@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.
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
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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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  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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@@ -1,212 +0,0 @@
1
- /**
2
- * A tactical action-point battle layer: a grid or hex board where units spend action points to
3
- * move and attack, with overwatch reactions and turn order rotating by owner. Distances and
4
- * neighbours follow `shape`, reusing `core.Hex` for hex boards.
5
- *
6
- * @example
7
- * ```ts
8
- * import {
9
- * startingTactics,
10
- * addTacticalUnit,
11
- * tacticalMoves,
12
- * moveTacticalUnit,
13
- * setTacticalOverwatch,
14
- * triggerTacticalOverwatch,
15
- * tacticalAttack,
16
- * endTacticalTurn,
17
- * } from '@datamoc/mw_games/board';
18
- *
19
- * const state = startingTactics(6, 6, 'square');
20
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
21
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
22
- *
23
- * const moves = tacticalMoves(state, 'ranger'); // reachable cells within 2 action points
24
- * moveTacticalUnit(state, moves[0]);
25
- *
26
- * setTacticalOverwatch(state, 'ranger'); // spends the rest of blue's turn watching
27
- * endTacticalTurn(state); // hands the turn to red
28
- *
29
- * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // ranger fires if raider is in range
30
- * const result = tacticalAttack(state, 'raider', 'ranger', 3); // red's own attack, 3 damage minus cover
31
- * console.log(result.killed); // false - ranger has hp left
32
- * ```
33
- */
34
- export type TacticalShape = 'square' | 'hex';
35
- export interface TacticalCell {
36
- passable: boolean;
37
- cover?: number;
38
- }
39
- export interface TacticalUnit {
40
- id: string;
41
- owner: string;
42
- x: number;
43
- y: number;
44
- hp: number;
45
- maxHp: number;
46
- /** action points left this turn; spent by `moveTacticalUnit` and refreshed by `endTacticalTurn` */
47
- actions: number;
48
- /**
49
- * the per-turn budget `actions` is refreshed to. `addTacticalUnit` fills it from the initial
50
- * `actions` when the caller does not set it, so a unit keeps whatever budget it was created
51
- * with rather than being reset to a framework-wide number.
52
- */
53
- maxActions?: number;
54
- overwatch?: boolean;
55
- }
56
- export interface TacticalState {
57
- width: number;
58
- height: number;
59
- shape: TacticalShape;
60
- cells: TacticalCell[];
61
- units: TacticalUnit[];
62
- turn: string;
63
- round: number;
64
- }
65
- export interface TacticalMove {
66
- unit: string;
67
- x: number;
68
- y: number;
69
- cost: number;
70
- }
71
- export interface TacticalAttack {
72
- attacker: string;
73
- defender: string;
74
- damage: number;
75
- cover: number;
76
- killed: boolean;
77
- }
78
- /**
79
- * @example
80
- * ```ts
81
- * import { startingTactics } from '@datamoc/mw_games/board';
82
- *
83
- * const state = startingTactics(6, 6, 'square');
84
- * console.log(state.width, state.height, state.round); // 6 6 1
85
- * ```
86
- */
87
- export declare function startingTactics(width: number, height: number, shape?: TacticalShape): TacticalState;
88
- /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied
89
- *
90
- * @example
91
- * ```ts
92
- * import { startingTactics, addTacticalUnit, canPlaceTacticalUnit } from '@datamoc/mw_games/board';
93
- *
94
- * const state = startingTactics(6, 6, 'square');
95
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
96
- *
97
- * console.log(canPlaceTacticalUnit(state, 1, 1)); // true
98
- * console.log(canPlaceTacticalUnit(state, 0, 0)); // false - ranger is already there
99
- * ```
100
- */
101
- export declare function canPlaceTacticalUnit(state: TacticalState, x: number, y: number): boolean;
102
- /**
103
- * Places a unit; the first unit added decides whose turn it is.
104
- *
105
- * @example
106
- * ```ts
107
- * import { startingTactics, addTacticalUnit } from '@datamoc/mw_games/board';
108
- *
109
- * const state = startingTactics(6, 6, 'square');
110
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
111
- * console.log(state.turn); // 'blue'
112
- * ```
113
- */
114
- export declare function addTacticalUnit(state: TacticalState, unit: TacticalUnit): void;
115
- /**
116
- * Every cell a unit can reach with its remaining action points, respecting terrain,
117
- * occupancy, and enemy zones of control.
118
- *
119
- * @example
120
- * ```ts
121
- * import { startingTactics, addTacticalUnit, tacticalMoves } from '@datamoc/mw_games/board';
122
- *
123
- * const state = startingTactics(6, 6, 'square');
124
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
125
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
126
- *
127
- * const moves = tacticalMoves(state, 'ranger');
128
- * console.log(moves.length, moves[0]); // 5 { unit: 'ranger', x: 1, y: 0, cost: 1 }
129
- * ```
130
- */
131
- export declare function tacticalMoves(state: TacticalState, unitId: string): TacticalMove[];
132
- /**
133
- * @example
134
- * ```ts
135
- * import { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit } from '@datamoc/mw_games/board';
136
- *
137
- * const state = startingTactics(6, 6, 'square');
138
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
139
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
140
- *
141
- * moveTacticalUnit(state, tacticalMoves(state, 'ranger')[0]);
142
- * console.log(state.units.find((unit) => unit.id === 'ranger')); // { ..., x: 1, y: 0, actions: 1 }
143
- * ```
144
- */
145
- export declare function moveTacticalUnit(state: TacticalState, move: TacticalMove): void;
146
- /**
147
- * Spends the rest of a unit's turn watching, so it can react through
148
- * `triggerTacticalOverwatch` when an enemy moves nearby.
149
- *
150
- * @example
151
- * ```ts
152
- * import { startingTactics, addTacticalUnit, setTacticalOverwatch } from '@datamoc/mw_games/board';
153
- *
154
- * const state = startingTactics(6, 6, 'square');
155
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
156
- *
157
- * setTacticalOverwatch(state, 'ranger');
158
- * console.log(state.units[0].overwatch); // true
159
- * ```
160
- */
161
- export declare function setTacticalOverwatch(state: TacticalState, unitId: string): void;
162
- /**
163
- * Fires every enemy overwatch reaction in range of the moving unit.
164
- *
165
- * @example
166
- * ```ts
167
- * import { startingTactics, addTacticalUnit, setTacticalOverwatch, endTacticalTurn, triggerTacticalOverwatch } from '@datamoc/mw_games/board';
168
- *
169
- * const state = startingTactics(6, 6, 'square');
170
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
171
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
172
- * setTacticalOverwatch(state, 'ranger');
173
- * endTacticalTurn(state);
174
- *
175
- * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // raider steps into range
176
- * console.log(reactions); // [{ attacker: 'ranger', defender: 'raider', damage: 4, cover: 0, killed: false }]
177
- * ```
178
- */
179
- export declare function triggerTacticalOverwatch(state: TacticalState, movingUnitId: string, damage: number): TacticalAttack[];
180
- /**
181
- * @example
182
- * ```ts
183
- * import { startingTactics, addTacticalUnit, endTacticalTurn, tacticalAttack } from '@datamoc/mw_games/board';
184
- *
185
- * const state = startingTactics(6, 6, 'square');
186
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
187
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
188
- * endTacticalTurn(state); // it's blue's turn until someone ends it
189
- *
190
- * const result = tacticalAttack(state, 'raider', 'ranger', 3);
191
- * console.log(result); // { attacker: 'raider', defender: 'ranger', damage: 3, cover: 0, killed: false }
192
- * ```
193
- */
194
- export declare function tacticalAttack(state: TacticalState, attackerId: string, defenderId: string, damage: number): TacticalAttack;
195
- /**
196
- * Hands the turn to the next owner with units on the board, refreshing their action points
197
- * and clearing overwatch.
198
- *
199
- * @example
200
- * ```ts
201
- * import { startingTactics, addTacticalUnit, endTacticalTurn } from '@datamoc/mw_games/board';
202
- *
203
- * const state = startingTactics(6, 6, 'square');
204
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
205
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
206
- *
207
- * endTacticalTurn(state);
208
- * console.log(state.turn, state.round); // 'red' 1
209
- * ```
210
- */
211
- export declare function endTacticalTurn(state: TacticalState): void;
212
- //# sourceMappingURL=Tactics.d.ts.map
@@ -1 +0,0 @@
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@@ -1,303 +0,0 @@
1
- import { cellInside } from '../core/Grid.js';
2
- import { hexDistance, hexNeighbors } from '../core/Hex.js';
3
- /**
4
- * @example
5
- * ```ts
6
- * import { startingTactics } from '@datamoc/mw_games/board';
7
- *
8
- * const state = startingTactics(6, 6, 'square');
9
- * console.log(state.width, state.height, state.round); // 6 6 1
10
- * ```
11
- */
12
- export function startingTactics(width, height, shape = 'hex') {
13
- if (width < 1 || height < 1)
14
- throw new Error('a tactical map needs positive dimensions');
15
- return {
16
- width,
17
- height,
18
- shape,
19
- cells: Array.from({ length: width * height }, () => ({ passable: true, cover: 0 })),
20
- units: [],
21
- turn: '',
22
- round: 1,
23
- };
24
- }
25
- /** whether a unit could be placed at (x, y) right now - on the map, and not already occupied
26
- *
27
- * @example
28
- * ```ts
29
- * import { startingTactics, addTacticalUnit, canPlaceTacticalUnit } from '@datamoc/mw_games/board';
30
- *
31
- * const state = startingTactics(6, 6, 'square');
32
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
33
- *
34
- * console.log(canPlaceTacticalUnit(state, 1, 1)); // true
35
- * console.log(canPlaceTacticalUnit(state, 0, 0)); // false - ranger is already there
36
- * ```
37
- */
38
- export function canPlaceTacticalUnit(state, x, y) {
39
- return cellInside(state.width, state.height, x, y) && !occupied(state, x, y);
40
- }
41
- /**
42
- * Places a unit; the first unit added decides whose turn it is.
43
- *
44
- * @example
45
- * ```ts
46
- * import { startingTactics, addTacticalUnit } from '@datamoc/mw_games/board';
47
- *
48
- * const state = startingTactics(6, 6, 'square');
49
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
50
- * console.log(state.turn); // 'blue'
51
- * ```
52
- */
53
- export function addTacticalUnit(state, unit) {
54
- if (!canPlaceTacticalUnit(state, unit.x, unit.y))
55
- throw new Error('tactical unit cannot be placed there');
56
- state.units.push({ ...unit, maxActions: unit.maxActions ?? unit.actions });
57
- if (!state.turn)
58
- state.turn = unit.owner;
59
- }
60
- /**
61
- * Every cell a unit can reach with its remaining action points, respecting terrain,
62
- * occupancy, and enemy zones of control.
63
- *
64
- * @example
65
- * ```ts
66
- * import { startingTactics, addTacticalUnit, tacticalMoves } from '@datamoc/mw_games/board';
67
- *
68
- * const state = startingTactics(6, 6, 'square');
69
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
70
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
71
- *
72
- * const moves = tacticalMoves(state, 'ranger');
73
- * console.log(moves.length, moves[0]); // 5 { unit: 'ranger', x: 1, y: 0, cost: 1 }
74
- * ```
75
- */
76
- export function tacticalMoves(state, unitId) {
77
- const unit = getUnit(state, unitId);
78
- if (unit.owner !== state.turn || unit.actions <= 0)
79
- return [];
80
- //computed once per call rather than once per candidate cell - tacticalPathCost used to
81
- //redo this same enemy scan and neighbour allocation for every one of the up to width*height
82
- //cells below, which is pure repeated work: neither depends on the candidate destination
83
- const engaged = tacticalEngaged(state, unit);
84
- const zone = tacticalZone(state, unit, engaged);
85
- const out = [];
86
- for (let y = 0; y < state.height; y++)
87
- for (let x = 0; x < state.width; x++) {
88
- if ((x === unit.x && y === unit.y) || !state.cells[y * state.width + x].passable || occupied(state, x, y))
89
- continue;
90
- const cost = tacticalPathCost(state, unit, x, y, unit.actions, zone);
91
- if (cost !== null)
92
- out.push({ unit: unitId, x, y, cost });
93
- }
94
- return out;
95
- }
96
- /**
97
- * @example
98
- * ```ts
99
- * import { startingTactics, addTacticalUnit, tacticalMoves, moveTacticalUnit } from '@datamoc/mw_games/board';
100
- *
101
- * const state = startingTactics(6, 6, 'square');
102
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
103
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
104
- *
105
- * moveTacticalUnit(state, tacticalMoves(state, 'ranger')[0]);
106
- * console.log(state.units.find((unit) => unit.id === 'ranger')); // { ..., x: 1, y: 0, actions: 1 }
107
- * ```
108
- */
109
- export function moveTacticalUnit(state, move) {
110
- const legal = tacticalMoves(state, move.unit).find((candidate) => candidate.x === move.x && candidate.y === move.y);
111
- if (!legal)
112
- throw new Error('illegal tactical move');
113
- const unit = getUnit(state, move.unit);
114
- unit.x = move.x;
115
- unit.y = move.y;
116
- unit.actions -= legal.cost;
117
- }
118
- /**
119
- * Spends the rest of a unit's turn watching, so it can react through
120
- * `triggerTacticalOverwatch` when an enemy moves nearby.
121
- *
122
- * @example
123
- * ```ts
124
- * import { startingTactics, addTacticalUnit, setTacticalOverwatch } from '@datamoc/mw_games/board';
125
- *
126
- * const state = startingTactics(6, 6, 'square');
127
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
128
- *
129
- * setTacticalOverwatch(state, 'ranger');
130
- * console.log(state.units[0].overwatch); // true
131
- * ```
132
- */
133
- export function setTacticalOverwatch(state, unitId) {
134
- const unit = getUnit(state, unitId);
135
- if (unit.owner !== state.turn || unit.actions <= 0)
136
- throw new Error('only an active unit can enter overwatch');
137
- unit.actions = 0;
138
- unit.overwatch = true;
139
- }
140
- /**
141
- * Fires every enemy overwatch reaction in range of the moving unit.
142
- *
143
- * @example
144
- * ```ts
145
- * import { startingTactics, addTacticalUnit, setTacticalOverwatch, endTacticalTurn, triggerTacticalOverwatch } from '@datamoc/mw_games/board';
146
- *
147
- * const state = startingTactics(6, 6, 'square');
148
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
149
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
150
- * setTacticalOverwatch(state, 'ranger');
151
- * endTacticalTurn(state);
152
- *
153
- * const reactions = triggerTacticalOverwatch(state, 'raider', 4); // raider steps into range
154
- * console.log(reactions); // [{ attacker: 'ranger', defender: 'raider', damage: 4, cover: 0, killed: false }]
155
- * ```
156
- */
157
- export function triggerTacticalOverwatch(state, movingUnitId, damage) {
158
- const moving = getUnit(state, movingUnitId);
159
- const reactions = [];
160
- for (const watcher of [...state.units]) {
161
- if (!watcher.overwatch || watcher.owner === moving.owner || tacticalDistance(state, watcher, moving) > 3)
162
- continue;
163
- const cover = state.cells[moving.y * state.width + moving.x].cover ?? 0;
164
- const dealt = Math.max(0, damage - cover);
165
- moving.hp = Math.max(0, moving.hp - dealt);
166
- watcher.overwatch = false;
167
- reactions.push({ attacker: watcher.id, defender: moving.id, damage: dealt, cover, killed: moving.hp === 0 });
168
- if (moving.hp === 0) {
169
- state.units = state.units.filter((unit) => unit !== moving);
170
- break;
171
- }
172
- }
173
- return reactions;
174
- }
175
- /**
176
- * @example
177
- * ```ts
178
- * import { startingTactics, addTacticalUnit, endTacticalTurn, tacticalAttack } from '@datamoc/mw_games/board';
179
- *
180
- * const state = startingTactics(6, 6, 'square');
181
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
182
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 1, y: 0, hp: 10, maxHp: 10, actions: 2 });
183
- * endTacticalTurn(state); // it's blue's turn until someone ends it
184
- *
185
- * const result = tacticalAttack(state, 'raider', 'ranger', 3);
186
- * console.log(result); // { attacker: 'raider', defender: 'ranger', damage: 3, cover: 0, killed: false }
187
- * ```
188
- */
189
- export function tacticalAttack(state, attackerId, defenderId, damage) {
190
- const attacker = getUnit(state, attackerId);
191
- const defender = getUnit(state, defenderId);
192
- if (attacker.owner !== state.turn || attacker.owner === defender.owner)
193
- throw new Error('invalid tactical attack');
194
- if (tacticalDistance(state, attacker, defender) > 3)
195
- throw new Error('tactical target is out of range');
196
- const cover = state.cells[defender.y * state.width + defender.x].cover ?? 0;
197
- const dealt = Math.max(0, damage - cover);
198
- defender.hp = Math.max(0, defender.hp - dealt);
199
- const killed = defender.hp === 0;
200
- if (killed)
201
- state.units = state.units.filter((unit) => unit !== defender);
202
- return { attacker: attackerId, defender: defenderId, damage: dealt, cover, killed };
203
- }
204
- /**
205
- * Hands the turn to the next owner with units on the board, refreshing their action points
206
- * and clearing overwatch.
207
- *
208
- * @example
209
- * ```ts
210
- * import { startingTactics, addTacticalUnit, endTacticalTurn } from '@datamoc/mw_games/board';
211
- *
212
- * const state = startingTactics(6, 6, 'square');
213
- * addTacticalUnit(state, { id: 'ranger', owner: 'blue', x: 0, y: 0, hp: 10, maxHp: 10, actions: 2 });
214
- * addTacticalUnit(state, { id: 'raider', owner: 'red', x: 3, y: 0, hp: 10, maxHp: 10, actions: 2 });
215
- *
216
- * endTacticalTurn(state);
217
- * console.log(state.turn, state.round); // 'red' 1
218
- * ```
219
- */
220
- export function endTacticalTurn(state) {
221
- const owners = [...new Set(state.units.map((unit) => unit.owner))];
222
- if (owners.length === 0)
223
- return;
224
- const next = owners.indexOf(state.turn) + 1;
225
- if (next >= owners.length)
226
- state.round++;
227
- state.turn = owners[next % owners.length];
228
- for (const unit of state.units)
229
- if (unit.owner === state.turn) {
230
- unit.actions = unit.maxActions ?? unit.actions;
231
- unit.overwatch = false;
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 tactical unit "${id}"`);
238
- return unit;
239
- }
240
- function occupied(state, x, y) {
241
- return state.units.some((unit) => unit.x === x && unit.y === y);
242
- }
243
- function tacticalNeighbours(state, x, y) {
244
- return state.shape === 'hex'
245
- ? hexNeighbors(x, y)
246
- : [
247
- { x: x - 1, y },
248
- { x: x + 1, y },
249
- { x, y: y - 1 },
250
- { x, y: y + 1 },
251
- ];
252
- }
253
- function tacticalDistance(state, a, b) {
254
- return state.shape === 'hex' ? hexDistance(a, b) : Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
255
- }
256
- //enemies already adjacent to the unit before it moves - engaging one already lifts its zone
257
- function tacticalEngaged(state, unit) {
258
- return new Set(state.units
259
- .filter((other) => other.owner !== unit.owner &&
260
- tacticalNeighbours(state, unit.x, unit.y).some((cell) => cell.x === other.x && cell.y === other.y))
261
- .map((other) => other.id));
262
- }
263
- //cells adjacent to an enemy the unit is not already engaged with - stepping into one uses up
264
- //the rest of a move (standard zone-of-control), though it can still be entered as a final stop
265
- function tacticalZone(state, unit, engaged) {
266
- const zone = new Set();
267
- for (const enemy of state.units) {
268
- if (enemy.owner === unit.owner || engaged.has(enemy.id))
269
- continue;
270
- for (const cell of tacticalNeighbours(state, enemy.x, enemy.y))
271
- zone.add(`${cell.x},${cell.y}`);
272
- }
273
- return zone;
274
- }
275
- //the real walking distance to (targetX, targetY), never exceeding `budget` steps, or null if
276
- //it cannot be reached within that budget - a move's true cost, not straight-line distance.
277
- //`zone` is precomputed once by the caller (see tacticalMoves) rather than recomputed here on
278
- //every call, since neither depends on the candidate target; a plain index cursor stands in
279
- //for `todo.shift()`, which is O(n) per pop and would make this BFS quadratic in path length
280
- function tacticalPathCost(state, unit, targetX, targetY, budget, zone) {
281
- const todo = [{ x: unit.x, y: unit.y, distance: 0 }];
282
- let head = 0;
283
- const seen = new Set([`${unit.x},${unit.y}`]);
284
- while (head < todo.length) {
285
- const current = todo[head++];
286
- if (current.x === targetX && current.y === targetY)
287
- return current.distance;
288
- if (current.distance >= budget || (current.distance > 0 && zone.has(`${current.x},${current.y}`)))
289
- continue;
290
- for (const next of tacticalNeighbours(state, current.x, current.y)) {
291
- const key = `${next.x},${next.y}`;
292
- if (!cellInside(state.width, state.height, next.x, next.y) ||
293
- seen.has(key) ||
294
- !state.cells[next.y * state.width + next.x].passable ||
295
- (occupied(state, next.x, next.y) && !(next.x === targetX && next.y === targetY)))
296
- continue;
297
- seen.add(key);
298
- todo.push({ x: next.x, y: next.y, distance: current.distance + 1 });
299
- }
300
- }
301
- return null;
302
- }
303
- //# sourceMappingURL=Tactics.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,132 +0,0 @@
1
- import { type ChessSide, type ChessState, type PromotionKind } from './chess.ts';
2
- /**
3
- * Chess on bitboards: the first slice of the tournament engine (item 390).
4
- *
5
- * Twelve 64-bit boards (`pieces[color * 6 + kind]`, white 0-5, black 6-11, square 0 is
6
- * a1 exactly like `chess.ts`), side to move, castling rights, en passant square, the
7
- * halfmove clock and both king squares. Everything in it is plain data (`bigint`
8
- * included), so a position structured-clones into a worker untouched.
9
- *
10
- * Two implementations of the rules now exist on purpose: `chess.ts` is the readable
11
- * reference a minigame runs directly, this one is the fast mutable board a search
12
- * makes and unmakes millions of times. `tests/board-bitboard.test.ts` keeps them
13
- * honest two ways: every legal move of one is a legal move of the other on a suite of
14
- * positions, and perft counts match the published node counts.
15
- */
16
- export interface BitboardState {
17
- /** twelve bitboards: white pawn..king, then black pawn..king */
18
- pieces: bigint[];
19
- turn: ChessSide;
20
- /** castling rights as a mask: 1 white kingside, 2 white queenside, 4 black kingside, 8 black queenside */
21
- castling: number;
22
- /** a square a pawn could capture onto, left behind by a double push */
23
- enPassant: number | null;
24
- halfmove: number;
25
- /** king squares, white then black: maintained on every move, so checks never scan */
26
- kings: [number, number];
27
- }
28
- export interface BitboardMove {
29
- from: number;
30
- to: number;
31
- promotion?: PromotionKind;
32
- }
33
- /** everything `makeMove` changes besides the moved piece, handed back to `unmakeMove` */
34
- export interface BitboardUndo {
35
- captured: {
36
- color: 0 | 1;
37
- kind: number;
38
- } | null;
39
- castling: number;
40
- enPassant: number | null;
41
- halfmove: number;
42
- kingSquare: number;
43
- }
44
- /**
45
- * Reads a `chess.ts` position onto bitboards: the bridge the differential tests cross
46
- * in both directions, and the way a FEN reaches the fast board.
47
- *
48
- * @example
49
- * ```ts
50
- * import { bitboardFromChess, bitboardMoves, startingChess } from '@datamoc/mw_games/board';
51
- *
52
- * const moves = bitboardMoves(bitboardFromChess(startingChess()));
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- * console.log(moves.length); // 20 - the opening position's own count
54
- * ```
55
- */
56
- export declare function bitboardFromChess(state: ChessState): BitboardState;
57
- /**
58
- * The standard opening array on bitboards, white to move with every right intact.
59
- *
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- * @example
61
- * ```ts
62
- * import { bitboardMoves, startingBitboard } from '@datamoc/mw_games/board';
63
- *
64
- * console.log(bitboardMoves(startingBitboard()).length); // 20 - 16 pawn moves, 4 knight moves
65
- * ```
66
- */
67
- export declare function startingBitboard(): BitboardState;
68
- /**
69
- * Every legal move for the side to play, in stable square order: pseudo-moves that leave
70
- * their own king safe, each tried with `makeMove` and taken back with `unmakeMove`.
71
- * Castling needs its rights, an empty passage and no check on the way over; en passant
72
- * pins fall out of the make-and-test filter rather than special-casing.
73
- *
74
- * @example
75
- * ```ts
76
- * import { bitboardMoves, startingBitboard } from '@datamoc/mw_games/board';
77
- *
78
- * const moves = bitboardMoves(startingBitboard());
79
- * console.log(moves.every((move) => move.from >= 0 && move.to < 64)); // true
80
- * ```
81
- */
82
- export declare function bitboardMoves(board: BitboardState): BitboardMove[];
83
- /**
84
- * Plays a move, mutating the position, and returns what `unmakeMove` needs to take it
85
- * back. Special moves are read off the position rather than flagged on the move: a pawn
86
- * onto the en passant square captures the pawn behind it, a king stepping two squares
87
- * swings its rook, a pawn stride of sixteen leaves a square behind it.
88
- *
89
- * @example
90
- * ```ts
91
- * import { bitboardMoves, makeMove, startingBitboard, unmakeMove } from '@datamoc/mw_games/board';
92
- *
93
- * const board = startingBitboard();
94
- * const move = bitboardMoves(board)[0];
95
- * const undo = makeMove(board, move);
96
- * console.log(board.turn); // 'black' - the move is played
97
- * unmakeMove(board, move, undo);
98
- * ```
99
- */
100
- export declare function makeMove(board: BitboardState, move: BitboardMove): BitboardUndo;
101
- /**
102
- * Takes back exactly what `makeMove` played: the mover returns, the taken piece (or the
103
- * en passant pawn behind the landing square) is restored, and rights, en passant
104
- * square, halfmove clock and king square come back from the undo.
105
- *
106
- * @example
107
- * ```ts
108
- * import { bitboardMoves, makeMove, startingBitboard, unmakeMove } from '@datamoc/mw_games/board';
109
- *
110
- * const board = startingBitboard();
111
- * const move = bitboardMoves(board)[0];
112
- * const undo = makeMove(board, move);
113
- * unmakeMove(board, move, undo);
114
- * console.log(board.turn, bitboardMoves(board).length); // 'white' 20 - taken back whole
115
- * ```
116
- */
117
- export declare function unmakeMove(board: BitboardState, move: BitboardMove, undo: BitboardUndo): void;
118
- /**
119
- * Move-generation node count: 1 at depth 0, else the sum over every legal move. The
120
- * position is played and taken back as it goes, so it reads identical afterwards.
121
- * Counts match the published perft numbers, which is the whole point: a wrong move
122
- * generator cannot hide from them.
123
- *
124
- * @example
125
- * ```ts
126
- * import { perft, startingBitboard } from '@datamoc/mw_games/board';
127
- *
128
- * console.log(perft(startingBitboard(), 2)); // 400 - the opening's two-ply count
129
- * ```
130
- */
131
- export declare function perft(board: BitboardState, depth: number): number;
132
- //# sourceMappingURL=bitboard.d.ts.map
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