@datamoc/mw_games 0.6.0 → 0.7.1

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 (56) hide show
  1. package/README.md +66 -1
  2. package/dist/index.d.ts +1 -0
  3. package/dist/index.d.ts.map +1 -1
  4. package/dist/index.js +1 -0
  5. package/dist/index.js.map +1 -1
  6. package/dist/mw_games.global.js +22 -19
  7. package/dist/mwl/actors.d.ts +16 -0
  8. package/dist/mwl/actors.d.ts.map +1 -0
  9. package/dist/mwl/actors.js +33 -0
  10. package/dist/mwl/actors.js.map +1 -0
  11. package/dist/mwl/catalog.d.ts +13 -0
  12. package/dist/mwl/catalog.d.ts.map +1 -0
  13. package/dist/mwl/catalog.js +67 -0
  14. package/dist/mwl/catalog.js.map +1 -0
  15. package/dist/mwl/compiler.d.ts +51 -0
  16. package/dist/mwl/compiler.d.ts.map +1 -0
  17. package/dist/mwl/compiler.js +119 -0
  18. package/dist/mwl/compiler.js.map +1 -0
  19. package/dist/mwl/content.d.ts +90 -0
  20. package/dist/mwl/content.d.ts.map +1 -0
  21. package/dist/mwl/content.js +146 -0
  22. package/dist/mwl/content.js.map +1 -0
  23. package/dist/mwl/expression.d.ts +21 -0
  24. package/dist/mwl/expression.d.ts.map +1 -0
  25. package/dist/mwl/expression.js +110 -0
  26. package/dist/mwl/expression.js.map +1 -0
  27. package/dist/mwl/grammar.d.ts +39 -0
  28. package/dist/mwl/grammar.d.ts.map +1 -0
  29. package/dist/mwl/grammar.js +204 -0
  30. package/dist/mwl/grammar.js.map +1 -0
  31. package/dist/mwl/hooks.d.ts +81 -0
  32. package/dist/mwl/hooks.d.ts.map +1 -0
  33. package/dist/mwl/hooks.js +78 -0
  34. package/dist/mwl/hooks.js.map +1 -0
  35. package/dist/mwl/index.d.ts +21 -0
  36. package/dist/mwl/index.d.ts.map +1 -0
  37. package/dist/mwl/index.js +11 -0
  38. package/dist/mwl/index.js.map +1 -0
  39. package/dist/mwl/persistence.d.ts +15 -0
  40. package/dist/mwl/persistence.d.ts.map +1 -0
  41. package/dist/mwl/persistence.js +41 -0
  42. package/dist/mwl/persistence.js.map +1 -0
  43. package/dist/mwl/runtime.d.ts +196 -0
  44. package/dist/mwl/runtime.d.ts.map +1 -0
  45. package/dist/mwl/runtime.js +587 -0
  46. package/dist/mwl/runtime.js.map +1 -0
  47. package/dist/mwl/schema.d.ts +20 -0
  48. package/dist/mwl/schema.d.ts.map +1 -0
  49. package/dist/mwl/schema.js +379 -0
  50. package/dist/mwl/schema.js.map +1 -0
  51. package/dist/version.d.ts +1 -1
  52. package/dist/version.js +1 -1
  53. package/package.json +15 -4
  54. package/tools/extract-html.d.mts +18 -0
  55. package/tools/extract-html.mjs +235 -0
  56. package/tools/mwl.mjs +197 -0
@@ -0,0 +1,587 @@
1
+ import { decodeSave, encodeSave } from './persistence.js';
2
+ export function createWorld() {
3
+ return {
4
+ variables: {},
5
+ units: {},
6
+ sides: {},
7
+ maps: {},
8
+ gold: {},
9
+ turn: 1,
10
+ status: 'playing',
11
+ map: null,
12
+ timeOfDay: '',
13
+ scheduleIndex: 0,
14
+ };
15
+ }
16
+ /**
17
+ * Parse map text: one row per line, comma-separated codes. A token may be
18
+ * `<side> <code>` to mark that side's keep/start, which is how a leader knows
19
+ * where to appear.
20
+ */
21
+ export function parseTerrain(text) {
22
+ const rows = text
23
+ .split(/\r?\n/)
24
+ .filter((line) => line.trim() !== '')
25
+ .map((line) => line.split(',').map((token) => token.trim()));
26
+ const height = rows.length;
27
+ const width = rows.length ? Math.max(...rows.map((row) => row.length)) : 0;
28
+ const codes = [];
29
+ const starts = {};
30
+ for (let y = 0; y < height; y++) {
31
+ for (let x = 0; x < width; x++) {
32
+ const token = rows[y]?.[x] ?? '_off^_usr';
33
+ const keep = /^([0-9]+)\s+(.+)$/.exec(token);
34
+ if (keep) {
35
+ codes.push(keep[2]);
36
+ (starts[Number(keep[1])] ??= []).push({ x, y });
37
+ }
38
+ else
39
+ codes.push(token);
40
+ }
41
+ }
42
+ return { width, height, codes, starts };
43
+ }
44
+ /**
45
+ * Runtime for compiled MWL content. It never parses source text during play.
46
+ *
47
+ * The framework runtime owns what is game-agnostic: maps, sides, units, turn
48
+ * order, the schedule, objectives, events, and save/load. Game rules that need
49
+ * real data (pathfinding costs, combat formulas) stay in the engine adapter;
50
+ * this runtime's `move` is a bounds and occupancy check, and `attack` applies
51
+ * the amount the content asks for.
52
+ */
53
+ export class MwlRuntime {
54
+ constructor(game, options = {}) {
55
+ this.unitTypes = new Map();
56
+ this.schedule = [];
57
+ this.game = game;
58
+ this.world = options.world ?? createWorld();
59
+ this.onMessage = options.onMessage;
60
+ this.resolveMap = options.resolveMap;
61
+ this.hooks = options.hooks;
62
+ this.persistence = options.persistence ?? { version: 1 };
63
+ this.loadUnitTypes();
64
+ this.loadSchedule();
65
+ this.loadInitialContent();
66
+ this.loadInitialUnits();
67
+ this.loadLeaders();
68
+ }
69
+ run(trigger) {
70
+ for (const event of this.nodes('event')) {
71
+ if ((event.attributes.on ?? event.attributes.trigger) !== trigger)
72
+ continue;
73
+ if (!this.eventFiltersMatch(event))
74
+ continue;
75
+ if (!this.claimEvent(event))
76
+ continue;
77
+ this.executeEvent(event);
78
+ }
79
+ this.checkObjectives();
80
+ }
81
+ /**
82
+ * Fire the `on=moveto` events for a unit that has just arrived somewhere.
83
+ * The runtime's own `[move]` command calls this, and so does a game whose
84
+ * engine moved the unit: write the new position into `world.units` first,
85
+ * then call this with the unit id.
86
+ *
87
+ * An event matches when `x`/`y` (when given) are the unit's position, and
88
+ * `unit`/`side` (when given) are the unit's. A moveto event fires once by
89
+ * default; pass `once=false` on the event to let it fire every time.
90
+ */
91
+ fireMoveto(id) {
92
+ const unit = this.world.units[id];
93
+ if (!unit || !unit.alive)
94
+ return;
95
+ for (const event of this.nodes('event')) {
96
+ if ((event.attributes.on ?? event.attributes.trigger) !== 'moveto')
97
+ continue;
98
+ if (event.attributes.x !== undefined && integer(event, 'x', Number.NaN) !== unit.x)
99
+ continue;
100
+ if (event.attributes.y !== undefined && integer(event, 'y', Number.NaN) !== unit.y)
101
+ continue;
102
+ if (event.attributes.unit !== undefined && event.attributes.unit !== id)
103
+ continue;
104
+ if (event.attributes.side !== undefined && integer(event, 'side', Number.NaN) !== unit.side)
105
+ continue;
106
+ if (!this.eventFiltersMatch(event))
107
+ continue;
108
+ if (!this.claimEvent(event))
109
+ continue;
110
+ this.executeEvent(event);
111
+ }
112
+ this.checkObjectives();
113
+ }
114
+ /** A `moveto` event is a story beat: it fires once unless told otherwise. */
115
+ claimEvent(event) {
116
+ const once = event.attributes.once === undefined ? event.attributes.on === 'moveto' : event.attributes.once !== 'false';
117
+ if (!once)
118
+ return true;
119
+ const key = event.attributes.id ??
120
+ `${event.attributes.on ?? event.attributes.trigger ?? 'event'}@${event.location?.line ?? 0}`;
121
+ const fired = (this.world.firedEvents ??= []);
122
+ if (fired.includes(key))
123
+ return false;
124
+ fired.push(key);
125
+ return true;
126
+ }
127
+ eventFiltersMatch(event) {
128
+ const condition = event.children.find((child) => child.tag === 'condition');
129
+ if (condition && this.world.variables[condition.attributes.variable] !== condition.attributes.equals)
130
+ return false;
131
+ const filter = event.children.find((child) => child.tag === 'filter');
132
+ return !filter || this.filterMatches(filter);
133
+ }
134
+ executeEvent(event) {
135
+ for (const command of event.children.filter((child) => child.tag !== 'condition' && child.tag !== 'filter' && child.tag !== 'dialogue' && child.tag !== 'say'))
136
+ this.executeNode(command);
137
+ }
138
+ /**
139
+ * Evaluate `[objectives]` now and return the resulting status. A game whose
140
+ * own engine resolved the actions (real movement, combat) calls this after
141
+ * writing the results into `world`; `run` already calls it itself.
142
+ */
143
+ evaluate() {
144
+ this.checkObjectives();
145
+ return this.world.status;
146
+ }
147
+ save() {
148
+ return encodeSave(this.world, this.persistence);
149
+ }
150
+ snapshot() {
151
+ return JSON.stringify(this.world);
152
+ }
153
+ restore(snapshot) {
154
+ const restored = decodeSave(snapshot, this.persistence);
155
+ Object.assign(this.world.variables, restored.variables);
156
+ Object.assign(this.world.units, restored.units);
157
+ Object.assign(this.world.sides, restored.sides ?? {});
158
+ Object.assign(this.world.maps, restored.maps ?? {});
159
+ Object.assign(this.world.gold, restored.gold ?? {});
160
+ this.world.turn = restored.turn;
161
+ this.world.status = restored.status;
162
+ this.world.map = restored.map ?? null;
163
+ this.world.timeOfDay = restored.timeOfDay ?? this.schedule[0] ?? '';
164
+ this.world.scheduleIndex = restored.scheduleIndex ?? 0;
165
+ // One-shot events stay spent across a load.
166
+ this.world.firedEvents = [...(restored.firedEvents ?? [])];
167
+ }
168
+ loadUnitTypes() {
169
+ for (const node of this.nodes('unit_type')) {
170
+ const id = node.attributes.id;
171
+ if (id)
172
+ this.unitTypes.set(id, {
173
+ hitpoints: integer(node, 'hitpoints', 1),
174
+ movement: integer(node, 'movement', 0),
175
+ });
176
+ }
177
+ }
178
+ loadSchedule() {
179
+ this.schedule = this.nodes('schedule').flatMap((schedule) => schedule.children
180
+ .filter((child) => child.tag === 'time')
181
+ .map((child) => child.attributes.id)
182
+ .filter((id) => Boolean(id)));
183
+ this.world.scheduleIndex = 0;
184
+ this.world.timeOfDay = this.schedule[0] ?? '';
185
+ }
186
+ loadInitialContent() {
187
+ for (const side of this.nodes('side')) {
188
+ const entry = {
189
+ gold: integer(side, 'gold', 0),
190
+ income: integer(side, 'income', 0),
191
+ };
192
+ if (side.attributes.leader !== undefined)
193
+ entry.leader = side.attributes.leader;
194
+ if (side.attributes.controller !== undefined)
195
+ entry.controller = side.attributes.controller;
196
+ if (side.attributes.recruit !== undefined)
197
+ entry.recruit = side.attributes.recruit;
198
+ this.world.sides[required(side, 'id')] = entry;
199
+ }
200
+ for (const map of this.nodes('map')) {
201
+ const id = map.attributes.id ?? map.attributes.name ?? 'map';
202
+ this.world.maps[id] = { terrain: map.attributes.terrain ?? '', file: map.attributes.file };
203
+ if (!this.world.map)
204
+ this.world.map = this.buildMap(id, map);
205
+ }
206
+ }
207
+ buildMap(id, node) {
208
+ let text = node.attributes.terrain;
209
+ if (!text && node.attributes.file && this.resolveMap)
210
+ text = this.resolveMap(node.attributes.file);
211
+ if (!text)
212
+ return null;
213
+ const parsed = parseTerrain(text);
214
+ for (const start of node.children) {
215
+ if (start.tag !== 'start')
216
+ continue;
217
+ const side = optionalInteger(start, 'side');
218
+ const x = optionalInteger(start, 'x');
219
+ const y = optionalInteger(start, 'y');
220
+ if (side !== undefined && x !== undefined && y !== undefined)
221
+ (parsed.starts[side] ??= []).push({ x, y });
222
+ }
223
+ return { id, ...parsed };
224
+ }
225
+ loadInitialUnits() {
226
+ for (const unit of this.nodes('unit')) {
227
+ const id = required(unit, 'id');
228
+ const entry = {
229
+ hp: integer(unit, 'hp', 1),
230
+ x: integer(unit, 'x', 0),
231
+ y: integer(unit, 'y', 0),
232
+ alive: true,
233
+ };
234
+ if (unit.attributes.type !== undefined) {
235
+ entry.type = unit.attributes.type;
236
+ const stats = this.unitTypes.get(unit.attributes.type);
237
+ if (stats)
238
+ entry.moves = stats.movement;
239
+ }
240
+ if (unit.attributes.side !== undefined)
241
+ entry.side = integer(unit, 'side', 0);
242
+ this.world.units[id] = entry;
243
+ }
244
+ }
245
+ loadLeaders() {
246
+ for (const side of this.nodes('side')) {
247
+ const leader = side.attributes.leader;
248
+ if (!leader)
249
+ continue;
250
+ const sideNumber = optionalInteger(side, 'id');
251
+ if (sideNumber === undefined)
252
+ continue;
253
+ const starts = this.world.map?.starts[sideNumber];
254
+ if (!starts?.length)
255
+ continue;
256
+ const stats = this.unitTypes.get(leader);
257
+ for (const start of starts) {
258
+ if (this.unitAt(start.x, start.y))
259
+ continue;
260
+ const id = `${leader} ${sideNumber} (${start.x},${start.y})`;
261
+ this.world.units[id] = {
262
+ hp: stats?.hitpoints ?? 1,
263
+ x: start.x,
264
+ y: start.y,
265
+ alive: true,
266
+ type: leader,
267
+ side: sideNumber,
268
+ moves: stats?.movement ?? 0,
269
+ };
270
+ }
271
+ }
272
+ }
273
+ unitAt(x, y) {
274
+ return Object.values(this.world.units).find((unit) => unit.alive && unit.x === x && unit.y === y);
275
+ }
276
+ executeNode(node) {
277
+ const name = node.tag === 'command' ? node.attributes.name : node.tag;
278
+ if (!name)
279
+ throw new Error('MWL command is missing name');
280
+ switch (name) {
281
+ case 'message': {
282
+ this.showMessage(node.attributes);
283
+ break;
284
+ }
285
+ case 'spawn':
286
+ this.spawnUnit(node.attributes.type ?? '', node.attributes.side === undefined ? undefined : integer(node, 'side', 0), integer(node, 'x', 0), integer(node, 'y', 0), node.attributes.id ?? node.attributes.target, node.attributes.hp === undefined ? undefined : integer(node, 'hp', 1));
287
+ break;
288
+ case 'move':
289
+ this.applyMove(node.attributes.unit ?? required(node, 'target'), integer(node, 'x', 0), integer(node, 'y', 0));
290
+ break;
291
+ case 'kill':
292
+ this.killUnit(node.attributes.unit ?? required(node, 'target'));
293
+ break;
294
+ case 'attack':
295
+ this.attack(node.attributes.defender ?? node.attributes.target ?? required(node, 'target'), integer(node, 'amount', 0));
296
+ break;
297
+ case 'modify_gold':
298
+ this.addGold(node.attributes.side ?? required(node, 'target'), integer(node, 'delta', integer(node, 'amount', 0)));
299
+ break;
300
+ case 'gold':
301
+ this.addGold(required(node, 'side'), integer(node, 'delta', integer(node, 'amount', 0)));
302
+ break;
303
+ case 'set_variable':
304
+ this.world.variables[node.tag === 'command' ? required(node, 'target') : required(node, 'name')] =
305
+ node.attributes.value ?? '';
306
+ break;
307
+ case 'end_turn':
308
+ this.endTurn();
309
+ break;
310
+ case 'win':
311
+ this.world.status = 'won';
312
+ break;
313
+ case 'lose':
314
+ this.world.status = 'lost';
315
+ break;
316
+ case 'if':
317
+ if (!this.conditionMatches(node))
318
+ break;
319
+ for (const child of node.children)
320
+ this.executeNode(child);
321
+ break;
322
+ case 'else':
323
+ for (const child of node.children)
324
+ this.executeNode(child);
325
+ break;
326
+ case 'hook':
327
+ this.runHook(node);
328
+ break;
329
+ default:
330
+ throw new Error(`unknown MWL command: ${name}`);
331
+ }
332
+ }
333
+ runHook(node) {
334
+ const reference = node.attributes.name ?? '';
335
+ const hook = this.hooks?.command?.[reference];
336
+ if (!hook)
337
+ throw new Error(`MWL hook ${reference} is not implemented`);
338
+ const { name: _name, ...context } = node.attributes;
339
+ hook(this.worldView(), this.emit(), context);
340
+ }
341
+ applyMove(id, x, y) {
342
+ const unit = this.world.units[id];
343
+ if (!unit || !unit.alive)
344
+ throw new Error(`MWL unit is not alive: ${id}`);
345
+ const map = this.world.map ?? null;
346
+ if (map) {
347
+ if (x < 0 || y < 0 || x >= map.width || y >= map.height)
348
+ throw new Error(`MWL move out of bounds: ${x},${y}`);
349
+ const occupant = this.unitAt(x, y);
350
+ if (occupant && occupant !== unit)
351
+ throw new Error(`MWL move onto an occupied cell: ${x},${y}`);
352
+ }
353
+ if (typeof unit.moves === 'number') {
354
+ if (unit.moves <= 0)
355
+ throw new Error(`MWL unit has no moves left: ${id}`);
356
+ unit.moves -= 1;
357
+ }
358
+ unit.x = x;
359
+ unit.y = y;
360
+ this.fireMoveto(id);
361
+ }
362
+ /** Deliver a `[message]` to the game, with speaker and portrait when given. */
363
+ showMessage(attributes) {
364
+ if (!this.onMessage)
365
+ return;
366
+ const side = Number.parseInt(attributes.side ?? '', 10);
367
+ const message = {
368
+ text: attributes.text ?? attributes.value ?? '',
369
+ ...(attributes.speaker === undefined ? {} : { speaker: attributes.speaker }),
370
+ ...(attributes.portrait === undefined ? {} : { portrait: attributes.portrait }),
371
+ ...(Number.isFinite(side) ? { side } : {}),
372
+ };
373
+ this.onMessage(message);
374
+ }
375
+ spawnUnit(type, side, x, y, id, hp) {
376
+ const stats = type ? this.unitTypes.get(type) : undefined;
377
+ const key = id ?? `${type || 'unit'}#${side ?? 0}@${x},${y}`;
378
+ this.world.units[key] = {
379
+ hp: hp ?? stats?.hitpoints ?? 1,
380
+ x,
381
+ y,
382
+ alive: true,
383
+ ...(type ? { type } : {}),
384
+ ...(side === undefined ? {} : { side }),
385
+ ...(stats ? { moves: stats.movement } : {}),
386
+ };
387
+ }
388
+ killUnit(id) {
389
+ const unit = this.world.units[id];
390
+ if (!unit || !unit.alive)
391
+ throw new Error(`MWL unit is not alive: ${id}`);
392
+ unit.alive = false;
393
+ }
394
+ addGold(side, delta) {
395
+ this.world.gold[side] = (this.world.gold[side] ?? 0) + delta;
396
+ }
397
+ endTurn() {
398
+ this.world.turn += 1;
399
+ this.advanceSchedule();
400
+ this.resetMoves();
401
+ this.run('turn');
402
+ }
403
+ advanceSchedule() {
404
+ if (!this.schedule.length)
405
+ return;
406
+ const index = ((this.world.scheduleIndex ?? 0) + 1) % this.schedule.length;
407
+ this.world.scheduleIndex = index;
408
+ this.world.timeOfDay = this.schedule[index];
409
+ }
410
+ resetMoves() {
411
+ for (const unit of Object.values(this.world.units)) {
412
+ if (!unit.alive)
413
+ continue;
414
+ const stats = unit.type ? this.unitTypes.get(unit.type) : undefined;
415
+ if (stats)
416
+ unit.moves = stats.movement;
417
+ }
418
+ }
419
+ filterMatches(node) {
420
+ const candidates = Object.values(this.world.units).filter((unit) => unit.alive);
421
+ return candidates.some((unit) => (node.attributes.side === undefined || unit.side === Number(node.attributes.side)) &&
422
+ (node.attributes.type === undefined || unit.type === node.attributes.type) &&
423
+ (node.attributes.x === undefined || unit.x === Number(node.attributes.x)) &&
424
+ (node.attributes.y === undefined || unit.y === Number(node.attributes.y)));
425
+ }
426
+ conditionMatches(node) {
427
+ const condition = node.children.find((child) => child.tag === 'condition');
428
+ return !condition || this.world.variables[condition.attributes.variable] === condition.attributes.equals;
429
+ }
430
+ conditionMet(node) {
431
+ const condition = node.attributes.condition ?? '';
432
+ const side = optionalInteger(node, 'side');
433
+ switch (condition) {
434
+ case 'units_dead': {
435
+ const target = optionalInteger(node, 'side_filter') ?? side;
436
+ if (target === undefined)
437
+ return false;
438
+ return !Object.values(this.world.units).some((unit) => unit.alive && unit.side === target);
439
+ }
440
+ case 'turns_elapsed': {
441
+ const turns = optionalInteger(node, 'turns');
442
+ return turns !== undefined && this.world.turn >= turns;
443
+ }
444
+ case 'gold_at_least': {
445
+ const gold = optionalInteger(node, 'gold');
446
+ return (gold !== undefined &&
447
+ node.attributes.side !== undefined &&
448
+ (this.world.gold[node.attributes.side] ?? 0) >= gold);
449
+ }
450
+ case 'unit_at': {
451
+ const x = optionalInteger(node, 'x');
452
+ const y = optionalInteger(node, 'y');
453
+ return Object.values(this.world.units).some((unit) => unit.alive &&
454
+ (node.attributes.type === undefined || unit.type === node.attributes.type) &&
455
+ unit.x === x &&
456
+ unit.y === y);
457
+ }
458
+ case 'hook': {
459
+ const reference = node.attributes.hook ?? '';
460
+ const hook = this.hooks?.predicate?.[reference];
461
+ if (!hook)
462
+ throw new Error(`MWL hook ${reference} is not implemented`);
463
+ // The predicate receives the objective's other attributes as its
464
+ // context, so content can parameterize an engine predicate.
465
+ const { hook: _hook, condition: _condition, ...context } = node.attributes;
466
+ return Boolean(hook(this.worldView(), context));
467
+ }
468
+ default:
469
+ return false;
470
+ }
471
+ }
472
+ checkObjectives() {
473
+ if (this.world.status !== 'playing')
474
+ return;
475
+ if (this.nodes('victory').some((node) => this.conditionMet(node))) {
476
+ this.world.status = 'won';
477
+ return;
478
+ }
479
+ if (this.nodes('defeat').some((node) => this.conditionMet(node)))
480
+ this.world.status = 'lost';
481
+ }
482
+ worldView() {
483
+ return {
484
+ variables: this.world.variables,
485
+ units: this.world.units,
486
+ sides: this.world.sides,
487
+ turn: this.world.turn,
488
+ };
489
+ }
490
+ emit() {
491
+ return {
492
+ move: (unit, x, y) => this.applyMove(unit, x, y),
493
+ attack: (_attacker, _defender, _weapon) => {
494
+ throw new Error('MWL hook attack is not available in the framework runtime; the engine adapter owns combat');
495
+ },
496
+ spawn: (type, side, x, y) => this.spawnUnit(type, side, x, y),
497
+ kill: (unit) => this.killUnit(unit),
498
+ gold: (side, delta) => this.addGold(String(side), delta),
499
+ setVariable: (name, value) => {
500
+ this.world.variables[name] = value;
501
+ },
502
+ message: (speaker, text) => this.onMessage?.({ text, ...(speaker ? { speaker } : {}) }),
503
+ endTurn: () => this.endTurn(),
504
+ win: (_side) => {
505
+ this.world.status = 'won';
506
+ },
507
+ lose: (_side) => {
508
+ this.world.status = 'lost';
509
+ },
510
+ };
511
+ }
512
+ attack(target, amount) {
513
+ const unit = this.world.units[target];
514
+ if (!unit || !unit.alive)
515
+ throw new Error(`MWL unit is not alive: ${target}`);
516
+ unit.hp = Math.max(0, unit.hp - amount);
517
+ if (unit.hp === 0)
518
+ unit.alive = false;
519
+ }
520
+ nodes(tag) {
521
+ const result = [];
522
+ const visit = (node) => {
523
+ if (node.tag === tag)
524
+ result.push(node);
525
+ node.children.forEach(visit);
526
+ };
527
+ this.game.roots.forEach(visit);
528
+ return result;
529
+ }
530
+ }
531
+ export function execute(world, command) {
532
+ if (world.status !== 'playing' && command.name !== 'win' && command.name !== 'lose')
533
+ return;
534
+ switch (command.name) {
535
+ case 'set_variable':
536
+ world.variables[command.target] = command.value;
537
+ break;
538
+ case 'modify_gold':
539
+ world.gold[command.target] = (world.gold[command.target] ?? 0) + command.amount;
540
+ break;
541
+ case 'move': {
542
+ const unit = requireUnit(world, command.target);
543
+ unit.x = command.x;
544
+ unit.y = command.y;
545
+ break;
546
+ }
547
+ case 'spawn':
548
+ world.units[command.target] = { hp: command.hp, x: command.x, y: command.y, alive: true };
549
+ break;
550
+ case 'kill':
551
+ requireUnit(world, command.target).alive = false;
552
+ break;
553
+ case 'end_turn':
554
+ world.turn++;
555
+ break;
556
+ case 'win':
557
+ world.status = 'won';
558
+ break;
559
+ case 'lose':
560
+ world.status = 'lost';
561
+ break;
562
+ }
563
+ }
564
+ function requireUnit(world, id) {
565
+ const unit = world.units[id];
566
+ if (!unit || !unit.alive)
567
+ throw new Error(`MWL unit is not alive: ${id}`);
568
+ return unit;
569
+ }
570
+ function required(node, attribute) {
571
+ const value = node.attributes[attribute];
572
+ if (!value)
573
+ throw new Error(`MWL ${node.tag} is missing ${attribute}`);
574
+ return value;
575
+ }
576
+ function integer(node, attribute, fallback) {
577
+ const value = node.attributes[attribute];
578
+ return value === undefined ? fallback : Number.parseInt(value, 10);
579
+ }
580
+ function optionalInteger(node, attribute) {
581
+ const value = node.attributes[attribute];
582
+ if (value === undefined || value === '')
583
+ return undefined;
584
+ const parsed = Number.parseInt(value, 10);
585
+ return Number.isFinite(parsed) ? parsed : undefined;
586
+ }
587
+ //# sourceMappingURL=runtime.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,20 @@
1
+ import type { MwlDiagnostic, MwlNode } from './grammar.ts';
2
+ export type MwlValueType = 'string' | 'id' | 'number' | 'integer' | 'boolean';
3
+ export interface MwlTagSchema {
4
+ /** fixed attributes, name -> value type */
5
+ readonly attributes?: Readonly<Record<string, MwlValueType>>;
6
+ /**
7
+ * When set, any attribute name is accepted on this tag and every value is
8
+ * checked as this type. Open data maps need this: the keys of a movement
9
+ * table (`[movement_costs]`, `[defense]`, `[resistance]`) are game-defined
10
+ * terrain or damage-type ids, not schema-defined attribute names.
11
+ */
12
+ readonly openAttributes?: MwlValueType;
13
+ /** allowed child tags; when omitted, any child is accepted */
14
+ readonly children?: readonly string[];
15
+ /** when true, children are accepted even though `children` is set */
16
+ readonly openChildren?: boolean;
17
+ }
18
+ export declare const schema01: Readonly<Record<string, MwlTagSchema>>;
19
+ export declare function validate(nodes: readonly MwlNode[], schemas?: Readonly<Record<string, MwlTagSchema>>): MwlDiagnostic[];
20
+ //# sourceMappingURL=schema.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/mwl/schema.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAE3D,MAAM,MAAM,YAAY,GAAG,QAAQ,GAAG,IAAI,GAAG,QAAQ,GAAG,SAAS,GAAG,SAAS,CAAC;AAE9E,MAAM,WAAW,YAAY;IAC5B,2CAA2C;IAC3C,QAAQ,CAAC,UAAU,CAAC,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC;IAC7D;;;;;OAKG;IACH,QAAQ,CAAC,cAAc,CAAC,EAAE,YAAY,CAAC;IACvC,8DAA8D;IAC9D,QAAQ,CAAC,QAAQ,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;IACtC,qEAAqE;IACrE,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;CAChC;AAED,eAAO,MAAM,QAAQ,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAgU3D,CAAC;AAEF,wBAAgB,QAAQ,CAAC,KAAK,EAAE,SAAS,OAAO,EAAE,EAAE,OAAO,yCAAW,GAAG,aAAa,EAAE,CA4CvF"}