@datamoc/mw_games 0.44.2 → 0.46.0
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/board/FogOfWar.js
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import { cellIndex, cellInside } from '../core/Grid.js';
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/**
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* Unions the visible cells of several units for each faction and retains explored memory.
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* The caller supplies visibility because board games differ in terrain, range, and blockers.
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*
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* Factions that `share` see through one another's eyes - one map for the group, what is lit now
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* and what they remember having seen, which is what Wesnoth's `share_vision` means. Nothing shares
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* until asked, and sharing is a property of the sides rather than of any unit, so it survives every
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* `sync`.
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*
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* @example
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* ```ts
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* import { FactionFog } from '@datamoc/mw_games/board';
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*
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* const fog = new FactionFog(10, 10);
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*
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* const sources = [{ x: 2, y: 2 }];
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* fog.sync('blue', sources, (source) => [
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* source,
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* { x: source.x + 1, y: source.y },
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* ]);
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*
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* console.log(fog.isVisible('blue', 3, 2)); // true - lit by the scout right now
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* console.log(fog.isVisible('blue', 5, 5)); // false - never seen
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*
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* fog.share(['blue', 'green']); // the two now see one map
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* console.log(fog.isVisible('green', 3, 2)); // true - blue's scout is watching for both
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*
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* fog.sync('blue', [], () => []); // the scout moved away, nothing visible this turn
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* console.log(fog.isVisible('green', 3, 2)); // false - no longer in sight, for either of them
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* console.log(fog.isExplored('green', 3, 2)); // true - stays remembered, for both
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* ```
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*/
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export class FactionFog {
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constructor(width, height) {
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this.visible = new Map();
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this.explored = new Map();
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/** faction to the factions it shares vision with, itself included. Absent means it shares with nobody. */
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this.shared = new Map();
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if (width < 1 || height < 1)
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throw new Error('fog needs positive dimensions');
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this.width = width;
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this.height = height;
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}
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/**
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* Makes these factions see with one pair of eyes: each one's cells count as the others', both
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* for what is visible now and for the shroud they remember.
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*
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* Calling it again widens the group rather than replacing it, so `share(['blue', 'green'])`
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* after `share(['green', 'teal'])` leaves all three on one map. A side may also be told to share
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* with itself, or with nobody at all, without harm.
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*/
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share(factions) {
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const named = [...new Set(factions)].filter((faction) => Boolean(faction));
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if (named.length === 0)
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return;
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const group = new Set(named);
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for (const faction of named) {
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for (const mate of this.shared.get(faction) ?? [])
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group.add(mate);
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}
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for (const faction of group)
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this.shared.set(faction, group);
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}
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sync(faction, sources, cells) {
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if (!faction)
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throw new Error('fog needs a faction id');
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const next = new Set();
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for (const source of sources)
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for (const cell of cells(source)) {
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if (this.inside(cell.x, cell.y))
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next.add(this.index(cell.x, cell.y));
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}
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this.visible.set(faction, next);
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const memory = this.explored.get(faction) ?? new Set();
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for (const cell of next)
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memory.add(cell);
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this.explored.set(faction, memory);
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}
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/**
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* Mark cells explored without changing what is currently visible: the
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* shroud-clearing half of `sync`, for effects (a revealed map, a scouted
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* region) that lift the shroud where no unit stands watch.
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*/
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reveal(faction, cells) {
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if (!faction)
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throw new Error('fog needs a faction id');
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const memory = this.explored.get(faction) ?? new Set();
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for (const cell of cells) {
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if (this.inside(cell.x, cell.y))
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memory.add(this.index(cell.x, cell.y));
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}
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this.explored.set(faction, memory);
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}
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isVisible(faction, x, y) {
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return this.seenBy(this.visible, faction, this.index(x, y));
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}
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/**
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* One faction's sight as a predicate, ready to hand to anything that asks what a side can see -
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* `ai`'s score views, for one. It reads the shroud as it is when called, not as it was when the
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* predicate was made, so a caller holding one across a `sync` sees the update, and it follows
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* whatever `share` the faction later joins.
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*/
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sees(faction) {
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return (x, y) => this.isVisible(faction, x, y);
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}
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isExplored(faction, x, y) {
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return this.seenBy(this.explored, faction, this.index(x, y));
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}
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visibleCells(faction) {
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return this.cellsSeenBy(this.visible, faction);
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}
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exploredCells(faction) {
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return this.cellsSeenBy(this.explored, faction);
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}
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/** one cell, as the faction or anyone it shares with sees it */
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seenBy(cells, faction, cell) {
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const group = this.shared.get(faction);
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if (!group)
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return cells.get(faction)?.has(cell) ?? false;
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for (const mate of group) {
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if (cells.get(mate)?.has(cell))
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return true;
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}
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return false;
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}
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/** one faction's cells, or the union over the group it shares with */
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cellsSeenBy(cells, faction) {
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const group = this.shared.get(faction);
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if (!group)
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return [...(cells.get(faction) ?? [])];
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const union = new Set();
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for (const mate of group) {
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for (const cell of cells.get(mate) ?? [])
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union.add(cell);
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}
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//sorted because a union of sets has no order of its own, and a caller comparing two of these
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//should not have to care which of the group was synced first
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return [...union].sort((a, b) => a - b);
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}
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inside(x, y) {
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return cellInside(this.width, this.height, x, y);
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}
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index(x, y) {
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//-1 rather than a throw: a vision pass asks about every neighbour of every cell, and
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//"outside contributes nothing" is the answer it wants, not an exception to catch
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return this.inside(x, y) ? cellIndex(this.width, x, y) : -1;
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}
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}
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//# sourceMappingURL=FogOfWar.js.map
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/**
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* A Wesnoth-style hex army-game rules layer: terrain that costs different movement points and
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* grants a defence bonus per terrain kind, adjacent attacks that always let a surviving
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* defender strike back, capturable villages that grant income and heal whoever stands on one,
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* and per-side turn income built on both. Distinct from `board.Tactics` (an X-COM-style
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* action-point/cover/overwatch layer, ranged attacks, no retaliation) - this is the other
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* shape a hex army game needs, adjacency-only combat with a hit chance and no zone of control.
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*
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* `mwg` supplies the mechanism only: `SkirmishTerrain`'s move cost and defence numbers, unit
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* attack/hit-chance/hp values, and income rates are entirely the game's own data, the same
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* policy `board.Army`'s `armyIncome` already follows.
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*
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* @example
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* ```ts
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* import { startingSkirmish, setSkirmishTerrain, addSkirmishUnit, skirmishMoves, moveSkirmishUnit, skirmishAttack, endSkirmishTurn, skirmishIncome } from '@datamoc/mw_games/board';
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*
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* const terrain = { plain: { moveCost: 1, defense: 0 }, forest: { moveCost: 2, defense: 0.3 } };
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* const state = startingSkirmish(6, 6, terrain);
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* setSkirmishTerrain(state, 2, 2, 'forest');
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* setSkirmishTerrain(state, 0, 0, 'plain', true); // a village at the corner
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*
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
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* addSkirmishUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 3, hitChance: 0.6 });
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*
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* const moves = skirmishMoves(state, 'axeman'); // reachable cells, weighted by terrain cost
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* const exchange = skirmishAttack(state, 'axeman', 'raider'); // both strike if raider survives
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*
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* endSkirmishTurn(state); // hands the turn to red, refills moves, heals units on owned villages
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* const income = skirmishIncome(state, 'blue', 2, 1); // base 2, +1 per village blue owns
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* ```
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*/
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export interface SkirmishTerrain {
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/** movement points spent entering this terrain kind; `Infinity` makes it impassable */
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moveCost: number;
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/** 0-1 defence bonus for whoever is standing here while defending - what it multiplies is `skirmishAttack`'s own formula, not this terrain's own business */
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defense: number;
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}
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export interface SkirmishCell {
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terrain: string;
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/** a capturable village - `moveSkirmishUnit` sets `owner` to whoever last stood here */
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village?: boolean;
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owner?: string;
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}
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export interface SkirmishUnit {
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id: string;
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owner: string;
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x: number;
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y: number;
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hp: number;
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maxHp: number;
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/** movement points available this turn; refilled to `moves` by `endSkirmishTurn` */
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moves: number;
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remainingMoves?: number;
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attack: number;
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/** 0-1 base chance to land a hit, before the defender's terrain defence reduces it */
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hitChance: number;
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}
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export interface SkirmishState {
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width: number;
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height: number;
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terrainTable: Record<string, SkirmishTerrain>;
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cells: SkirmishCell[];
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units: SkirmishUnit[];
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turn: string;
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round: number;
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}
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export interface SkirmishMove {
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unit: string;
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x: number;
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y: number;
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cost: number;
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}
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export interface SkirmishStrike {
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attacker: string;
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defender: string;
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hit: boolean;
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damage: number;
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killed: boolean;
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}
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export interface SkirmishExchange {
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strikes: SkirmishStrike[];
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}
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/**
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* @example
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* ```ts
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* import { startingSkirmish } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* console.log(state.width, state.round); // 6 1
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* ```
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*/
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export declare function startingSkirmish(width: number, height: number, terrainTable: Record<string, SkirmishTerrain>, defaultTerrain?: string): SkirmishState;
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/**
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* @example
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* ```ts
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* import { startingSkirmish, setSkirmishTerrain } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 }, forest: { moveCost: 2, defense: 0.3 } });
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* setSkirmishTerrain(state, 2, 2, 'forest', true);
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* console.log(state.cells[2 * 6 + 2]); // { terrain: 'forest', village: true }
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* ```
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*/
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export declare function setSkirmishTerrain(state: SkirmishState, x: number, y: number, terrain: string, village?: boolean): void;
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/**
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* whether a unit could be placed at (x, y) right now - on the map, passable, and unoccupied
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*
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit, canPlaceSkirmishUnit } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
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*
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* console.log(canPlaceSkirmishUnit(state, 1, 0)); // true
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* console.log(canPlaceSkirmishUnit(state, 0, 0)); // false - axeman is already there
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* ```
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*/
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export declare function canPlaceSkirmishUnit(state: SkirmishState, x: number, y: number): boolean;
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/**
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* Places a unit at full remaining movement; the first unit added decides whose turn it is.
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*
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
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* console.log(state.turn); // 'blue'
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* ```
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*/
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export declare function addSkirmishUnit(state: SkirmishState, unit: SkirmishUnit): void;
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/**
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* Every cell a unit can reach with its remaining movement points this turn, weighted by each
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* terrain kind's own `moveCost` - no zone of control, unlike `board.Tactics`.
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*
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit, skirmishMoves } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 2, attack: 4, hitChance: 0.7 });
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*
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* console.log(skirmishMoves(state, 'axeman').length); // 6 - every hex within 2 plain steps
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* ```
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*/
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export declare function skirmishMoves(state: SkirmishState, unitId: string): SkirmishMove[];
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/**
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit, skirmishMoves, moveSkirmishUnit } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 2, attack: 4, hitChance: 0.7 });
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*
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* moveSkirmishUnit(state, skirmishMoves(state, 'axeman')[0]);
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* console.log(state.units[0].remainingMoves); // 1 - one plain hex spent
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* ```
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*/
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export declare function moveSkirmishUnit(state: SkirmishState, move: SkirmishMove): void;
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/**
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* An attacker's strike against an adjacent enemy, followed by the defender's own retaliation
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* if it survives - both use the same formula: `hitChance` reduced by the defender's terrain
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* defence, `Random.chance` deciding whether it lands, `attack` as the flat damage on a hit.
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*
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit, skirmishAttack } from '@datamoc/mw_games/board';
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* import { Random } from '@datamoc/mw_games/core';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 1 });
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* addSkirmishUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 3, hitChance: 1 });
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*
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* const exchange = Random.withSeed(1, () => skirmishAttack(state, 'axeman', 'raider'));
|
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* console.log(exchange.strikes.map((strike: { attacker: string }) => strike.attacker)); // ['axeman', 'raider'] - raider survived to retaliate
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* ```
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*/
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export declare function skirmishAttack(state: SkirmishState, attackerId: string, defenderId: string): SkirmishExchange;
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/**
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* Net income for one side, from a flat base plus every village it currently owns - purely a
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* function of the map's own village ownership, no formula beyond that belongs here, the same
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* policy `board.Army`'s `armyIncome` already follows.
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*
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* @example
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* ```ts
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* import { startingSkirmish, setSkirmishTerrain, skirmishIncome } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(4, 1, { plain: { moveCost: 1, defense: 0 } });
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* setSkirmishTerrain(state, 0, 0, 'plain', true);
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* state.cells[0].owner = 'blue';
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*
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* console.log(skirmishIncome(state, 'blue', 2, 1)); // 3 - base 2, plus 1 for the one village
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* ```
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*/
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export declare function skirmishIncome(state: SkirmishState, owner: string, baseIncome: number, perVillage: number): number;
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/**
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* Hands the turn to the next owner with units on the board, refilling their movement and
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* healing every one of their units standing on a village they own.
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*
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* @example
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* ```ts
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* import { startingSkirmish, addSkirmishUnit, endSkirmishTurn } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
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* addSkirmishUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 3, hitChance: 0.6 });
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*
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* endSkirmishTurn(state, 2);
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* console.log(state.turn, state.round); // 'red' 1
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* ```
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*/
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export declare function endSkirmishTurn(state: SkirmishState, healPerVillage?: number): void;
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//# sourceMappingURL=HexSkirmish.d.ts.map
|
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@@ -1 +0,0 @@
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1
|
-
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@@ -1,268 +0,0 @@
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import { hexNeighbors, hexDistance } from '../core/Hex.js';
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import { cellInside, cellKey } from '../core/Grid.js';
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import { weightedFlood } from '../core/Pathfinding.js';
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import * as Random from '../core/Random.js';
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/**
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* @example
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* ```ts
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* import { startingSkirmish } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
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* console.log(state.width, state.round); // 6 1
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* ```
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*/
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export function startingSkirmish(width, height, terrainTable, defaultTerrain) {
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if (width < 1 || height < 1)
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throw new Error('a skirmish map needs positive dimensions');
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const terrain = defaultTerrain ?? Object.keys(terrainTable)[0];
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if (!terrain || !terrainTable[terrain])
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throw new Error('a skirmish map needs at least one terrain kind');
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return {
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width,
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height,
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terrainTable,
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cells: Array.from({ length: width * height }, () => ({ terrain })),
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units: [],
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turn: '',
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round: 1,
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};
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}
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|
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/**
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* @example
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* ```ts
|
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* import { startingSkirmish, setSkirmishTerrain } from '@datamoc/mw_games/board';
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*
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* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 }, forest: { moveCost: 2, defense: 0.3 } });
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* setSkirmishTerrain(state, 2, 2, 'forest', true);
|
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|
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* console.log(state.cells[2 * 6 + 2]); // { terrain: 'forest', village: true }
|
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* ```
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|
-
*/
|
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|
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export function setSkirmishTerrain(state, x, y, terrain, village = false) {
|
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41
|
-
if (!inside(state, x, y))
|
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throw new Error('cell is outside the skirmish map');
|
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|
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if (!state.terrainTable[terrain])
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throw new Error(`unknown skirmish terrain "${terrain}"`);
|
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|
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state.cells[y * state.width + x] = village ? { terrain, village: true } : { terrain };
|
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|
-
}
|
|
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|
-
/**
|
|
48
|
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* whether a unit could be placed at (x, y) right now - on the map, passable, and unoccupied
|
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49
|
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*
|
|
50
|
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* @example
|
|
51
|
-
* ```ts
|
|
52
|
-
* import { startingSkirmish, addSkirmishUnit, canPlaceSkirmishUnit } from '@datamoc/mw_games/board';
|
|
53
|
-
*
|
|
54
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
55
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
|
|
56
|
-
*
|
|
57
|
-
* console.log(canPlaceSkirmishUnit(state, 1, 0)); // true
|
|
58
|
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* console.log(canPlaceSkirmishUnit(state, 0, 0)); // false - axeman is already there
|
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59
|
-
* ```
|
|
60
|
-
*/
|
|
61
|
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export function canPlaceSkirmishUnit(state, x, y) {
|
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62
|
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return inside(state, x, y) && moveCostOf(state, x, y) < Infinity && !occupied(state, x, y);
|
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63
|
-
}
|
|
64
|
-
/**
|
|
65
|
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* Places a unit at full remaining movement; the first unit added decides whose turn it is.
|
|
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|
-
*
|
|
67
|
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* @example
|
|
68
|
-
* ```ts
|
|
69
|
-
* import { startingSkirmish, addSkirmishUnit } from '@datamoc/mw_games/board';
|
|
70
|
-
*
|
|
71
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
72
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
|
|
73
|
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* console.log(state.turn); // 'blue'
|
|
74
|
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* ```
|
|
75
|
-
*/
|
|
76
|
-
export function addSkirmishUnit(state, unit) {
|
|
77
|
-
if (!canPlaceSkirmishUnit(state, unit.x, unit.y))
|
|
78
|
-
throw new Error('skirmish unit cannot be placed there');
|
|
79
|
-
state.units.push({ ...unit, remainingMoves: unit.moves });
|
|
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|
-
if (!state.turn)
|
|
81
|
-
state.turn = unit.owner;
|
|
82
|
-
}
|
|
83
|
-
/**
|
|
84
|
-
* Every cell a unit can reach with its remaining movement points this turn, weighted by each
|
|
85
|
-
* terrain kind's own `moveCost` - no zone of control, unlike `board.Tactics`.
|
|
86
|
-
*
|
|
87
|
-
* @example
|
|
88
|
-
* ```ts
|
|
89
|
-
* import { startingSkirmish, addSkirmishUnit, skirmishMoves } from '@datamoc/mw_games/board';
|
|
90
|
-
*
|
|
91
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
92
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 2, attack: 4, hitChance: 0.7 });
|
|
93
|
-
*
|
|
94
|
-
* console.log(skirmishMoves(state, 'axeman').length); // 6 - every hex within 2 plain steps
|
|
95
|
-
* ```
|
|
96
|
-
*/
|
|
97
|
-
export function skirmishMoves(state, unitId) {
|
|
98
|
-
const unit = getUnit(state, unitId);
|
|
99
|
-
const budget = unit.remainingMoves ?? unit.moves;
|
|
100
|
-
if (unit.owner !== state.turn || budget <= 0)
|
|
101
|
-
return [];
|
|
102
|
-
//one reachability pass, not one Dijkstra per candidate cell: a cell held by another unit, or
|
|
103
|
-
//impassable terrain, is never a candidate. The mover is not blocked - it is leaving its own
|
|
104
|
-
//cell, so its own cell stays free in the pass.
|
|
105
|
-
const blocked = new Set(state.units.filter((candidate) => candidate.id !== unit.id).map((candidate) => `${candidate.x},${candidate.y}`));
|
|
106
|
-
const costs = reachableCosts(state, unit, budget, blocked);
|
|
107
|
-
const out = [];
|
|
108
|
-
for (let y = 0; y < state.height; y++)
|
|
109
|
-
for (let x = 0; x < state.width; x++) {
|
|
110
|
-
if ((x === unit.x && y === unit.y) || moveCostOf(state, x, y) === Infinity || blocked.has(`${x},${y}`))
|
|
111
|
-
continue;
|
|
112
|
-
const cost = costs.get(`${x},${y}`);
|
|
113
|
-
if (cost !== undefined && cost <= budget)
|
|
114
|
-
out.push({ unit: unitId, x, y, cost });
|
|
115
|
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}
|
|
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|
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return out;
|
|
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|
-
}
|
|
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|
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/**
|
|
119
|
-
* @example
|
|
120
|
-
* ```ts
|
|
121
|
-
* import { startingSkirmish, addSkirmishUnit, skirmishMoves, moveSkirmishUnit } from '@datamoc/mw_games/board';
|
|
122
|
-
*
|
|
123
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
124
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 2, attack: 4, hitChance: 0.7 });
|
|
125
|
-
*
|
|
126
|
-
* moveSkirmishUnit(state, skirmishMoves(state, 'axeman')[0]);
|
|
127
|
-
* console.log(state.units[0].remainingMoves); // 1 - one plain hex spent
|
|
128
|
-
* ```
|
|
129
|
-
*/
|
|
130
|
-
export function moveSkirmishUnit(state, move) {
|
|
131
|
-
const legal = skirmishMoves(state, move.unit).find((candidate) => candidate.x === move.x && candidate.y === move.y);
|
|
132
|
-
if (!legal)
|
|
133
|
-
throw new Error('illegal skirmish move');
|
|
134
|
-
const unit = getUnit(state, move.unit);
|
|
135
|
-
unit.x = move.x;
|
|
136
|
-
unit.y = move.y;
|
|
137
|
-
unit.remainingMoves = (unit.remainingMoves ?? unit.moves) - legal.cost;
|
|
138
|
-
const cell = state.cells[move.y * state.width + move.x];
|
|
139
|
-
if (cell.village)
|
|
140
|
-
cell.owner = unit.owner;
|
|
141
|
-
}
|
|
142
|
-
/**
|
|
143
|
-
* An attacker's strike against an adjacent enemy, followed by the defender's own retaliation
|
|
144
|
-
* if it survives - both use the same formula: `hitChance` reduced by the defender's terrain
|
|
145
|
-
* defence, `Random.chance` deciding whether it lands, `attack` as the flat damage on a hit.
|
|
146
|
-
*
|
|
147
|
-
* @example
|
|
148
|
-
* ```ts
|
|
149
|
-
* import { startingSkirmish, addSkirmishUnit, skirmishAttack } from '@datamoc/mw_games/board';
|
|
150
|
-
* import { Random } from '@datamoc/mw_games/core';
|
|
151
|
-
*
|
|
152
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
153
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 1 });
|
|
154
|
-
* addSkirmishUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 3, hitChance: 1 });
|
|
155
|
-
*
|
|
156
|
-
* const exchange = Random.withSeed(1, () => skirmishAttack(state, 'axeman', 'raider'));
|
|
157
|
-
* console.log(exchange.strikes.map((strike: { attacker: string }) => strike.attacker)); // ['axeman', 'raider'] - raider survived to retaliate
|
|
158
|
-
* ```
|
|
159
|
-
*/
|
|
160
|
-
export function skirmishAttack(state, attackerId, defenderId) {
|
|
161
|
-
const attacker = getUnit(state, attackerId);
|
|
162
|
-
const defender = getUnit(state, defenderId);
|
|
163
|
-
if (attacker.owner !== state.turn || attacker.owner === defender.owner)
|
|
164
|
-
throw new Error('invalid skirmish attack');
|
|
165
|
-
if (hexDistance(attacker, defender) !== 1)
|
|
166
|
-
throw new Error('skirmish combat is adjacency-only');
|
|
167
|
-
const strikes = [strike(state, attacker, defender)];
|
|
168
|
-
if (defender.hp > 0)
|
|
169
|
-
strikes.push(strike(state, defender, attacker));
|
|
170
|
-
state.units = state.units.filter((unit) => unit.hp > 0);
|
|
171
|
-
return { strikes };
|
|
172
|
-
}
|
|
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function strike(state, attacker, defender) {
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const defense = terrainOf(state, defender.x, defender.y).defense;
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const hit = Random.chance(Math.max(0, Math.min(1, attacker.hitChance * (1 - defense))));
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const damage = hit ? Math.min(attacker.attack, defender.hp) : 0;
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defender.hp -= damage;
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return { attacker: attacker.id, defender: defender.id, hit, damage, killed: defender.hp <= 0 };
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}
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180
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/**
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181
|
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* Net income for one side, from a flat base plus every village it currently owns - purely a
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182
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* function of the map's own village ownership, no formula beyond that belongs here, the same
|
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183
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* policy `board.Army`'s `armyIncome` already follows.
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184
|
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*
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185
|
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* @example
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186
|
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* ```ts
|
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187
|
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* import { startingSkirmish, setSkirmishTerrain, skirmishIncome } from '@datamoc/mw_games/board';
|
|
188
|
-
*
|
|
189
|
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* const state = startingSkirmish(4, 1, { plain: { moveCost: 1, defense: 0 } });
|
|
190
|
-
* setSkirmishTerrain(state, 0, 0, 'plain', true);
|
|
191
|
-
* state.cells[0].owner = 'blue';
|
|
192
|
-
*
|
|
193
|
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* console.log(skirmishIncome(state, 'blue', 2, 1)); // 3 - base 2, plus 1 for the one village
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194
|
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* ```
|
|
195
|
-
*/
|
|
196
|
-
export function skirmishIncome(state, owner, baseIncome, perVillage) {
|
|
197
|
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const villages = state.cells.filter((cell) => cell.village && cell.owner === owner).length;
|
|
198
|
-
return baseIncome + villages * perVillage;
|
|
199
|
-
}
|
|
200
|
-
/**
|
|
201
|
-
* Hands the turn to the next owner with units on the board, refilling their movement and
|
|
202
|
-
* healing every one of their units standing on a village they own.
|
|
203
|
-
*
|
|
204
|
-
* @example
|
|
205
|
-
* ```ts
|
|
206
|
-
* import { startingSkirmish, addSkirmishUnit, endSkirmishTurn } from '@datamoc/mw_games/board';
|
|
207
|
-
*
|
|
208
|
-
* const state = startingSkirmish(6, 6, { plain: { moveCost: 1, defense: 0 } });
|
|
209
|
-
* addSkirmishUnit(state, { id: 'axeman', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 4, hitChance: 0.7 });
|
|
210
|
-
* addSkirmishUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, moves: 4, attack: 3, hitChance: 0.6 });
|
|
211
|
-
*
|
|
212
|
-
* endSkirmishTurn(state, 2);
|
|
213
|
-
* console.log(state.turn, state.round); // 'red' 1
|
|
214
|
-
* ```
|
|
215
|
-
*/
|
|
216
|
-
export function endSkirmishTurn(state, healPerVillage = 0) {
|
|
217
|
-
const owners = [...new Set(state.units.map((unit) => unit.owner))];
|
|
218
|
-
if (owners.length === 0)
|
|
219
|
-
return;
|
|
220
|
-
const next = owners.indexOf(state.turn) + 1;
|
|
221
|
-
if (next >= owners.length)
|
|
222
|
-
state.round++;
|
|
223
|
-
state.turn = owners[next % owners.length];
|
|
224
|
-
for (const unit of state.units) {
|
|
225
|
-
if (unit.owner !== state.turn)
|
|
226
|
-
continue;
|
|
227
|
-
unit.remainingMoves = unit.moves;
|
|
228
|
-
const cell = state.cells[unit.y * state.width + unit.x];
|
|
229
|
-
if (cell.village && cell.owner === unit.owner && healPerVillage > 0) {
|
|
230
|
-
unit.hp = Math.min(unit.maxHp, unit.hp + healPerVillage);
|
|
231
|
-
}
|
|
232
|
-
}
|
|
233
|
-
}
|
|
234
|
-
function getUnit(state, id) {
|
|
235
|
-
const unit = state.units.find((candidate) => candidate.id === id);
|
|
236
|
-
if (!unit)
|
|
237
|
-
throw new Error(`unknown skirmish unit "${id}"`);
|
|
238
|
-
return unit;
|
|
239
|
-
}
|
|
240
|
-
function inside(state, x, y) {
|
|
241
|
-
return cellInside(state.width, state.height, x, y);
|
|
242
|
-
}
|
|
243
|
-
function occupied(state, x, y) {
|
|
244
|
-
return state.units.some((unit) => unit.x === x && unit.y === y);
|
|
245
|
-
}
|
|
246
|
-
function terrainOf(state, x, y) {
|
|
247
|
-
return state.terrainTable[state.cells[y * state.width + x].terrain];
|
|
248
|
-
}
|
|
249
|
-
function moveCostOf(state, x, y) {
|
|
250
|
-
return terrainOf(state, x, y).moveCost;
|
|
251
|
-
}
|
|
252
|
-
//the weighted walking cost to every free cell within `budget`, keyed `"x,y"` - one Dijkstra
|
|
253
|
-
//from the unit rather than one per target, since terrain move cost varies per cell unlike
|
|
254
|
-
//board.Tactics' uniform one-step cost. A blocked cell is never walked through, so it is relaxed
|
|
255
|
-
//from nobody; `skirmishMoves` reaches a blocked target from an adjacent free cell. The moving
|
|
256
|
-
//unit is not blocked (it is leaving its own cell), only the other units are.
|
|
257
|
-
function reachableCosts(state, unit, budget, blocked) {
|
|
258
|
-
const reached = weightedFlood({ x: unit.x, y: unit.y }, {
|
|
259
|
-
key: (cell) => cellKey(cell.x, cell.y),
|
|
260
|
-
neighbors: (cell) => hexNeighbors(cell.x, cell.y).filter((next) => inside(state, next.x, next.y)),
|
|
261
|
-
cost: (_from, to) => moveCostOf(state, to.x, to.y),
|
|
262
|
-
canEnter: (cell) => !blocked.has(cellKey(cell.x, cell.y)),
|
|
263
|
-
//weightedFlood reaches nothing under a non-finite ceiling, where an unlimited mover reaches everything
|
|
264
|
-
maxCost: Number.isFinite(budget) ? budget : Number.MAX_VALUE,
|
|
265
|
-
});
|
|
266
|
-
return new Map([...reached].map(([key, cell]) => [key, cell.cost]));
|
|
267
|
-
}
|
|
268
|
-
//# sourceMappingURL=HexSkirmish.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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