@defold-typescript/types 0.46.0 → 0.48.0
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- package/hsm/index.d.ts +132 -5
- package/package.json +1 -1
package/hsm/index.d.ts
CHANGED
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@@ -134,6 +134,21 @@ export interface AlwaysConfig<Ctx, To extends string = string> {
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* whose `when` is missing or passes is taken.
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*/
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export type AlwaysSpec<Ctx, To extends string = string> = To | AlwaysConfig<Ctx, To> | RuleList<AlwaysConfig<Ctx, To>>;
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/**
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* One entry of the list form of `after`: a `delay` and the `to` its timer leads to.
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* @noSelf
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*/
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export interface AfterConfig<Ctx, To extends string = string> {
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/**
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* The delay in seconds of game time: a number, or a function of the context that returns one.
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* A function is read once each time the state is entered, after its `enter` hook, and again on
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* a hot reload, so the delay is fixed for that stay. A result that is not a non-negative number
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* throws, naming the state.
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*/
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readonly delay: number | ((ctx: Ctx) => number);
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/** The full path of the state to move to when the delay has passed. */
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readonly to: To;
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}
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/**
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* A state's rules by event `type`. Only the machine's event types are keys, and each rule's
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* `when` and `run` see the event variant its key names.
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@@ -212,13 +227,17 @@ interface StateBase<Ctx, E extends EventObject, T, Self extends string, To exten
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*/
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readonly on?: NoInfer<OnConfig<Ctx, E, To>>;
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/**
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-
*
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*
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-
*
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* Timers, in one of two forms: targets by delay in seconds of game time, such as
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* `{ 2: "/idle" }`, or a list of `AfterConfig` entries, such as
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* `[{ delay: (ctx) => ctx.patrolFor, to: "/rest" }]`, whose `delay` is a number or a function
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* of the context. A delay function is read once each time the state is entered, after its
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* `enter` hook, and again on a hot reload. The delay is counted by `update(dt)` while the state
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* is active, from zero on each entry. One `update` call fires at most one timer, and none when
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* an `update` hook moved the machine.
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*/
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readonly after?: NoInfer<{
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readonly [seconds: number]: To;
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-
}>;
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} | readonly AfterConfig<Ctx, To>[]>;
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/**
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* Targets taken right after any move that leaves this state active; the first whose `when` is
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* missing or passes wins. It is checked after a move only: not after a rule with no `to`, and
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@@ -296,12 +315,120 @@ export type MachineConfig<Ctx, E extends EventObject> = CompoundState<Ctx, E, un
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readonly [name: string]: StateConfig<Ctx, E>;
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};
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};
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type WithPrivate<Ctx, Priv> = [Priv] extends [never] ? Ctx : Ctx & Priv;
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/**
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* Defines a machine in two calls: `defineMachine<Ctx, E>()` fixes the context and event types and
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* takes an optional hot-reload key, and the second call takes the config. The config is checked
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* when that call runs, and a mistake throws, naming the state path. With a key, a later
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* definition under it puts its states into the machine already built, so every running instance
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* sees the edit; without one, each call builds a separate machine.
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*
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* The root config may hold `privateCtx`, for a machine that keeps fields of its own, such as a
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* counter, a heat level or a list it builds up. Every hook, `when`, `run`, `task` and `update`
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* then sees those fields beside `Ctx`, while `start` takes only `Ctx` and the instance it returns
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* shows only `Ctx` in its `ctx`. A machine without fields of its own leaves `privateCtx` out.
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*/
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-
export declare function defineMachine<Ctx, E extends EventObject>(key?: string): <T>(config: RootState<Ctx, E, T>) => Machine<Ctx, E, TreePath<T>>;
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export declare function defineMachine<Ctx, E extends EventObject>(key?: string): <T, Priv extends object = never>(config: RootState<WithPrivate<Ctx, Priv>, E, T> & PrivateCtxConfig<Ctx, Priv>) => Machine<Ctx, E, TreePath<T>>;
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/**
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* The optional key a `defineMachine` root config takes beside `initial` and `states`.
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* @noSelf
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*/
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export interface PrivateCtxConfig<Ctx, Priv> {
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/**
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* Builds the fields only the machine uses. It runs once per `start`, before the root's `enter`
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* hook, so every instance gets fresh fields of its own; a value written straight into the
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* config would be one array or table shared by every instance. It receives the object passed
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* to `start`, typed `Ctx`, so a private field can start from a field of `Ctx`:
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* `privateCtx: (ctx: TurretOptions) => ({ heat: ctx.startHeat })`. Give `ctx` its type; without
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* one TypeScript can type a hook before it knows the private fields, and that hook reports the
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* field as missing.
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*
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* The fields are added to the object passed to `start`, which stays the instance's `ctx`, so
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* restarting with `start(old.ctx)` keeps the public fields and builds the private ones fresh.
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* A hot reload under the machine's key adds the fields a new factory introduces and leaves
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* every field that already holds a value alone. A private field may not share a name with a
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* field of `Ctx`.
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*
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* The fields are hidden from callers by type only. At run time `ctx` is one table, and hooks,
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* `hsm-view` and a debugger see every field.
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*
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* There are two ways to type the fields.
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*
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* @example
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* **Inferred.** For a few fields, write them inline and let TypeScript infer their types. Add
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* `as` where the inferred type is wrong: an empty array is `never[]` until it reads
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* `[] as Hash[]`, and a field holding one of several strings is any `string` until it reads
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* `"cool" as "cool" | "hot"`.
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*
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* ```ts
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* type TurretEvent = { type: "SPOTTED" } | { type: "LOST" };
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*
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* export const turret = defineMachine<{ readonly fireRate: number }, TurretEvent>("turret")({
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* privateCtx: () => ({ heat: 0, targets: [] as Hash[] }),
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* initial: "/idle",
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* states: {
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* idle: { on: { SPOTTED: "/firing" } },
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* firing: {
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* enter: (ctx) => {
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* ctx.heat += 1 / ctx.fireRate;
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* },
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* on: { LOST: "/idle" },
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* },
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* },
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* });
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*
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* const gun = turret.start({ fireRate: 2 }); // gun.ctx shows fireRate only
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* ```
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*
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* @example
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* **A named type.** For more fields, or when a helper outside the config needs the whole
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* context, declare the fields as an interface and make it the factory's return type. The
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* fields need no `as`, a misspelled or unknown field is a compile error, and the whole context
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* is `TurretOptions & TurretPrivate`. `satisfies TurretPrivate` does not do this: it checks the
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* object but keeps its narrow types, so an empty array stays `never[]`.
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*
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* ```ts
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* interface TurretOptions {
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* readonly fireRate: number;
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* }
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*
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* interface TurretPrivate {
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* heat: number;
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* mode: "cool" | "hot";
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* }
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*
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* type TurretEvent = { type: "SPOTTED" } | { type: "LOST" };
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*
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* const overheated = (ctx: TurretOptions & TurretPrivate) => ctx.heat > ctx.fireRate;
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*
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* export const turret = defineMachine<TurretOptions, TurretEvent>("turret")({
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* privateCtx: (): TurretPrivate => ({ heat: 0, mode: "cool" }),
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* initial: "/idle",
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* states: {
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* idle: { on: { SPOTTED: "/firing" } },
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* firing: {
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* enter: (ctx) => {
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* ctx.heat += 1 / ctx.fireRate;
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* },
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* always: { to: "/cooling", when: overheated },
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* on: { LOST: "/idle" },
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* },
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* cooling: {
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* enter: (ctx) => {
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* ctx.mode = "hot";
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* },
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* exit: (ctx) => {
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* ctx.heat = 0;
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* ctx.mode = "cool";
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* },
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* after: { 2: "/idle" },
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* },
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* },
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* });
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* ```
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*/
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readonly privateCtx?: (ctx: Ctx) => Priv & {
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readonly [K in keyof Ctx & keyof Priv]: never;
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};
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}
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export {};
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