs up to `amount` of incoming damage, draining the outermost layer first and
21
- * spilling into the next one once a layer empties.
22
- *
23
- * @returns the amount actually absorbed - never more than `amount`, never more than
24
- * `total` was before the call - so the caller applies `amount - absorbed` to HP
25
- */
26
- absorb(amount) {
27
- let remaining = amount;
28
- let absorbed = 0;
29
- while (remaining > 0 && this.layers.length > 0) {
30
- const layer = this.layers[this.layers.length - 1];
31
- const take = Math.min(layer.amount, remaining);
32
- layer.amount -= take;
33
- remaining -= take;
34
- absorbed += take;
35
- if (layer.amount <= 0)
36
- this.layers.pop();
37
- }
38
- return absorbed;
39
- }
40
- /**
41
- * Decays every layer by its own `decayPerTick`, removing any that reach zero or below.
42
- *
43
- * Named `advance(turns)` like every other turn-scale ticker here (`TurnClock`, `Charges`,
44
- * `Field`, `AbilityCycle`) rather than `decay`, so one word means one thing across the
45
- * framework: `advance` takes whole turns, `update` takes `dt` seconds.
46
- */
47
- advance(turns = 1) {
48
- for (let i = this.layers.length - 1; i >= 0; i--) {
49
- const layer = this.layers[i];
50
- if (!layer.decayPerTick)
51
- continue;
52
- layer.amount -= layer.decayPerTick * turns;
53
- if (layer.amount <= 0)
54
- this.layers.splice(i, 1);
55
- }
56
- }
57
- /** drops every layer at once - a dispel, a fresh encounter starting clean */
58
- clear() {
59
- this.layers = [];
60
- }
61
- toJSON() {
62
- return { layers: this.layers.map((layer) => ({ ...layer })) };
63
- }
64
- static fromJSON(data) {
65
- const barrier = new Barrier();
66
- barrier.layers = data.layers.map((layer) => ({ ...layer }));
67
- return barrier;
68
- }
69
- }
70
- //# sourceMappingURL=Barrier.js.map
@@ -1 +0,0 @@
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@@ -1,66 +0,0 @@
1
- /**
2
- * A resource that refills on its own as turns pass - a wand's limited charges regenerating
3
- * one every few turns - distinct from a straight spendable pool (mana spent per cast,
4
- * restored only by an explicit event, which a `StatBlock` stat already covers on its own).
5
- * What that alone cannot express is "this refills automatically over time," so `Charges`
6
- * carries its own regeneration progress instead of leaning on `TurnClock` for it - a charge
7
- * either has or does not have enough banked turns to regenerate, which is exactly the kind
8
- * of running total a class holds more naturally than a callback would.
9
- *
10
- * @example
11
- * ```ts
12
- * import { Charges } from '@datamoc/mw_games/actors';
13
- *
14
- * const wand = new Charges({ max: 3, regenRate: 10 }); // one charge every 10 turns
15
- * wand.spend(1);
16
- *
17
- * wand.advance(10); // 10 turns pass; one charge regenerates
18
- * console.log(wand.current); // back to max
19
- *
20
- * wand.refund(1); // a kill or crit grants a charge directly, outside the normal regen path
21
- * ```
22
- */
23
- export interface ChargesOptions {
24
- /** the most this can ever hold */
25
- max: number;
26
- /** starting amount; defaults to `max` (a fresh wand starts full) */
27
- current?: number;
28
- /** turns of banked time needed to regenerate one charge */
29
- regenRate: number;
30
- }
31
- export declare class Charges {
32
- readonly max: number;
33
- private regenRate;
34
- private value;
35
- private progress;
36
- constructor(options: ChargesOptions);
37
- get current(): number;
38
- canAfford(cost: number): boolean;
39
- /** @returns false, spending nothing, if `cost` is not affordable right now */
40
- spend(cost: number): boolean;
41
- /**
42
- * Restores charges directly, outside the normal regen path - a killing blow or a crit
43
- * refunding one on the spot. Capped at `max`.
44
- *
45
- * @returns how many were actually added, which is less than `amount` once `max` is hit
46
- */
47
- refund(amount?: number): number;
48
- /** banks `turns` of regeneration time, converting whole `regenRate`-sized chunks into charges */
49
- advance(turns?: number): void;
50
- /**
51
- * Charges held, and progress banked towards the next one.
52
- *
53
- * The banked progress matters as much as the count: without it, saving and loading part
54
- * way to a recharge would silently reset that wait, so a player could refresh a wand a
55
- * little faster by reloading. `max` and `regenRate` are definitions, supplied fresh.
56
- */
57
- toJSON(): {
58
- current: number;
59
- progress: number;
60
- };
61
- static fromJSON(options: ChargesOptions, data: {
62
- current: number;
63
- progress: number;
64
- }): Charges;
65
- }
66
- //# sourceMappingURL=Charges.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,61 +0,0 @@
1
- export class Charges {
2
- constructor(options) {
3
- this.progress = 0;
4
- this.max = options.max;
5
- this.regenRate = options.regenRate;
6
- this.value = options.current ?? options.max;
7
- }
8
- get current() {
9
- return this.value;
10
- }
11
- canAfford(cost) {
12
- return this.value >= cost;
13
- }
14
- /** @returns false, spending nothing, if `cost` is not affordable right now */
15
- spend(cost) {
16
- if (!this.canAfford(cost))
17
- return false;
18
- this.value -= cost;
19
- return true;
20
- }
21
- /**
22
- * Restores charges directly, outside the normal regen path - a killing blow or a crit
23
- * refunding one on the spot. Capped at `max`.
24
- *
25
- * @returns how many were actually added, which is less than `amount` once `max` is hit
26
- */
27
- refund(amount = 1) {
28
- const added = Math.min(amount, this.max - this.value);
29
- this.value += added;
30
- return added;
31
- }
32
- /** banks `turns` of regeneration time, converting whole `regenRate`-sized chunks into charges */
33
- advance(turns = 1) {
34
- if (this.value >= this.max)
35
- return;
36
- this.progress += turns;
37
- while (this.progress >= this.regenRate && this.value < this.max) {
38
- this.progress -= this.regenRate;
39
- this.value++;
40
- }
41
- //full again: no point banking further progress towards a charge there is no room for
42
- if (this.value >= this.max)
43
- this.progress = 0;
44
- }
45
- /**
46
- * Charges held, and progress banked towards the next one.
47
- *
48
- * The banked progress matters as much as the count: without it, saving and loading part
49
- * way to a recharge would silently reset that wait, so a player could refresh a wand a
50
- * little faster by reloading. `max` and `regenRate` are definitions, supplied fresh.
51
- */
52
- toJSON() {
53
- return { current: this.value, progress: this.progress };
54
- }
55
- static fromJSON(options, data) {
56
- const charges = new Charges({ ...options, current: data.current });
57
- charges.progress = data.progress;
58
- return charges;
59
- }
60
- }
61
- //# sourceMappingURL=Charges.js.map
@@ -1 +0,0 @@
1
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