@datamoc/mw_games 0.7.6 → 0.7.8
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/CHANGELOG.md +359 -0
- package/README.md +7 -7
- package/dist/actors/Inventory.d.ts +7 -1
- package/dist/actors/Inventory.d.ts.map +1 -1
- package/dist/actors/Inventory.js.map +1 -1
- package/dist/actors/Shop.d.ts.map +1 -1
- package/dist/actors/Shop.js +4 -1
- package/dist/actors/Shop.js.map +1 -1
- package/dist/actors/craft.d.ts +35 -14
- package/dist/actors/craft.d.ts.map +1 -1
- package/dist/actors/craft.js +56 -24
- package/dist/actors/craft.js.map +1 -1
- package/dist/actors/index.d.ts +1 -1
- package/dist/actors/index.d.ts.map +1 -1
- package/dist/ai/Heuristics.d.ts +240 -0
- package/dist/ai/Heuristics.d.ts.map +1 -0
- package/dist/ai/Heuristics.js +298 -0
- package/dist/ai/Heuristics.js.map +1 -0
- package/dist/ai/index.d.ts +4 -0
- package/dist/ai/index.d.ts.map +1 -1
- package/dist/ai/index.js +2 -0
- package/dist/ai/index.js.map +1 -1
- package/dist/ai/lua.d.ts +21 -0
- package/dist/ai/lua.d.ts.map +1 -1
- package/dist/ai/lua.js +21 -0
- package/dist/ai/lua.js.map +1 -1
- package/dist/ai/score.d.ts +162 -0
- package/dist/ai/score.d.ts.map +1 -0
- package/dist/ai/score.js +147 -0
- package/dist/ai/score.js.map +1 -0
- package/dist/assets/loader.d.ts +18 -4
- package/dist/assets/loader.d.ts.map +1 -1
- package/dist/assets/loader.js +40 -11
- package/dist/assets/loader.js.map +1 -1
- package/dist/audio/Positional.d.ts +125 -0
- package/dist/audio/Positional.d.ts.map +1 -0
- package/dist/audio/Positional.js +135 -0
- package/dist/audio/Positional.js.map +1 -0
- package/dist/audio/Sound.d.ts +7 -1
- package/dist/audio/Sound.d.ts.map +1 -1
- package/dist/audio/Sound.js +8 -2
- package/dist/audio/Sound.js.map +1 -1
- package/dist/audio/index.d.ts +2 -0
- package/dist/audio/index.d.ts.map +1 -1
- package/dist/audio/index.js +1 -0
- package/dist/audio/index.js.map +1 -1
- package/dist/battle/AttackDialog.d.ts +75 -0
- package/dist/battle/AttackDialog.d.ts.map +1 -0
- package/dist/battle/AttackDialog.js +115 -0
- package/dist/battle/AttackDialog.js.map +1 -0
- package/dist/battle/AttackPreview.d.ts +70 -0
- package/dist/battle/AttackPreview.d.ts.map +1 -0
- package/dist/battle/AttackPreview.js +78 -0
- package/dist/battle/AttackPreview.js.map +1 -0
- package/dist/battle/BattleStats.d.ts +45 -0
- package/dist/battle/BattleStats.d.ts.map +1 -0
- package/dist/battle/BattleStats.js +63 -0
- package/dist/battle/BattleStats.js.map +1 -0
- package/dist/battle/UnitSelector.d.ts +72 -0
- package/dist/battle/UnitSelector.d.ts.map +1 -0
- package/dist/battle/UnitSelector.js +117 -0
- package/dist/battle/UnitSelector.js.map +1 -0
- package/dist/battle/Whiteboard.d.ts +50 -0
- package/dist/battle/Whiteboard.d.ts.map +1 -0
- package/dist/battle/Whiteboard.js +94 -0
- package/dist/battle/Whiteboard.js.map +1 -0
- package/dist/battle/index.d.ts +10 -0
- package/dist/battle/index.d.ts.map +1 -1
- package/dist/battle/index.js +5 -0
- package/dist/battle/index.js.map +1 -1
- package/dist/board/Classics.d.ts.map +1 -1
- package/dist/board/Classics.js +51 -39
- package/dist/board/Classics.js.map +1 -1
- package/dist/board/FogOfWar.d.ts +32 -2
- package/dist/board/FogOfWar.d.ts.map +1 -1
- package/dist/board/FogOfWar.js +70 -6
- package/dist/board/FogOfWar.js.map +1 -1
- package/dist/board/HexSkirmish.d.ts.map +1 -1
- package/dist/board/HexSkirmish.js +69 -20
- package/dist/board/HexSkirmish.js.map +1 -1
- package/dist/board/Tactics.d.ts +7 -0
- package/dist/board/Tactics.d.ts.map +1 -1
- package/dist/board/Tactics.js +2 -2
- package/dist/board/Tactics.js.map +1 -1
- package/dist/core/Achievements.d.ts +40 -7
- package/dist/core/Achievements.d.ts.map +1 -1
- package/dist/core/Achievements.js +53 -7
- package/dist/core/Achievements.js.map +1 -1
- package/dist/core/Hex.d.ts +26 -6
- package/dist/core/Hex.d.ts.map +1 -1
- package/dist/core/Hex.js +40 -13
- package/dist/core/Hex.js.map +1 -1
- package/dist/core/Input.d.ts +36 -0
- package/dist/core/Input.d.ts.map +1 -1
- package/dist/core/Input.js +63 -1
- package/dist/core/Input.js.map +1 -1
- package/dist/core/Random.d.ts +93 -0
- package/dist/core/Random.d.ts.map +1 -1
- package/dist/core/Random.js +177 -0
- package/dist/core/Random.js.map +1 -1
- package/dist/core/SyncGuard.d.ts +57 -0
- package/dist/core/SyncGuard.d.ts.map +1 -0
- package/dist/core/SyncGuard.js +116 -0
- package/dist/core/SyncGuard.js.map +1 -0
- package/dist/core/index.d.ts +3 -1
- package/dist/core/index.d.ts.map +1 -1
- package/dist/core/index.js +2 -1
- package/dist/core/index.js.map +1 -1
- package/dist/i18n/Po.d.ts +51 -0
- package/dist/i18n/Po.d.ts.map +1 -0
- package/dist/i18n/Po.js +176 -0
- package/dist/i18n/Po.js.map +1 -0
- package/dist/i18n/index.d.ts +2 -0
- package/dist/i18n/index.d.ts.map +1 -1
- package/dist/i18n/index.js +1 -0
- package/dist/i18n/index.js.map +1 -1
- package/dist/mw_games.global.js +104 -98
- package/dist/mwl/MapFile.d.ts +41 -0
- package/dist/mwl/MapFile.d.ts.map +1 -0
- package/dist/mwl/MapFile.js +43 -0
- package/dist/mwl/MapFile.js.map +1 -0
- package/dist/mwl/actors.d.ts +46 -2
- package/dist/mwl/actors.d.ts.map +1 -1
- package/dist/mwl/actors.js +46 -2
- package/dist/mwl/actors.js.map +1 -1
- package/dist/mwl/campaign.d.ts +51 -0
- package/dist/mwl/campaign.d.ts.map +1 -0
- package/dist/mwl/campaign.js +58 -0
- package/dist/mwl/campaign.js.map +1 -0
- package/dist/mwl/carryover.d.ts +86 -0
- package/dist/mwl/carryover.d.ts.map +1 -0
- package/dist/mwl/carryover.js +70 -0
- package/dist/mwl/carryover.js.map +1 -0
- package/dist/mwl/catalog.d.ts +10 -1
- package/dist/mwl/catalog.d.ts.map +1 -1
- package/dist/mwl/catalog.js +10 -1
- package/dist/mwl/catalog.js.map +1 -1
- package/dist/mwl/compiler.d.ts +70 -3
- package/dist/mwl/compiler.d.ts.map +1 -1
- package/dist/mwl/compiler.js +70 -3
- package/dist/mwl/compiler.js.map +1 -1
- package/dist/mwl/conditions.d.ts +10 -1
- package/dist/mwl/conditions.d.ts.map +1 -1
- package/dist/mwl/conditions.js +10 -1
- package/dist/mwl/conditions.js.map +1 -1
- package/dist/mwl/content.d.ts +21 -0
- package/dist/mwl/content.d.ts.map +1 -1
- package/dist/mwl/content.js +19 -0
- package/dist/mwl/content.js.map +1 -1
- package/dist/mwl/expression.d.ts +21 -0
- package/dist/mwl/expression.d.ts.map +1 -1
- package/dist/mwl/expression.js +21 -0
- package/dist/mwl/expression.js.map +1 -1
- package/dist/mwl/fengari.d.ts +12 -1
- package/dist/mwl/fengari.d.ts.map +1 -1
- package/dist/mwl/fengari.js +12 -1
- package/dist/mwl/fengari.js.map +1 -1
- package/dist/mwl/grammar.d.ts +45 -1
- package/dist/mwl/grammar.d.ts.map +1 -1
- package/dist/mwl/grammar.js +45 -1
- package/dist/mwl/grammar.js.map +1 -1
- package/dist/mwl/hooks.d.ts +51 -6
- package/dist/mwl/hooks.d.ts.map +1 -1
- package/dist/mwl/hooks.js +45 -1
- package/dist/mwl/hooks.js.map +1 -1
- package/dist/mwl/index.d.ts +9 -3
- package/dist/mwl/index.d.ts.map +1 -1
- package/dist/mwl/index.js +5 -2
- package/dist/mwl/index.js.map +1 -1
- package/dist/mwl/persistence.d.ts +32 -0
- package/dist/mwl/persistence.d.ts.map +1 -1
- package/dist/mwl/persistence.js +32 -0
- package/dist/mwl/persistence.js.map +1 -1
- package/dist/mwl/readers.d.ts +24 -2
- package/dist/mwl/readers.d.ts.map +1 -1
- package/dist/mwl/readers.js +27 -4
- package/dist/mwl/readers.js.map +1 -1
- package/dist/mwl/report.d.ts +21 -2
- package/dist/mwl/report.d.ts.map +1 -1
- package/dist/mwl/report.js +21 -2
- package/dist/mwl/report.js.map +1 -1
- package/dist/mwl/runtime.d.ts +212 -7
- package/dist/mwl/runtime.d.ts.map +1 -1
- package/dist/mwl/runtime.js +682 -90
- package/dist/mwl/runtime.js.map +1 -1
- package/dist/mwl/schema.d.ts +57 -1
- package/dist/mwl/schema.d.ts.map +1 -1
- package/dist/mwl/schema.js +181 -21
- package/dist/mwl/schema.js.map +1 -1
- package/dist/mwl/scripts.d.ts +12 -1
- package/dist/mwl/scripts.d.ts.map +1 -1
- package/dist/mwl/scripts.js +12 -1
- package/dist/mwl/scripts.js.map +1 -1
- package/dist/mwl/utils.d.ts +2 -0
- package/dist/mwl/utils.d.ts.map +1 -1
- package/dist/mwl/utils.js +4 -1
- package/dist/mwl/utils.js.map +1 -1
- package/dist/roguelike/MultiTurnBeam.d.ts +50 -12
- package/dist/roguelike/MultiTurnBeam.d.ts.map +1 -1
- package/dist/roguelike/MultiTurnBeam.js +100 -53
- package/dist/roguelike/MultiTurnBeam.js.map +1 -1
- package/dist/roguelike/Targeting.d.ts +94 -0
- package/dist/roguelike/Targeting.d.ts.map +1 -1
- package/dist/roguelike/Targeting.js +123 -0
- package/dist/roguelike/Targeting.js.map +1 -1
- package/dist/roguelike/index.d.ts +3 -1
- package/dist/roguelike/index.d.ts.map +1 -1
- package/dist/roguelike/index.js +1 -0
- package/dist/roguelike/index.js.map +1 -1
- package/dist/rpg/GameState.d.ts +2 -2
- package/dist/rpg/GameState.js +2 -2
- package/dist/simulation/CampaignSave.d.ts +68 -0
- package/dist/simulation/CampaignSave.d.ts.map +1 -0
- package/dist/simulation/CampaignSave.js +54 -0
- package/dist/simulation/CampaignSave.js.map +1 -0
- package/dist/simulation/EventPresentation.d.ts +111 -0
- package/dist/simulation/EventPresentation.d.ts.map +1 -0
- package/dist/simulation/EventPresentation.js +120 -0
- package/dist/simulation/EventPresentation.js.map +1 -0
- package/dist/simulation/index.d.ts +4 -0
- package/dist/simulation/index.d.ts.map +1 -1
- package/dist/simulation/index.js +2 -0
- package/dist/simulation/index.js.map +1 -1
- package/dist/two-d/pixi-interop.d.ts +18 -6
- package/dist/two-d/pixi-interop.d.ts.map +1 -1
- package/dist/two-d/pixi-interop.js +18 -6
- package/dist/two-d/pixi-interop.js.map +1 -1
- package/dist/two-d/render/AnimatedSprite.d.ts +74 -7
- package/dist/two-d/render/AnimatedSprite.d.ts.map +1 -1
- package/dist/two-d/render/AnimatedSprite.js +88 -26
- package/dist/two-d/render/AnimatedSprite.js.map +1 -1
- package/dist/two-d/render/Camera.d.ts +64 -4
- package/dist/two-d/render/Camera.d.ts.map +1 -1
- package/dist/two-d/render/Camera.js +132 -11
- package/dist/two-d/render/Camera.js.map +1 -1
- package/dist/two-d/render/ColorTransformBatcher.d.ts +7 -1
- package/dist/two-d/render/ColorTransformBatcher.d.ts.map +1 -1
- package/dist/two-d/render/ColorTransformBatcher.js +10 -1
- package/dist/two-d/render/ColorTransformBatcher.js.map +1 -1
- package/dist/two-d/render/Halo.d.ts +58 -0
- package/dist/two-d/render/Halo.d.ts.map +1 -0
- package/dist/two-d/render/Halo.js +48 -0
- package/dist/two-d/render/Halo.js.map +1 -0
- package/dist/two-d/render/ImageModifiers.d.ts +174 -0
- package/dist/two-d/render/ImageModifiers.d.ts.map +1 -1
- package/dist/two-d/render/ImageModifiers.js +454 -1
- package/dist/two-d/render/ImageModifiers.js.map +1 -1
- package/dist/two-d/render/LightningArc.d.ts +57 -0
- package/dist/two-d/render/LightningArc.d.ts.map +1 -0
- package/dist/two-d/render/LightningArc.js +91 -0
- package/dist/two-d/render/LightningArc.js.map +1 -0
- package/dist/two-d/render/PaletteRemap.d.ts +135 -0
- package/dist/two-d/render/PaletteRemap.d.ts.map +1 -0
- package/dist/two-d/render/PaletteRemap.js +181 -0
- package/dist/two-d/render/PaletteRemap.js.map +1 -0
- package/dist/two-d/render/Particles.d.ts +26 -0
- package/dist/two-d/render/Particles.d.ts.map +1 -1
- package/dist/two-d/render/Particles.js +23 -2
- package/dist/two-d/render/Particles.js.map +1 -1
- package/dist/two-d/render/SpriteAttachment.d.ts +55 -0
- package/dist/two-d/render/SpriteAttachment.d.ts.map +1 -0
- package/dist/two-d/render/SpriteAttachment.js +60 -0
- package/dist/two-d/render/SpriteAttachment.js.map +1 -0
- package/dist/two-d/render/TerrainGraphics.d.ts +142 -0
- package/dist/two-d/render/TerrainGraphics.d.ts.map +1 -0
- package/dist/two-d/render/TerrainGraphics.js +161 -0
- package/dist/two-d/render/TerrainGraphics.js.map +1 -0
- package/dist/two-d/render/TerrainGraphicsLayer.d.ts +55 -0
- package/dist/two-d/render/TerrainGraphicsLayer.d.ts.map +1 -0
- package/dist/two-d/render/TerrainGraphicsLayer.js +54 -0
- package/dist/two-d/render/TerrainGraphicsLayer.js.map +1 -0
- package/dist/two-d/render/TintedSprite.js +2 -2
- package/dist/two-d/render/TintedSprite.js.map +1 -1
- package/dist/two-d/render/index.d.ts +15 -3
- package/dist/two-d/render/index.d.ts.map +1 -1
- package/dist/two-d/render/index.js +7 -1
- package/dist/two-d/render/index.js.map +1 -1
- package/dist/two-d/stage/StoryScreen.d.ts +110 -0
- package/dist/two-d/stage/StoryScreen.d.ts.map +1 -0
- package/dist/two-d/stage/StoryScreen.js +178 -0
- package/dist/two-d/stage/StoryScreen.js.map +1 -0
- package/dist/two-d/stage/index.d.ts +2 -0
- package/dist/two-d/stage/index.d.ts.map +1 -1
- package/dist/two-d/stage/index.js +1 -0
- package/dist/two-d/stage/index.js.map +1 -1
- package/dist/two-d/ui/Checkbox.d.ts +44 -0
- package/dist/two-d/ui/Checkbox.d.ts.map +1 -0
- package/dist/two-d/ui/Checkbox.js +89 -0
- package/dist/two-d/ui/Checkbox.js.map +1 -0
- package/dist/two-d/ui/DataTable.d.ts +79 -0
- package/dist/two-d/ui/DataTable.d.ts.map +1 -0
- package/dist/two-d/ui/DataTable.js +164 -0
- package/dist/two-d/ui/DataTable.js.map +1 -0
- package/dist/two-d/ui/Dropdown.d.ts +72 -0
- package/dist/two-d/ui/Dropdown.d.ts.map +1 -0
- package/dist/two-d/ui/Dropdown.js +126 -0
- package/dist/two-d/ui/Dropdown.js.map +1 -0
- package/dist/two-d/ui/FloatingText.d.ts +43 -4
- package/dist/two-d/ui/FloatingText.d.ts.map +1 -1
- package/dist/two-d/ui/FloatingText.js +52 -5
- package/dist/two-d/ui/FloatingText.js.map +1 -1
- package/dist/two-d/ui/FloatingTextStack.d.ts +86 -13
- package/dist/two-d/ui/FloatingTextStack.d.ts.map +1 -1
- package/dist/two-d/ui/FloatingTextStack.js +89 -18
- package/dist/two-d/ui/FloatingTextStack.js.map +1 -1
- package/dist/two-d/ui/Layout.d.ts +105 -0
- package/dist/two-d/ui/Layout.d.ts.map +1 -0
- package/dist/two-d/ui/Layout.js +174 -0
- package/dist/two-d/ui/Layout.js.map +1 -0
- package/dist/two-d/ui/MarkupText.d.ts +53 -0
- package/dist/two-d/ui/MarkupText.d.ts.map +1 -0
- package/dist/two-d/ui/MarkupText.js +122 -0
- package/dist/two-d/ui/MarkupText.js.map +1 -0
- package/dist/two-d/ui/ScrollBox.d.ts +67 -0
- package/dist/two-d/ui/ScrollBox.d.ts.map +1 -0
- package/dist/two-d/ui/ScrollBox.js +127 -0
- package/dist/two-d/ui/ScrollBox.js.map +1 -0
- package/dist/two-d/ui/Skins.d.ts +59 -0
- package/dist/two-d/ui/Skins.d.ts.map +1 -0
- package/dist/two-d/ui/Skins.js +77 -0
- package/dist/two-d/ui/Skins.js.map +1 -0
- package/dist/two-d/ui/Slider.d.ts +91 -0
- package/dist/two-d/ui/Slider.d.ts.map +1 -0
- package/dist/two-d/ui/Slider.js +170 -0
- package/dist/two-d/ui/Slider.js.map +1 -0
- package/dist/two-d/ui/Spinner.d.ts +67 -0
- package/dist/two-d/ui/Spinner.d.ts.map +1 -0
- package/dist/two-d/ui/Spinner.js +137 -0
- package/dist/two-d/ui/Spinner.js.map +1 -0
- package/dist/two-d/ui/TabbedList.d.ts +118 -0
- package/dist/two-d/ui/TabbedList.d.ts.map +1 -0
- package/dist/two-d/ui/TabbedList.js +221 -0
- package/dist/two-d/ui/TabbedList.js.map +1 -0
- package/dist/two-d/ui/TextModel.d.ts +65 -0
- package/dist/two-d/ui/TextModel.d.ts.map +1 -0
- package/dist/two-d/ui/TextModel.js +126 -0
- package/dist/two-d/ui/TextModel.js.map +1 -0
- package/dist/two-d/ui/TreeView.d.ts +68 -0
- package/dist/two-d/ui/TreeView.d.ts.map +1 -0
- package/dist/two-d/ui/TreeView.js +133 -0
- package/dist/two-d/ui/TreeView.js.map +1 -0
- package/dist/two-d/ui/Window.d.ts +13 -0
- package/dist/two-d/ui/Window.d.ts.map +1 -1
- package/dist/two-d/ui/Window.js +23 -0
- package/dist/two-d/ui/Window.js.map +1 -1
- package/dist/two-d/ui/WindowStack.d.ts.map +1 -1
- package/dist/two-d/ui/WindowStack.js +2 -0
- package/dist/two-d/ui/WindowStack.js.map +1 -1
- package/dist/two-d/ui/index.d.ts +29 -3
- package/dist/two-d/ui/index.d.ts.map +1 -1
- package/dist/two-d/ui/index.js +15 -2
- package/dist/two-d/ui/index.js.map +1 -1
- package/dist/two-d/ui/markup.d.ts +181 -0
- package/dist/two-d/ui/markup.d.ts.map +1 -0
- package/dist/two-d/ui/markup.js +370 -0
- package/dist/two-d/ui/markup.js.map +1 -0
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/dist/world/SideTurns.d.ts +115 -0
- package/dist/world/SideTurns.d.ts.map +1 -0
- package/dist/world/SideTurns.js +138 -0
- package/dist/world/SideTurns.js.map +1 -0
- package/dist/world/index.d.ts +2 -0
- package/dist/world/index.d.ts.map +1 -1
- package/dist/world/index.js +1 -0
- package/dist/world/index.js.map +1 -1
- package/package.json +2 -1
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@@ -25,6 +25,8 @@ export { chebyshevDistance, traceLine, ballistica, hasLineOfSight, canTarget, re
|
|
|
25
25
|
export type { AreaShape, TargetingOptions, BallisticaStop, BallisticaOptions, BallisticaResult } from './Targeting.ts';
|
|
26
26
|
export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.ts';
|
|
27
27
|
export type { RangeBand } from './Targeting.ts';
|
|
28
|
+
export { TargetingController } from './Targeting.ts';
|
|
29
|
+
export type { TargetingControllerOptions, TargetResult } from './Targeting.ts';
|
|
28
30
|
export { BossPhases, AbilityCycle } from './Boss.ts';
|
|
29
31
|
export { CombatHooks } from './Combat.ts';
|
|
30
32
|
export type { CombatEvent, CombatHook, DamageContext } from './Combat.ts';
|
|
@@ -34,7 +36,7 @@ export { TriggerTracker } from './TriggerTracker.ts';
|
|
|
34
36
|
export { MultiStageAbility } from './MultiStageAbility.ts';
|
|
35
37
|
export type { AbilityStage } from './MultiStageAbility.ts';
|
|
36
38
|
export { MultiTurnBeam } from './MultiTurnBeam.ts';
|
|
37
|
-
export type { BeamDamageContext, BeamStep, MultiTurnBeamOptions, MultiTurnBeamSave } from './MultiTurnBeam.ts';
|
|
39
|
+
export type { BeamBlocker, BeamDamageContext, BeamStep, MultiTurnBeamOptions, MultiTurnBeamSave, } from './MultiTurnBeam.ts';
|
|
38
40
|
export { candidateCells, cellsNear, selectDistinctCells } from './Placement.ts';
|
|
39
41
|
export type { PlacementFilter, PlacementResult, PlacementTraceEntry } from './Placement.ts';
|
|
40
42
|
//# sourceMappingURL=index.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1E,YAAY,EAAE,WAAW,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAEhE,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AACjH,YAAY,EAAE,cAAc,EAAE,sBAAsB,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAErG,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAC/E,YAAY,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAC7C,YAAY,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,WAAW,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAE/G,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,YAAY,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEhG,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAEpD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAC/D,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAEzD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAE/D,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEzF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EACN,iBAAiB,EACjB,SAAS,EACT,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,kBAAkB,EAClB,YAAY,GACZ,MAAM,gBAAgB,CAAC;AACxB,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,cAAc,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACvH,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAChH,YAAY,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1E,YAAY,EAAE,WAAW,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAEhE,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AACjH,YAAY,EAAE,cAAc,EAAE,sBAAsB,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAErG,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAC/E,YAAY,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAErD,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAC7C,YAAY,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,WAAW,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAE/G,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAC/E,YAAY,EAAE,gBAAgB,EAAE,kBAAkB,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEhG,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,YAAY,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAEpD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAC/D,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAEzD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAE/D,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AACjD,YAAY,EAAE,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAEzF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EACN,iBAAiB,EACjB,SAAS,EACT,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,kBAAkB,EAClB,YAAY,GACZ,MAAM,gBAAgB,CAAC;AACxB,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,cAAc,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AACvH,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAChH,YAAY,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAChD,OAAO,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AACrD,YAAY,EAAE,0BAA0B,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE/E,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,YAAY,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAC3D,YAAY,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EACX,WAAW,EACX,iBAAiB,EACjB,QAAQ,EACR,oBAAoB,EACpB,iBAAiB,GACjB,MAAM,oBAAoB,CAAC;AAE5B,OAAO,EAAE,cAAc,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AAChF,YAAY,EAAE,eAAe,EAAE,eAAe,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC"}
|
package/dist/roguelike/index.js
CHANGED
|
@@ -13,6 +13,7 @@ export { Secrets } from './Secrets.js';
|
|
|
13
13
|
export { Doors } from './Doors.js';
|
|
14
14
|
export { chebyshevDistance, traceLine, ballistica, hasLineOfSight, canTarget, resolveArea, resolveAreaOnLevel, hexConeCells, } from './Targeting.js';
|
|
15
15
|
export { coneCells, chainTargets, knockbackPath, rangeMultiplier, areaFalloffMultiplier } from './Targeting.js';
|
|
16
|
+
export { TargetingController } from './Targeting.js';
|
|
16
17
|
export { BossPhases, AbilityCycle } from './Boss.js';
|
|
17
18
|
export { CombatHooks } from './Combat.js';
|
|
18
19
|
export { Stealth } from './Stealth.js';
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAGjH,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAG/E,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAG9C,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAG/E,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EACN,iBAAiB,EACjB,SAAS,EACT,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,kBAAkB,EAClB,YAAY,GACZ,MAAM,gBAAgB,CAAC;AAExB,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/roguelike/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAG1E,OAAO,EAAE,eAAe,EAAE,oBAAoB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC;AAGjH,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAG/E,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAG7C,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAG9C,OAAO,EAAE,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAG/E,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAG/D,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG3C,OAAO,EAAE,eAAe,EAAE,MAAM,gBAAgB,CAAC;AAGjD,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAEvC,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAEnC,OAAO,EACN,iBAAiB,EACjB,SAAS,EACT,UAAU,EACV,cAAc,EACd,SAAS,EACT,WAAW,EACX,kBAAkB,EAClB,YAAY,GACZ,MAAM,gBAAgB,CAAC;AAExB,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,aAAa,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,gBAAgB,CAAC;AAEhH,OAAO,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC;AAGrD,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,MAAM,WAAW,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAG1C,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AAGvC,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAG3D,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AASnD,OAAO,EAAE,cAAc,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,gBAAgB,CAAC"}
|
package/dist/rpg/GameState.d.ts
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* Global switches and variables - the two pieces of state an RPG's events read and write
|
|
3
|
-
* most, kept as plain maps rather than anything fancier so `mwg/core`'s
|
|
4
|
-
*
|
|
3
|
+
* most, kept as plain maps rather than anything fancier so `mwg/core`'s `SaveSystem` can
|
|
4
|
+
* serialise them like any other plain data.
|
|
5
5
|
*
|
|
6
6
|
* @example
|
|
7
7
|
* ```ts
|
package/dist/rpg/GameState.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* Global switches and variables - the two pieces of state an RPG's events read and write
|
|
3
|
-
* most, kept as plain maps rather than anything fancier so `mwg/core`'s
|
|
4
|
-
*
|
|
3
|
+
* most, kept as plain maps rather than anything fancier so `mwg/core`'s `SaveSystem` can
|
|
4
|
+
* serialise them like any other plain data.
|
|
5
5
|
*
|
|
6
6
|
* @example
|
|
7
7
|
* ```ts
|
|
@@ -0,0 +1,68 @@
|
|
|
1
|
+
import { type SaveMeta, type SaveSystemOptions } from '../core/Save.ts';
|
|
2
|
+
import type { StateValue } from '../core/State.ts';
|
|
3
|
+
import type { CampaignSnapshot } from './Campaign.ts';
|
|
4
|
+
import type { SimulationSnapshot } from './Runtime.ts';
|
|
5
|
+
/**
|
|
6
|
+
* Everything one campaign save holds, as plain JSON: which level the campaign is on and what
|
|
7
|
+
* it carries, the scenario/world state, and the turn-level simulation. The `world` payload is
|
|
8
|
+
* opaque here on purpose - an `mwl.MwlWorld`, a `roguelike.Level`, a game's own scenario
|
|
9
|
+
* object - because this is a container, the same way `SaveSystem` is.
|
|
10
|
+
*/
|
|
11
|
+
export interface CampaignSaveState<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
12
|
+
readonly campaign: CampaignSnapshot<CampaignState, Result>;
|
|
13
|
+
readonly world: World;
|
|
14
|
+
readonly simulation: SimulationSnapshot<TurnState> | null;
|
|
15
|
+
}
|
|
16
|
+
/** The live pieces to capture: anything with the snapshot method, so no class import is forced. */
|
|
17
|
+
export interface CampaignSaveParts<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
18
|
+
readonly campaign: {
|
|
19
|
+
snapshot(): CampaignSnapshot<CampaignState, Result>;
|
|
20
|
+
};
|
|
21
|
+
readonly world: World;
|
|
22
|
+
readonly simulation?: {
|
|
23
|
+
snapshot(): SimulationSnapshot<TurnState>;
|
|
24
|
+
} | null;
|
|
25
|
+
}
|
|
26
|
+
/**
|
|
27
|
+
* One save slot for a whole campaign, over `core.SaveSystem`. `SaveSystem` deliberately owns
|
|
28
|
+
* one state value and `mwl`'s persistence owns one world, so neither saves a campaign's level
|
|
29
|
+
* sequence, its world and its turn together; this is the composition, not a second save
|
|
30
|
+
* format. Versioning, migrations, previews, the storage fallback and slot listing are all
|
|
31
|
+
* `SaveSystem`'s, unchanged.
|
|
32
|
+
*
|
|
33
|
+
* Capturing takes each piece's own `snapshot()`, so the pieces stay responsible for what
|
|
34
|
+
* resuming them means: `Campaign.restore` and `SimulationRuntime.restore` read their halves
|
|
35
|
+
* back, and the game reads its own world.
|
|
36
|
+
*
|
|
37
|
+
* @example
|
|
38
|
+
* ```ts
|
|
39
|
+
* import { CampaignSave } from '@datamoc/mw_games/simulation';
|
|
40
|
+
*
|
|
41
|
+
* const saves = new CampaignSave<{ gold: number }, never, unknown, { hp: number }>({
|
|
42
|
+
* namespace: 'my-campaign',
|
|
43
|
+
* version: 1,
|
|
44
|
+
* });
|
|
45
|
+
*
|
|
46
|
+
* declare const campaign: { snapshot(): never };
|
|
47
|
+
* declare const simulation: { snapshot(): never };
|
|
48
|
+
* saves.save('slot1', { campaign, world: { terrain: '...' }, simulation }, 'Chapter 2');
|
|
49
|
+
*
|
|
50
|
+
* const loaded = saves.load('slot1');
|
|
51
|
+
* // loaded.campaign -> Campaign.restore(...); loaded.world -> the game's own; loaded.simulation -> SimulationRuntime.restore(...)
|
|
52
|
+
* ```
|
|
53
|
+
*/
|
|
54
|
+
export declare class CampaignSave<CampaignState extends StateValue, Result extends StateValue, World, TurnState> {
|
|
55
|
+
private readonly saves;
|
|
56
|
+
constructor(options: SaveSystemOptions);
|
|
57
|
+
/** Writes one slot: the campaign, the world and the simulation captured together. */
|
|
58
|
+
save(slot: string, parts: CampaignSaveParts<CampaignState, Result, World, TurnState>, preview?: unknown): void;
|
|
59
|
+
/** Reads one slot back as plain state, already migrated to the current version. */
|
|
60
|
+
load(slot: string): CampaignSaveState<CampaignState, Result, World, TurnState> | null;
|
|
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|
+
/** Every slot with a save, and its metadata, for a save-select screen. */
|
|
62
|
+
list(): Array<{
|
|
63
|
+
slot: string;
|
|
64
|
+
meta: SaveMeta;
|
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|
+
}>;
|
|
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|
+
delete(slot: string): void;
|
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|
+
}
|
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|
+
//# sourceMappingURL=CampaignSave.d.ts.map
|
|
@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"CampaignSave.d.ts","sourceRoot":"","sources":["../../src/simulation/CampaignSave.ts"],"names":[],"mappings":"AAAA,OAAO,EAAc,KAAK,QAAQ,EAAE,KAAK,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AACpF,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AACnD,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AACtD,OAAO,KAAK,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;AAEvD;;;;;GAKG;AACH,MAAM,WAAW,iBAAiB,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IAC/G,QAAQ,CAAC,QAAQ,EAAE,gBAAgB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;IAC3D,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,UAAU,EAAE,kBAAkB,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC;CAC1D;AAED,mGAAmG;AACnG,MAAM,WAAW,iBAAiB,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IAC/G,QAAQ,CAAC,QAAQ,EAAE;QAAE,QAAQ,IAAI,gBAAgB,CAAC,aAAa,EAAE,MAAM,CAAC,CAAA;KAAE,CAAC;IAC3E,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,UAAU,CAAC,EAAE;QAAE,QAAQ,IAAI,kBAAkB,CAAC,SAAS,CAAC,CAAA;KAAE,GAAG,IAAI,CAAC;CAC3E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,YAAY,CAAC,aAAa,SAAS,UAAU,EAAE,MAAM,SAAS,UAAU,EAAE,KAAK,EAAE,SAAS;IACtG,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAyE;IAE/F,YAAY,OAAO,EAAE,iBAAiB,EAErC;IAED,qFAAqF;IACrF,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,iBAAiB,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,EAAE,OAAO,CAAC,EAAE,OAAO,GAAG,IAAI,CAU7G;IAED,mFAAmF;IACnF,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,iBAAiB,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,GAAG,IAAI,CAEpF;IAED,0EAA0E;IAC1E,IAAI,IAAI,KAAK,CAAC;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,QAAQ,CAAA;KAAE,CAAC,CAE9C;IAED,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAEzB;CACD"}
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
import { SaveSystem } from '../core/Save.js';
|
|
2
|
+
/**
|
|
3
|
+
* One save slot for a whole campaign, over `core.SaveSystem`. `SaveSystem` deliberately owns
|
|
4
|
+
* one state value and `mwl`'s persistence owns one world, so neither saves a campaign's level
|
|
5
|
+
* sequence, its world and its turn together; this is the composition, not a second save
|
|
6
|
+
* format. Versioning, migrations, previews, the storage fallback and slot listing are all
|
|
7
|
+
* `SaveSystem`'s, unchanged.
|
|
8
|
+
*
|
|
9
|
+
* Capturing takes each piece's own `snapshot()`, so the pieces stay responsible for what
|
|
10
|
+
* resuming them means: `Campaign.restore` and `SimulationRuntime.restore` read their halves
|
|
11
|
+
* back, and the game reads its own world.
|
|
12
|
+
*
|
|
13
|
+
* @example
|
|
14
|
+
* ```ts
|
|
15
|
+
* import { CampaignSave } from '@datamoc/mw_games/simulation';
|
|
16
|
+
*
|
|
17
|
+
* const saves = new CampaignSave<{ gold: number }, never, unknown, { hp: number }>({
|
|
18
|
+
* namespace: 'my-campaign',
|
|
19
|
+
* version: 1,
|
|
20
|
+
* });
|
|
21
|
+
*
|
|
22
|
+
* declare const campaign: { snapshot(): never };
|
|
23
|
+
* declare const simulation: { snapshot(): never };
|
|
24
|
+
* saves.save('slot1', { campaign, world: { terrain: '...' }, simulation }, 'Chapter 2');
|
|
25
|
+
*
|
|
26
|
+
* const loaded = saves.load('slot1');
|
|
27
|
+
* // loaded.campaign -> Campaign.restore(...); loaded.world -> the game's own; loaded.simulation -> SimulationRuntime.restore(...)
|
|
28
|
+
* ```
|
|
29
|
+
*/
|
|
30
|
+
export class CampaignSave {
|
|
31
|
+
constructor(options) {
|
|
32
|
+
this.saves = new SaveSystem(options);
|
|
33
|
+
}
|
|
34
|
+
/** Writes one slot: the campaign, the world and the simulation captured together. */
|
|
35
|
+
save(slot, parts, preview) {
|
|
36
|
+
this.saves.save(slot, {
|
|
37
|
+
campaign: parts.campaign.snapshot(),
|
|
38
|
+
world: parts.world,
|
|
39
|
+
simulation: parts.simulation ? parts.simulation.snapshot() : null,
|
|
40
|
+
}, preview);
|
|
41
|
+
}
|
|
42
|
+
/** Reads one slot back as plain state, already migrated to the current version. */
|
|
43
|
+
load(slot) {
|
|
44
|
+
return this.saves.load(slot)?.state ?? null;
|
|
45
|
+
}
|
|
46
|
+
/** Every slot with a save, and its metadata, for a save-select screen. */
|
|
47
|
+
list() {
|
|
48
|
+
return this.saves.list();
|
|
49
|
+
}
|
|
50
|
+
delete(slot) {
|
|
51
|
+
this.saves.delete(slot);
|
|
52
|
+
}
|
|
53
|
+
}
|
|
54
|
+
//# sourceMappingURL=CampaignSave.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"CampaignSave.js","sourceRoot":"","sources":["../../src/simulation/CampaignSave.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAyC,MAAM,iBAAiB,CAAC;AAwBpF;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,OAAO,YAAY;IAGxB,YAAY,OAA0B;QACrC,IAAI,CAAC,KAAK,GAAG,IAAI,UAAU,CAA6D,OAAO,CAAC,CAAC;IAClG,CAAC;IAED,qFAAqF;IACrF,IAAI,CAAC,IAAY,EAAE,KAAiE,EAAE,OAAiB;QACtG,IAAI,CAAC,KAAK,CAAC,IAAI,CACd,IAAI,EACJ;YACC,QAAQ,EAAE,KAAK,CAAC,QAAQ,CAAC,QAAQ,EAAE;YACnC,KAAK,EAAE,KAAK,CAAC,KAAK;YAClB,UAAU,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC,IAAI;SACjE,EACD,OAAO,CACP,CAAC;IACH,CAAC;IAED,mFAAmF;IACnF,IAAI,CAAC,IAAY;QAChB,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,KAAK,IAAI,IAAI,CAAC;IAC7C,CAAC;IAED,0EAA0E;IAC1E,IAAI;QACH,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;IAC1B,CAAC;IAED,MAAM,CAAC,IAAY;QAClB,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IACzB,CAAC;CACD"}
|
|
@@ -0,0 +1,111 @@
|
|
|
1
|
+
import { PresentationQueue } from '../core/Presentation.ts';
|
|
2
|
+
import type { Actor } from '../roguelike/Scheduler.ts';
|
|
3
|
+
import { SimulationRuntime } from './Runtime.ts';
|
|
4
|
+
import type { SimulationOutcome, SimulationSnapshot, SimulationRuntimeRule } from './Runtime.ts';
|
|
5
|
+
export interface EventPresentationOptions<State, Command, Event, A extends Actor> {
|
|
6
|
+
/** the simulation whose commands this presents */
|
|
7
|
+
runtime: SimulationRuntime<State, Command, Event, A>;
|
|
8
|
+
/**
|
|
9
|
+
* The game's own mapping from one event to what it looks like: a tween, a sound, a
|
|
10
|
+
* floating number. Returns how many seconds the next event should wait, the same contract
|
|
11
|
+
* `PresentationQueue`'s own `play` has.
|
|
12
|
+
*/
|
|
13
|
+
play: (event: Event) => number | void;
|
|
14
|
+
/**
|
|
15
|
+
* Commands a secondary actor should take once the batch that just resolved has finished
|
|
16
|
+
* presenting - a counter-attack, the next actor the scheduler calls. Receives the outcome
|
|
17
|
+
* that just resolved and returns whatever commands follow from it, in order; return an
|
|
18
|
+
* empty list (or omit the option) when nothing follows. A game reads the scheduler through
|
|
19
|
+
* its own closure to decide who is next.
|
|
20
|
+
*
|
|
21
|
+
* Must eventually return nothing: this is what chains a turn forward, so a function that
|
|
22
|
+
* always returns a command would spin forever.
|
|
23
|
+
*/
|
|
24
|
+
followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
|
|
25
|
+
}
|
|
26
|
+
/**
|
|
27
|
+
* The documented integration between a turn-based simulation and its presentation, over the
|
|
28
|
+
* two pieces that already exist (`simulation.SimulationRuntime` and `core.PresentationQueue`)
|
|
29
|
+
* rather than a third kind of thing. It fixes the five interactions that are easy to get
|
|
30
|
+
* subtly wrong when a game wires them by hand:
|
|
31
|
+
*
|
|
32
|
+
* - **A command result**: `submit` dispatches through the runtime and hands the returned
|
|
33
|
+
* events to the queue, in one call, so the state commit and the animation are never started
|
|
34
|
+
* from two places that can drift apart.
|
|
35
|
+
* - **An animation lock**: `locked` is the queue's own `isBusy`, and `submit` refuses while it
|
|
36
|
+
* is true - a click during an attack cannot commit a second attack on top of the first.
|
|
37
|
+
* - **A scheduled secondary actor**: `followUp` returns the commands that follow an outcome,
|
|
38
|
+
* and they are dispatched only once the batch before them has finished presenting, so the
|
|
39
|
+
* counter-attack animation starts after the attack animation, not underneath it.
|
|
40
|
+
* - **Cancellation**: `cancel` drops everything not yet played. The simulation state is not
|
|
41
|
+
* rolled back, because the commands it already committed *did* happen; cancelling stops the
|
|
42
|
+
* show, it does not undo the turn.
|
|
43
|
+
* - **Save/load**: `snapshot` saves the simulation only, deliberately not the queue. A
|
|
44
|
+
* restored run comes back idle, so loading mid-animation skips the rest of that batch
|
|
45
|
+
* instead of replaying it on top of the loaded state.
|
|
46
|
+
*
|
|
47
|
+
* @example
|
|
48
|
+
* ```ts
|
|
49
|
+
* import { EventPresentation } from '@datamoc/mw_games/simulation';
|
|
50
|
+
* import type { SimulationRuntime } from '@datamoc/mw_games/simulation';
|
|
51
|
+
* import type { Actor } from '@datamoc/mw_games/roguelike';
|
|
52
|
+
*
|
|
53
|
+
* interface Fighter extends Actor {
|
|
54
|
+
* id: string;
|
|
55
|
+
* }
|
|
56
|
+
*
|
|
57
|
+
* declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
|
|
58
|
+
*
|
|
59
|
+
* const presentation = new EventPresentation({
|
|
60
|
+
* runtime,
|
|
61
|
+
* play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
|
|
62
|
+
* followUp: (outcome): readonly ('attack' | 'counter')[] =>
|
|
63
|
+
* outcome.events.length > 0 ? ['counter'] : [],
|
|
64
|
+
* });
|
|
65
|
+
*
|
|
66
|
+
* presentation.submit('attack'); // commits the attack and starts its animation
|
|
67
|
+
* presentation.submit('attack'); // null - the first is still playing
|
|
68
|
+
* presentation.update(1 / 60); // drains the queue, then the scheduled counter
|
|
69
|
+
* presentation.cancel(); // abandons whatever is left; the committed state stands
|
|
70
|
+
* const saved = presentation.snapshot(); // the simulation only
|
|
71
|
+
* ```
|
|
72
|
+
*/
|
|
73
|
+
export declare class EventPresentation<State, Command, Event, A extends Actor> {
|
|
74
|
+
readonly runtime: SimulationRuntime<State, Command, Event, A>;
|
|
75
|
+
readonly queue: PresentationQueue<Event>;
|
|
76
|
+
private readonly followUpOf?;
|
|
77
|
+
private followUps;
|
|
78
|
+
constructor(options: EventPresentationOptions<State, Command, Event, A>);
|
|
79
|
+
/** true while events are presenting or waiting behind the current one; input belongs to the animation */
|
|
80
|
+
get locked(): boolean;
|
|
81
|
+
/**
|
|
82
|
+
* Runs `command`, enqueues its events, and returns the outcome - or null when `locked`, so
|
|
83
|
+
* a command issued mid-animation is refused rather than committed ahead of the show.
|
|
84
|
+
*/
|
|
85
|
+
submit(command: Command): SimulationOutcome<State, Event> | null;
|
|
86
|
+
/** advances the current animation and starts whatever follows it */
|
|
87
|
+
update(dt: number): void;
|
|
88
|
+
/**
|
|
89
|
+
* Abandons every event not yet presented, current one included, and any scheduled
|
|
90
|
+
* follow-ups. The simulation's committed state is untouched: cancellation stops the
|
|
91
|
+
* presentation, not the turn.
|
|
92
|
+
*/
|
|
93
|
+
cancel(): void;
|
|
94
|
+
/** saves the simulation state; the queue is deliberately not part of a save */
|
|
95
|
+
snapshot(version?: number): SimulationSnapshot<State>;
|
|
96
|
+
/**
|
|
97
|
+
* Rebuilds a runtime from `snapshot` and wraps it in a fresh, idle presentation, so a
|
|
98
|
+
* loaded run does not replay the animation that was interrupted.
|
|
99
|
+
*/
|
|
100
|
+
static restore<State, Command, Event, A extends Actor>(snapshot: SimulationSnapshot<State>, options: {
|
|
101
|
+
play: (event: Event) => number | void;
|
|
102
|
+
followUp?: (outcome: SimulationOutcome<State, Event>) => readonly Command[];
|
|
103
|
+
rule: SimulationRuntimeRule<State, Command, Event, A>;
|
|
104
|
+
actorOf: (id: string) => A;
|
|
105
|
+
actorId: (actor: A) => string;
|
|
106
|
+
}): EventPresentation<State, Command, Event, A>;
|
|
107
|
+
private commit;
|
|
108
|
+
/** runs scheduled follow-ups while the queue is idle, so each starts after the last finished */
|
|
109
|
+
private drainFollowUps;
|
|
110
|
+
}
|
|
111
|
+
//# sourceMappingURL=EventPresentation.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"EventPresentation.d.ts","sourceRoot":"","sources":["../../src/simulation/EventPresentation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACjD,OAAO,KAAK,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,qBAAqB,EAAE,MAAM,cAAc,CAAC;AAEjG,MAAM,WAAW,wBAAwB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK;IAC/E,kDAAkD;IAClD,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;IAErD;;;;OAIG;IACH,IAAI,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,IAAI,CAAC;IAEtC;;;;;;;;;OASG;IACH,QAAQ,CAAC,EAAE,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,SAAS,OAAO,EAAE,CAAC;CAC5E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH,qBAAa,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK;IACpE,QAAQ,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;IAC9D,QAAQ,CAAC,KAAK,EAAE,iBAAiB,CAAC,KAAK,CAAC,CAAC;IAEzC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAmE;IAC/F,OAAO,CAAC,SAAS,CAAiB;IAElC,YAAY,OAAO,EAAE,wBAAwB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,EAItE;IAED,yGAAyG;IACzG,IAAI,MAAM,IAAI,OAAO,CAEpB;IAED;;;OAGG;IACH,MAAM,CAAC,OAAO,EAAE,OAAO,GAAG,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG,IAAI,CAG/D;IAED,oEAAoE;IACpE,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAGvB;IAED;;;;OAIG;IACH,MAAM,IAAI,IAAI,CAGb;IAED,+EAA+E;IAC/E,QAAQ,CAAC,OAAO,SAAI,GAAG,kBAAkB,CAAC,KAAK,CAAC,CAE/C;IAED;;;OAGG;IACH,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,SAAS,KAAK,EACpD,QAAQ,EAAE,kBAAkB,CAAC,KAAK,CAAC,EACnC,OAAO,EAAE;QACR,IAAI,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,IAAI,CAAC;QACtC,QAAQ,CAAC,EAAE,CAAC,OAAO,EAAE,iBAAiB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,SAAS,OAAO,EAAE,CAAC;QAC5E,IAAI,EAAE,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QACtD,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,CAAC;QAC3B,OAAO,EAAE,CAAC,KAAK,EAAE,CAAC,KAAK,MAAM,CAAC;KAC9B,GACC,iBAAiB,CAAC,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAW7C;IAED,OAAO,CAAC,MAAM;IAQd,gGAAgG;IAChG,OAAO,CAAC,cAAc;CAMtB"}
|
|
@@ -0,0 +1,120 @@
|
|
|
1
|
+
import { PresentationQueue } from '../core/Presentation.js';
|
|
2
|
+
import { SimulationRuntime } from './Runtime.js';
|
|
3
|
+
/**
|
|
4
|
+
* The documented integration between a turn-based simulation and its presentation, over the
|
|
5
|
+
* two pieces that already exist (`simulation.SimulationRuntime` and `core.PresentationQueue`)
|
|
6
|
+
* rather than a third kind of thing. It fixes the five interactions that are easy to get
|
|
7
|
+
* subtly wrong when a game wires them by hand:
|
|
8
|
+
*
|
|
9
|
+
* - **A command result**: `submit` dispatches through the runtime and hands the returned
|
|
10
|
+
* events to the queue, in one call, so the state commit and the animation are never started
|
|
11
|
+
* from two places that can drift apart.
|
|
12
|
+
* - **An animation lock**: `locked` is the queue's own `isBusy`, and `submit` refuses while it
|
|
13
|
+
* is true - a click during an attack cannot commit a second attack on top of the first.
|
|
14
|
+
* - **A scheduled secondary actor**: `followUp` returns the commands that follow an outcome,
|
|
15
|
+
* and they are dispatched only once the batch before them has finished presenting, so the
|
|
16
|
+
* counter-attack animation starts after the attack animation, not underneath it.
|
|
17
|
+
* - **Cancellation**: `cancel` drops everything not yet played. The simulation state is not
|
|
18
|
+
* rolled back, because the commands it already committed *did* happen; cancelling stops the
|
|
19
|
+
* show, it does not undo the turn.
|
|
20
|
+
* - **Save/load**: `snapshot` saves the simulation only, deliberately not the queue. A
|
|
21
|
+
* restored run comes back idle, so loading mid-animation skips the rest of that batch
|
|
22
|
+
* instead of replaying it on top of the loaded state.
|
|
23
|
+
*
|
|
24
|
+
* @example
|
|
25
|
+
* ```ts
|
|
26
|
+
* import { EventPresentation } from '@datamoc/mw_games/simulation';
|
|
27
|
+
* import type { SimulationRuntime } from '@datamoc/mw_games/simulation';
|
|
28
|
+
* import type { Actor } from '@datamoc/mw_games/roguelike';
|
|
29
|
+
*
|
|
30
|
+
* interface Fighter extends Actor {
|
|
31
|
+
* id: string;
|
|
32
|
+
* }
|
|
33
|
+
*
|
|
34
|
+
* declare const runtime: SimulationRuntime<{ hp: number }, 'attack' | 'counter', { amount: number }, Fighter>;
|
|
35
|
+
*
|
|
36
|
+
* const presentation = new EventPresentation({
|
|
37
|
+
* runtime,
|
|
38
|
+
* play: (event) => 0.25 * event.amount, // a hit is a quarter second per point
|
|
39
|
+
* followUp: (outcome): readonly ('attack' | 'counter')[] =>
|
|
40
|
+
* outcome.events.length > 0 ? ['counter'] : [],
|
|
41
|
+
* });
|
|
42
|
+
*
|
|
43
|
+
* presentation.submit('attack'); // commits the attack and starts its animation
|
|
44
|
+
* presentation.submit('attack'); // null - the first is still playing
|
|
45
|
+
* presentation.update(1 / 60); // drains the queue, then the scheduled counter
|
|
46
|
+
* presentation.cancel(); // abandons whatever is left; the committed state stands
|
|
47
|
+
* const saved = presentation.snapshot(); // the simulation only
|
|
48
|
+
* ```
|
|
49
|
+
*/
|
|
50
|
+
export class EventPresentation {
|
|
51
|
+
constructor(options) {
|
|
52
|
+
this.followUps = [];
|
|
53
|
+
this.runtime = options.runtime;
|
|
54
|
+
this.queue = new PresentationQueue({ play: options.play });
|
|
55
|
+
this.followUpOf = options.followUp;
|
|
56
|
+
}
|
|
57
|
+
/** true while events are presenting or waiting behind the current one; input belongs to the animation */
|
|
58
|
+
get locked() {
|
|
59
|
+
return this.queue.isBusy;
|
|
60
|
+
}
|
|
61
|
+
/**
|
|
62
|
+
* Runs `command`, enqueues its events, and returns the outcome - or null when `locked`, so
|
|
63
|
+
* a command issued mid-animation is refused rather than committed ahead of the show.
|
|
64
|
+
*/
|
|
65
|
+
submit(command) {
|
|
66
|
+
if (this.locked)
|
|
67
|
+
return null;
|
|
68
|
+
return this.commit(command);
|
|
69
|
+
}
|
|
70
|
+
/** advances the current animation and starts whatever follows it */
|
|
71
|
+
update(dt) {
|
|
72
|
+
this.queue.update(dt);
|
|
73
|
+
this.drainFollowUps();
|
|
74
|
+
}
|
|
75
|
+
/**
|
|
76
|
+
* Abandons every event not yet presented, current one included, and any scheduled
|
|
77
|
+
* follow-ups. The simulation's committed state is untouched: cancellation stops the
|
|
78
|
+
* presentation, not the turn.
|
|
79
|
+
*/
|
|
80
|
+
cancel() {
|
|
81
|
+
this.queue.clear();
|
|
82
|
+
this.followUps = [];
|
|
83
|
+
}
|
|
84
|
+
/** saves the simulation state; the queue is deliberately not part of a save */
|
|
85
|
+
snapshot(version = 1) {
|
|
86
|
+
return this.runtime.snapshot(version);
|
|
87
|
+
}
|
|
88
|
+
/**
|
|
89
|
+
* Rebuilds a runtime from `snapshot` and wraps it in a fresh, idle presentation, so a
|
|
90
|
+
* loaded run does not replay the animation that was interrupted.
|
|
91
|
+
*/
|
|
92
|
+
static restore(snapshot, options) {
|
|
93
|
+
const runtime = SimulationRuntime.restore(snapshot, {
|
|
94
|
+
rule: options.rule,
|
|
95
|
+
actorOf: options.actorOf,
|
|
96
|
+
actorId: options.actorId,
|
|
97
|
+
});
|
|
98
|
+
return new EventPresentation({
|
|
99
|
+
runtime,
|
|
100
|
+
play: options.play,
|
|
101
|
+
followUp: options.followUp,
|
|
102
|
+
});
|
|
103
|
+
}
|
|
104
|
+
commit(command) {
|
|
105
|
+
const outcome = this.runtime.dispatch(command);
|
|
106
|
+
this.queue.enqueue(outcome.events);
|
|
107
|
+
if (this.followUpOf)
|
|
108
|
+
this.followUps.push(...this.followUpOf(outcome));
|
|
109
|
+
this.drainFollowUps();
|
|
110
|
+
return outcome;
|
|
111
|
+
}
|
|
112
|
+
/** runs scheduled follow-ups while the queue is idle, so each starts after the last finished */
|
|
113
|
+
drainFollowUps() {
|
|
114
|
+
while (!this.queue.isBusy && this.followUps.length > 0) {
|
|
115
|
+
const command = this.followUps.shift();
|
|
116
|
+
this.commit(command);
|
|
117
|
+
}
|
|
118
|
+
}
|
|
119
|
+
}
|
|
120
|
+
//# sourceMappingURL=EventPresentation.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"EventPresentation.js","sourceRoot":"","sources":["../../src/simulation/EventPresentation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAE5D,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AA2BjD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH,MAAM,OAAO,iBAAiB;IAO7B,YAAY,OAA2D;QAF/D,cAAS,GAAc,EAAE,CAAC;QAGjC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,KAAK,GAAG,IAAI,iBAAiB,CAAQ,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC,CAAC;QAClE,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,QAAQ,CAAC;IACpC,CAAC;IAED,yGAAyG;IACzG,IAAI,MAAM;QACT,OAAO,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACH,MAAM,CAAC,OAAgB;QACtB,IAAI,IAAI,CAAC,MAAM;YAAE,OAAO,IAAI,CAAC;QAC7B,OAAO,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;IAC7B,CAAC;IAED,oEAAoE;IACpE,MAAM,CAAC,EAAU;QAChB,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;QACtB,IAAI,CAAC,cAAc,EAAE,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACH,MAAM;QACL,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;QACnB,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;IACrB,CAAC;IAED,+EAA+E;IAC/E,QAAQ,CAAC,OAAO,GAAG,CAAC;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;IACvC,CAAC;IAED;;;OAGG;IACH,MAAM,CAAC,OAAO,CACb,QAAmC,EACnC,OAMC;QAED,MAAM,OAAO,GAAG,iBAAiB,CAAC,OAAO,CAA2B,QAAQ,EAAE;YAC7E,IAAI,EAAE,OAAO,CAAC,IAAI;YAClB,OAAO,EAAE,OAAO,CAAC,OAAO;YACxB,OAAO,EAAE,OAAO,CAAC,OAAO;SACxB,CAAC,CAAC;QACH,OAAO,IAAI,iBAAiB,CAA2B;YACtD,OAAO;YACP,IAAI,EAAE,OAAO,CAAC,IAAI;YAClB,QAAQ,EAAE,OAAO,CAAC,QAAQ;SAC1B,CAAC,CAAC;IACJ,CAAC;IAEO,MAAM,CAAC,OAAgB;QAC9B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC;QAC/C,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACnC,IAAI,IAAI,CAAC,UAAU;YAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC;QACtE,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,OAAO,OAAO,CAAC;IAChB,CAAC;IAED,gGAAgG;IACxF,cAAc;QACrB,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACxD,MAAM,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAa,CAAC;YAClD,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;QACtB,CAAC;IACF,CAAC;CACD"}
|
|
@@ -8,6 +8,10 @@ export { runHeadlessScenario } from './Harness.ts';
|
|
|
8
8
|
export type { HeadlessScenario, HeadlessScenarioResult } from './Harness.ts';
|
|
9
9
|
export { SimulationRuntime } from './Runtime.ts';
|
|
10
10
|
export type { SimulationContext, SimulationOutcome, SimulationRuntimeRule, SimulationSnapshot } from './Runtime.ts';
|
|
11
|
+
export { EventPresentation } from './EventPresentation.ts';
|
|
12
|
+
export type { EventPresentationOptions } from './EventPresentation.ts';
|
|
13
|
+
export { CampaignSave } from './CampaignSave.ts';
|
|
14
|
+
export type { CampaignSaveState, CampaignSaveParts } from './CampaignSave.ts';
|
|
11
15
|
/**
|
|
12
16
|
* Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
|
|
13
17
|
* with nothing to do with simulation state or events): `SimulationRuntime` already needs one
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,YAAY,EAAE,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAChH,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,YAAY,EAAE,eAAe,EAAE,aAAa,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC3G,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AACnD,YAAY,EAAE,gBAAgB,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAC;AAC7E,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACjD,YAAY,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,qBAAqB,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC5C,YAAY,EAAE,cAAc,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,YAAY,EAAE,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAChH,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,YAAY,EAAE,eAAe,EAAE,aAAa,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC3G,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AACnD,YAAY,EAAE,gBAAgB,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAC;AAC7E,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AACjD,YAAY,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,qBAAqB,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;AACpH,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAC3D,YAAY,EAAE,wBAAwB,EAAE,MAAM,wBAAwB,CAAC;AACvE,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,YAAY,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAE9E;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,YAAY,EAAE,KAAK,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC"}
|
package/dist/simulation/index.js
CHANGED
|
@@ -3,6 +3,8 @@ export { runScenario } from './Scenario.js';
|
|
|
3
3
|
export { Campaign } from './Campaign.js';
|
|
4
4
|
export { runHeadlessScenario } from './Harness.js';
|
|
5
5
|
export { SimulationRuntime } from './Runtime.js';
|
|
6
|
+
export { EventPresentation } from './EventPresentation.js';
|
|
7
|
+
export { CampaignSave } from './CampaignSave.js';
|
|
6
8
|
/**
|
|
7
9
|
* Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
|
|
8
10
|
* with nothing to do with simulation state or events): `SimulationRuntime` already needs one
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AAGjD;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC"}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/simulation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC;AAEjD,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAE3D,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAGjD;;;;;GAKG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC"}
|
|
@@ -2,12 +2,24 @@
|
|
|
2
2
|
* Explicit, exceptional backend access.
|
|
3
3
|
*
|
|
4
4
|
* A normal 2D game should never need this: `two-d`'s own facade (`Container2D`, `Texture2D`,
|
|
5
|
-
* `
|
|
6
|
-
* without naming a `pixi.js` type. This
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
* spreading `pixi.js` imports through
|
|
5
|
+
* `Sprite2D`/`Shape2D`/`Text2D`/`TiledSprite`/`Gradient`, `AnimatedSprite`/`TintedSprite`,
|
|
6
|
+
* `NinePatch`, `SpriteSheet`) covers ordinary needs without naming a `pixi.js` type. This
|
|
7
|
+
* module exists for the rare case where a game needs a Pixi-specific effect the facade does
|
|
8
|
+
* not cover yet - importing from here rather than from `pixi.js` directly keeps that
|
|
9
|
+
* dependency visible and confined to one file, instead of spreading `pixi.js` imports through
|
|
10
|
+
* the game's own source. `FillGradient`/`TilingSprite` join the original four here for the
|
|
11
|
+
* same reason `render.Gradient`/`TiledSprite` name them at the facade level (item 293).
|
|
12
|
+
*
|
|
13
|
+
* On the pipe-registration question item 293 also raised: `TilingSprite` and `NineSliceSprite`
|
|
14
|
+
* (`ui.NinePatch`'s own backing class) both need their renderer pipe registered before use,
|
|
15
|
+
* the same way `TintedSprite`'s colour-transform pipe does. Nothing here has to register one by
|
|
16
|
+
* hand - this project imports the full `pixi.js` package everywhere (never a slimmed custom
|
|
17
|
+
* bundle), and that package registers every built-in pipe, `TilingSpritePipe`/
|
|
18
|
+
* `NineSliceSpritePipe` included, as a side effect of the import itself. The footgun item 293
|
|
19
|
+
* named is real for a build using a trimmed Pixi bundle (the port's own `SPD_ARCHITECTURE`
|
|
20
|
+
* notes flagged it in that context); it does not apply to `mwg`'s own source, which is why
|
|
21
|
+
* there is no registration call to make here.
|
|
10
22
|
*/
|
|
11
|
-
export { Container, Sprite, Texture, Graphics, Rectangle, Text } from 'pixi.js';
|
|
23
|
+
export { Container, Sprite, Texture, Graphics, Rectangle, Text, FillGradient, TilingSprite } from 'pixi.js';
|
|
12
24
|
export type { SpriteOptions } from 'pixi.js';
|
|
13
25
|
//# sourceMappingURL=pixi-interop.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pixi-interop.d.ts","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA
|
|
1
|
+
{"version":3,"file":"pixi-interop.d.ts","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AAC5G,YAAY,EAAE,aAAa,EAAE,MAAM,SAAS,CAAC"}
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@@ -2,11 +2,23 @@
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2
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* Explicit, exceptional backend access.
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*
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* A normal 2D game should never need this: `two-d`'s own facade (`Container2D`, `Texture2D`,
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* `
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* without naming a `pixi.js` type. This
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*
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*
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* spreading `pixi.js` imports through
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* `Sprite2D`/`Shape2D`/`Text2D`/`TiledSprite`/`Gradient`, `AnimatedSprite`/`TintedSprite`,
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* `NinePatch`, `SpriteSheet`) covers ordinary needs without naming a `pixi.js` type. This
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* module exists for the rare case where a game needs a Pixi-specific effect the facade does
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* not cover yet - importing from here rather than from `pixi.js` directly keeps that
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* dependency visible and confined to one file, instead of spreading `pixi.js` imports through
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* the game's own source. `FillGradient`/`TilingSprite` join the original four here for the
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* same reason `render.Gradient`/`TiledSprite` name them at the facade level (item 293).
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*
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* On the pipe-registration question item 293 also raised: `TilingSprite` and `NineSliceSprite`
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* (`ui.NinePatch`'s own backing class) both need their renderer pipe registered before use,
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* the same way `TintedSprite`'s colour-transform pipe does. Nothing here has to register one by
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* hand - this project imports the full `pixi.js` package everywhere (never a slimmed custom
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* bundle), and that package registers every built-in pipe, `TilingSpritePipe`/
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* `NineSliceSpritePipe` included, as a side effect of the import itself. The footgun item 293
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* named is real for a build using a trimmed Pixi bundle (the port's own `SPD_ARCHITECTURE`
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* notes flagged it in that context); it does not apply to `mwg`'s own source, which is why
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* there is no registration call to make here.
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*/
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-
export { Container, Sprite, Texture, Graphics, Rectangle, Text } from 'pixi.js';
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export { Container, Sprite, Texture, Graphics, Rectangle, Text, FillGradient, TilingSprite } from 'pixi.js';
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//# sourceMappingURL=pixi-interop.js.map
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@@ -1 +1 @@
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1
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{"version":3,"file":"pixi-interop.js","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA
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1
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{"version":3,"file":"pixi-interop.js","sourceRoot":"","sources":["../../src/two-d/pixi-interop.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC"}
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