@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,123 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ import * as THREE from 'three';
11
+ import { EngineClass } from '../../../../../systems/ClassRegistry.js';
12
+ import { BehaviorStatus } from '../../../BehaviorNode.js';
13
+ import { BehaviorAction } from '../../BehaviorAction.js';
14
+ /**
15
+ * Action that calculates a tactical position at a specified distance from a target actor.
16
+ * This is useful for positioning NPCs at optimal combat ranges or flanking positions.
17
+ */
18
+ let CalculateTacticalPositionAction = class CalculateTacticalPositionAction extends BehaviorAction {
19
+ constructor(options = {}) {
20
+ super({
21
+ name: 'CalculateTacticalPosition',
22
+ ...options
23
+ });
24
+ Object.defineProperty(this, "targetActorKey", {
25
+ enumerable: true,
26
+ configurable: true,
27
+ writable: true,
28
+ value: void 0
29
+ });
30
+ Object.defineProperty(this, "outputPositionKey", {
31
+ enumerable: true,
32
+ configurable: true,
33
+ writable: true,
34
+ value: void 0
35
+ });
36
+ Object.defineProperty(this, "distance", {
37
+ enumerable: true,
38
+ configurable: true,
39
+ writable: true,
40
+ value: void 0
41
+ });
42
+ Object.defineProperty(this, "useNavigation", {
43
+ enumerable: true,
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+ configurable: true,
45
+ writable: true,
46
+ value: void 0
47
+ });
48
+ Object.defineProperty(this, "angleOffset", {
49
+ enumerable: true,
50
+ configurable: true,
51
+ writable: true,
52
+ value: void 0
53
+ });
54
+ this.targetActorKey = options.targetActorKey ?? 'PlayerActor';
55
+ this.outputPositionKey = options.outputPositionKey ?? 'TacticalPosition';
56
+ this.distance = options.distance ?? 25.0;
57
+ this.useNavigation = options.useNavigation ?? true;
58
+ this.angleOffset = options.angleOffset ?? 0;
59
+ }
60
+ onInitialize(blackboard) {
61
+ // Nothing to initialize
62
+ }
63
+ onEnter(blackboard) {
64
+ // Calculate position immediately on enter
65
+ this.calculateTacticalPosition(blackboard);
66
+ }
67
+ async onUpdate(blackboard, deltaTime) {
68
+ // This action completes immediately after calculating the position
69
+ return BehaviorStatus.Success;
70
+ }
71
+ onExit(blackboard, status) {
72
+ // Nothing to clean up
73
+ }
74
+ calculateTacticalPosition(blackboard) {
75
+ const owner = this.getOwner(blackboard);
76
+ if (!owner) {
77
+ return;
78
+ }
79
+ // Get target actor
80
+ const targetActor = blackboard.getValue(this.targetActorKey);
81
+ if (!targetActor) {
82
+ console.warn(`CalculateTacticalPositionAction: No target actor found with key ${this.targetActorKey}`);
83
+ return;
84
+ }
85
+ // Get current positions
86
+ const ownerPosition = new THREE.Vector3();
87
+ const targetPosition = new THREE.Vector3();
88
+ owner.rootComponent.getWorldPosition(ownerPosition);
89
+ targetActor.rootComponent.getWorldPosition(targetPosition);
90
+ // Calculate direction from target to owner
91
+ const directionToOwner = ownerPosition.clone().sub(targetPosition);
92
+ directionToOwner.y = 0; // Keep on same height level
93
+ directionToOwner.normalize();
94
+ // Apply angle offset if specified
95
+ if (this.angleOffset !== 0) {
96
+ const rotationMatrix = new THREE.Matrix4().makeRotationY(this.angleOffset);
97
+ directionToOwner.applyMatrix4(rotationMatrix);
98
+ }
99
+ // Calculate tactical position at the desired distance
100
+ const tacticalPosition = targetPosition.clone().add(directionToOwner.multiplyScalar(this.distance));
101
+ // If using navigation, find the closest valid point on the navigation mesh
102
+ if (this.useNavigation) {
103
+ const world = owner.getWorld();
104
+ const navigationServer = world?.getNavigationServer();
105
+ if (navigationServer && navigationServer.isReady()) {
106
+ const validPosition = navigationServer.getClosestPointOnNavigationMesh(tacticalPosition);
107
+ blackboard.setValue(this.outputPositionKey, validPosition);
108
+ return;
109
+ }
110
+ else {
111
+ return;
112
+ }
113
+ }
114
+ // Store the calculated position in the blackboard
115
+ blackboard.setValue(this.outputPositionKey, tacticalPosition);
116
+ }
117
+ };
118
+ CalculateTacticalPositionAction = __decorate([
119
+ EngineClass('CalculateTacticalPositionAction'),
120
+ __metadata("design:paramtypes", [Object])
121
+ ], CalculateTacticalPositionAction);
122
+ export { CalculateTacticalPositionAction };
123
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,43 @@
1
+ import { BehaviorStatus } from '../../../BehaviorNode.js';
2
+ import { BehaviorAction, type BehaviorActionOptions } from '../../BehaviorAction.js';
3
+ import type { Blackboard } from '../../../blackboard/Blackboard.js';
4
+ export interface LookAtTargetActionOptions extends BehaviorActionOptions {
5
+ /** Blackboard key containing the target actor to look at */
6
+ targetActorKey?: string;
7
+ /** Blackboard key containing the target position to look at */
8
+ targetPositionKey?: string;
9
+ /** Angle threshold in radians for considering the look complete */
10
+ angleThreshold?: number;
11
+ /** Rotation speed in radians per second */
12
+ rotationSpeed?: number;
13
+ /**
14
+ * Whether to only rotate in the XZ plane (horizontal only) or allow full XYZ rotation.
15
+ * - true: Only rotate around Y-axis (XZ plane) - good for ground-based characters
16
+ * - false: Allow full XYZ rotation - good for flying/aerial characters
17
+ */
18
+ horizontalOnly?: boolean;
19
+ /** Speed multiplier for rotation (higher = faster rotation) */
20
+ speed?: number;
21
+ }
22
+ /**
23
+ * Action that makes the NPC look at a target actor or position.
24
+ * Rotates the actor's forward direction to point towards the target.
25
+ *
26
+ * Supports two rotation modes:
27
+ * - XZ plane only (horizontalOnly: true): Rotates only around Y-axis, good for ground characters
28
+ * - Full XYZ rotation (horizontalOnly: false): Allows pitch/yaw rotation, good for aerial characters
29
+ */
30
+ export declare class LookAtTargetAction extends BehaviorAction {
31
+ private targetActorKey?;
32
+ private targetPositionKey?;
33
+ private angleThreshold;
34
+ private rotationSpeed;
35
+ private horizontalOnly;
36
+ private speed;
37
+ constructor(options?: LookAtTargetActionOptions);
38
+ protected onInitialize(blackboard: Blackboard): void;
39
+ protected onEnter(blackboard: Blackboard): void;
40
+ protected onUpdate(blackboard: Blackboard, deltaTime: number): Promise<BehaviorStatus>;
41
+ protected onExit(blackboard: Blackboard, status: BehaviorStatus): void;
42
+ private getTargetPosition;
43
+ }
@@ -0,0 +1,140 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ import * as THREE from 'three';
11
+ import { AerialMovementComponent } from '../../../../../components/movement/AerialMovementComponent.js';
12
+ import { NpcMovementComponent } from '../../../../../components/movement/NpcMovementComponent.js';
13
+ import { EngineClass } from '../../../../../systems/ClassRegistry.js';
14
+ import { BehaviorStatus } from '../../../BehaviorNode.js';
15
+ import { BehaviorAction } from '../../BehaviorAction.js';
16
+ /**
17
+ * Action that makes the NPC look at a target actor or position.
18
+ * Rotates the actor's forward direction to point towards the target.
19
+ *
20
+ * Supports two rotation modes:
21
+ * - XZ plane only (horizontalOnly: true): Rotates only around Y-axis, good for ground characters
22
+ * - Full XYZ rotation (horizontalOnly: false): Allows pitch/yaw rotation, good for aerial characters
23
+ */
24
+ let LookAtTargetAction = class LookAtTargetAction extends BehaviorAction {
25
+ constructor(options = {}) {
26
+ super({
27
+ name: 'LookAt',
28
+ ...options
29
+ });
30
+ Object.defineProperty(this, "targetActorKey", {
31
+ enumerable: true,
32
+ configurable: true,
33
+ writable: true,
34
+ value: void 0
35
+ });
36
+ Object.defineProperty(this, "targetPositionKey", {
37
+ enumerable: true,
38
+ configurable: true,
39
+ writable: true,
40
+ value: void 0
41
+ });
42
+ Object.defineProperty(this, "angleThreshold", {
43
+ enumerable: true,
44
+ configurable: true,
45
+ writable: true,
46
+ value: void 0
47
+ });
48
+ Object.defineProperty(this, "rotationSpeed", {
49
+ enumerable: true,
50
+ configurable: true,
51
+ writable: true,
52
+ value: void 0
53
+ });
54
+ Object.defineProperty(this, "horizontalOnly", {
55
+ enumerable: true,
56
+ configurable: true,
57
+ writable: true,
58
+ value: void 0
59
+ });
60
+ Object.defineProperty(this, "speed", {
61
+ enumerable: true,
62
+ configurable: true,
63
+ writable: true,
64
+ value: void 0
65
+ });
66
+ this.targetActorKey = options.targetActorKey ?? 'PlayerActor';
67
+ this.targetPositionKey = options.targetPositionKey;
68
+ this.angleThreshold = options.angleThreshold ?? Math.PI / 16; // ~11.25 degrees
69
+ this.rotationSpeed = options.rotationSpeed ?? 3.0; // radians per second
70
+ this.horizontalOnly = options.horizontalOnly ?? true;
71
+ this.speed = options.speed ?? 1.0;
72
+ }
73
+ onInitialize(blackboard) {
74
+ // No initialization needed - we work directly with the actor's transform
75
+ }
76
+ onEnter(blackboard) {
77
+ // No setup needed - deltaTime is now provided directly
78
+ }
79
+ async onUpdate(blackboard, deltaTime) {
80
+ const owner = this.getOwner(blackboard);
81
+ if (!owner) {
82
+ return BehaviorStatus.Failure;
83
+ }
84
+ // Get target position
85
+ const targetPos = this.getTargetPosition(blackboard);
86
+ if (!targetPos) {
87
+ return BehaviorStatus.Failure;
88
+ }
89
+ // Try to get either type of movement component
90
+ const npcMovementComponent = owner.getComponent(NpcMovementComponent);
91
+ const aerialMovementComponent = owner.getComponent(AerialMovementComponent);
92
+ const movementComponent = npcMovementComponent ?? aerialMovementComponent;
93
+ if (!movementComponent) {
94
+ return BehaviorStatus.Failure;
95
+ }
96
+ // Set the look-at target on the movement component (both have same API)
97
+ movementComponent.setLookAtTarget(targetPos, this.angleThreshold);
98
+ // Check if we're done looking at the target (both have same API)
99
+ if (movementComponent.isLookingAtTargetComplete()) {
100
+ return BehaviorStatus.Success;
101
+ }
102
+ return BehaviorStatus.Running;
103
+ }
104
+ onExit(blackboard, status) {
105
+ const owner = this.getOwner(blackboard);
106
+ if (owner) {
107
+ // Try to get either type of movement component
108
+ const npcMovementComponent = owner.getComponent(NpcMovementComponent);
109
+ const aerialMovementComponent = owner.getComponent(AerialMovementComponent);
110
+ const movementComponent = npcMovementComponent ?? aerialMovementComponent;
111
+ if (movementComponent) {
112
+ // Clear the look-at target when exiting (both have same API)
113
+ movementComponent.clearLookAtTarget();
114
+ }
115
+ }
116
+ }
117
+ getTargetPosition(blackboard) {
118
+ if (this.targetActorKey) {
119
+ const actor = blackboard.getValue(this.targetActorKey);
120
+ if (actor) {
121
+ const position = new THREE.Vector3();
122
+ actor.rootComponent.getWorldPosition(position);
123
+ return position;
124
+ }
125
+ }
126
+ if (this.targetPositionKey) {
127
+ const position = blackboard.getValue(this.targetPositionKey);
128
+ if (position) {
129
+ return position.clone();
130
+ }
131
+ }
132
+ return null;
133
+ }
134
+ };
135
+ LookAtTargetAction = __decorate([
136
+ EngineClass('LookAtTargetAction'),
137
+ __metadata("design:paramtypes", [Object])
138
+ ], LookAtTargetAction);
139
+ export { LookAtTargetAction };
140
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,24 @@
1
+ import { BehaviorStatus } from '../../../BehaviorNode.js';
2
+ import { BehaviorAction, type BehaviorActionOptions } from '../../BehaviorAction.js';
3
+ import type { Blackboard } from '../../../blackboard/Blackboard.js';
4
+ export interface WaitActionOptions extends BehaviorActionOptions {
5
+ /** Duration to wait in seconds */
6
+ duration?: number;
7
+ /** Whether to use random duration between 0 and duration */
8
+ randomDuration?: boolean;
9
+ }
10
+ /**
11
+ * Atomic action that waits for a specified duration before completing.
12
+ * Useful for timing behaviors, pauses, and creating delays in behavior sequences.
13
+ */
14
+ export declare class WaitAction extends BehaviorAction {
15
+ private duration;
16
+ private randomDuration;
17
+ private startTime;
18
+ private waitDuration;
19
+ constructor(options?: WaitActionOptions);
20
+ protected onInitialize(blackboard: Blackboard): void;
21
+ protected onEnter(blackboard: Blackboard): void;
22
+ protected onUpdate(blackboard: Blackboard, deltaTime: number): Promise<BehaviorStatus>;
23
+ protected onExit(blackboard: Blackboard, status: BehaviorStatus): void;
24
+ }
@@ -0,0 +1,85 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ import { EngineClass } from '../../../../../systems/ClassRegistry.js';
11
+ import { BehaviorStatus } from '../../../BehaviorNode.js';
12
+ import { BehaviorAction } from '../../BehaviorAction.js';
13
+ /**
14
+ * Atomic action that waits for a specified duration before completing.
15
+ * Useful for timing behaviors, pauses, and creating delays in behavior sequences.
16
+ */
17
+ let WaitAction = class WaitAction extends BehaviorAction {
18
+ constructor(options = {}) {
19
+ super({
20
+ name: 'Wait',
21
+ ...options
22
+ });
23
+ Object.defineProperty(this, "duration", {
24
+ enumerable: true,
25
+ configurable: true,
26
+ writable: true,
27
+ value: void 0
28
+ });
29
+ Object.defineProperty(this, "randomDuration", {
30
+ enumerable: true,
31
+ configurable: true,
32
+ writable: true,
33
+ value: void 0
34
+ });
35
+ Object.defineProperty(this, "startTime", {
36
+ enumerable: true,
37
+ configurable: true,
38
+ writable: true,
39
+ value: 0
40
+ });
41
+ Object.defineProperty(this, "waitDuration", {
42
+ enumerable: true,
43
+ configurable: true,
44
+ writable: true,
45
+ value: 0
46
+ });
47
+ this.duration = options.duration ?? 1.0;
48
+ this.randomDuration = options.randomDuration ?? false;
49
+ }
50
+ onInitialize(blackboard) {
51
+ // No initialization needed for wait action
52
+ }
53
+ onEnter(blackboard) {
54
+ // Use configured duration directly
55
+ const targetDuration = this.duration;
56
+ // Apply randomization if enabled
57
+ if (this.randomDuration) {
58
+ this.waitDuration = Math.random() * targetDuration;
59
+ }
60
+ else {
61
+ this.waitDuration = targetDuration;
62
+ }
63
+ // Record start time
64
+ this.startTime = Date.now() / 1000; // Convert to seconds
65
+ }
66
+ async onUpdate(blackboard, deltaTime) {
67
+ const currentTime = Date.now() / 1000; // Convert to seconds
68
+ const elapsedTime = currentTime - this.startTime;
69
+ // Check if wait duration has elapsed
70
+ if (elapsedTime >= this.waitDuration) {
71
+ return BehaviorStatus.Success;
72
+ }
73
+ // Still waiting
74
+ return BehaviorStatus.Running;
75
+ }
76
+ onExit(blackboard, status) {
77
+ // Clean up if needed
78
+ }
79
+ };
80
+ WaitAction = __decorate([
81
+ EngineClass('WaitAction'),
82
+ __metadata("design:paramtypes", [Object])
83
+ ], WaitAction);
84
+ export { WaitAction };
85
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiV2FpdEFjdGlvbi5qcyIsInNvdXJjZVJvb3QiOiIiLCJzb3VyY2VzIjpbIi4uLy4uLy4uLy4uLy4uLy4uLy4uL3NyYy9ucGMvYmVoYXZpb3ItdHJlZS9iZWhhdmlvcnMvYWN0aW9ucy91dGlsaXR5L1dhaXRBY3Rpb24udHMiXSwibmFtZXMiOltdLCJtYXBwaW5ncyI6Ijs7Ozs7Ozs7O0FBQUEsT0FBTyxFQUFFLFdBQVcsRUFBRSxNQUFNLHlDQUF5QyxDQUFDO0FBQ3RFLE9BQU8sRUFBRSxjQUFjLEVBQUUsTUFBTSwwQkFBMEIsQ0FBQztBQUMxRCxPQUFPLEVBQUUsY0FBYyxFQUE4QixNQUFNLHlCQUF5QixDQUFDO0FBV3JGOzs7R0FHRztBQUVJLElBQU0sVUFBVSxHQUFoQixNQUFNLFVBQVcsU0FBUSxjQUFjO0lBTTVDLFlBQVksVUFBNkIsRUFBRTtRQUN6QyxLQUFLLENBQUM7WUFDSixJQUFJLEVBQUUsTUFBTTtZQUNaLEdBQUcsT0FBTztTQUNYLENBQUMsQ0FBQztRQVRHOzs7OztXQUFpQjtRQUNqQjs7Ozs7V0FBd0I7UUFDeEI7Ozs7bUJBQW9CLENBQUM7V0FBQztRQUN0Qjs7OzttQkFBdUIsQ0FBQztXQUFDO1FBUS9CLElBQUksQ0FBQyxRQUFRLEdBQUcsT0FBTyxDQUFDLFFBQVEsSUFBSSxHQUFHLENBQUM7UUFDeEMsSUFBSSxDQUFDLGNBQWMsR0FBRyxPQUFPLENBQUMsY0FBYyxJQUFJLEtBQUssQ0FBQztJQUN4RCxDQUFDO0lBRWtCLFlBQVksQ0FBQyxVQUFzQjtRQUNwRCwyQ0FBMkM7SUFDN0MsQ0FBQztJQUVrQixPQUFPLENBQUMsVUFBc0I7UUFDL0MsbUNBQW1DO1FBQ25DLE1BQU0sY0FBYyxHQUFHLElBQUksQ0FBQyxRQUFRLENBQUM7UUFFckMsaUNBQWlDO1FBQ2pDLElBQUksSUFBSSxDQUFDLGNBQWMsRUFBRSxDQUFDO1lBQ3hCLElBQUksQ0FBQyxZQUFZLEdBQUcsSUFBSSxDQUFDLE1BQU0sRUFBRSxHQUFHLGNBQWMsQ0FBQztRQUNyRCxDQUFDO2FBQU0sQ0FBQztZQUNOLElBQUksQ0FBQyxZQUFZLEdBQUcsY0FBYyxDQUFDO1FBQ3JDLENBQUM7UUFFRCxvQkFBb0I7UUFDcEIsSUFBSSxDQUFDLFNBQVMsR0FBRyxJQUFJLENBQUMsR0FBRyxFQUFFLEdBQUcsSUFBSSxDQUFDLENBQUMscUJBQXFCO0lBQzNELENBQUM7SUFFa0IsS0FBSyxDQUFDLFFBQVEsQ0FBQyxVQUFzQixFQUFFLFNBQWlCO1FBQ3pFLE1BQU0sV0FBVyxHQUFHLElBQUksQ0FBQyxHQUFHLEVBQUUsR0FBRyxJQUFJLENBQUMsQ0FBQyxxQkFBcUI7UUFDNUQsTUFBTSxXQUFXLEdBQUcsV0FBVyxHQUFHLElBQUksQ0FBQyxTQUFTLENBQUM7UUFFakQscUNBQXFDO1FBQ3JDLElBQUksV0FBVyxJQUFJLElBQUksQ0FBQyxZQUFZLEVBQUUsQ0FBQztZQUNyQyxPQUFPLGNBQWMsQ0FBQyxPQUFPLENBQUM7UUFDaEMsQ0FBQztRQUVELGdCQUFnQjtRQUNoQixPQUFPLGNBQWMsQ0FBQyxPQUFPLENBQUM7SUFDaEMsQ0FBQztJQUVrQixNQUFNLENBQUMsVUFBc0IsRUFBRSxNQUFzQjtRQUN0RSxxQkFBcUI7SUFDdkIsQ0FBQztDQUNGLENBQUE7QUFuRFksVUFBVTtJQUR0QixXQUFXLENBQUMsWUFBWSxDQUFDOztHQUNiLFVBQVUsQ0FtRHRCIn0=
@@ -0,0 +1,3 @@
1
+ export { WaitAction, type WaitActionOptions } from './WaitAction.js';
2
+ export { LookAtTargetAction, type LookAtTargetActionOptions } from './LookAtTargetAction.js';
3
+ export { CalculateTacticalPositionAction, type CalculateTacticalPositionActionOptions } from './CalculateTacticalPositionAction.js';
@@ -0,0 +1,5 @@
1
+ // Utility actions (timing, waiting, and general purpose actions)
2
+ export { WaitAction } from './WaitAction.js';
3
+ export { LookAtTargetAction } from './LookAtTargetAction.js';
4
+ export { CalculateTacticalPositionAction } from './CalculateTacticalPositionAction.js';
5
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiaW5kZXguanMiLCJzb3VyY2VSb290IjoiIiwic291cmNlcyI6WyIuLi8uLi8uLi8uLi8uLi8uLi8uLi9zcmMvbnBjL2JlaGF2aW9yLXRyZWUvYmVoYXZpb3JzL2FjdGlvbnMvdXRpbGl0eS9pbmRleC50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQSxpRUFBaUU7QUFDakUsT0FBTyxFQUFFLFVBQVUsRUFBMEIsTUFBTSxpQkFBaUIsQ0FBQztBQUNyRSxPQUFPLEVBQUUsa0JBQWtCLEVBQWtDLE1BQU0seUJBQXlCLENBQUM7QUFDN0YsT0FBTyxFQUFFLCtCQUErQixFQUErQyxNQUFNLHNDQUFzQyxDQUFDIn0=
@@ -0,0 +1,40 @@
1
+ import { BehaviorStatus } from '../../BehaviorNode.js';
2
+ import { ConditionEvaluator, type ConditionEvaluatorOptions } from '../ConditionEvaluator.js';
3
+ import type { Blackboard } from '../../blackboard/Blackboard.js';
4
+ export type ComparisonOperator = 'equals' | 'notEquals' | 'greaterThan' | 'greaterThanOrEqual' | 'lessThan' | 'lessThanOrEqual' | 'exists' | 'notExists';
5
+ export interface BlackboardValueConditionOptions extends ConditionEvaluatorOptions {
6
+ /** The blackboard key to check */
7
+ key: string;
8
+ /** The value to compare against (not needed for 'exists' and 'notExists' operators) */
9
+ value?: any;
10
+ /** The comparison operator to use */
11
+ operator?: ComparisonOperator;
12
+ /** Type of the value for better comparison (optional) */
13
+ valueType?: 'string' | 'number' | 'boolean' | 'object';
14
+ }
15
+ /**
16
+ * A flexible condition evaluator that can check any blackboard value using various comparison operators.
17
+ * This provides a generic way to check blackboard state without creating specialized condition classes.
18
+ *
19
+ * Examples:
20
+ * - Check if a boolean flag is true: { key: 'IsPlayerVisible', value: true, operator: 'equals' }
21
+ * - Check if a number is above threshold: { key: 'PlayerDistance', value: 10, operator: 'greaterThan' }
22
+ * - Check if a value exists: { key: 'LastKnownPosition', operator: 'exists' }
23
+ * - Check if a string matches: { key: 'CurrentState', value: 'Patrol', operator: 'equals' }
24
+ */
25
+ export declare class BlackboardValueCondition extends ConditionEvaluator {
26
+ private key;
27
+ private value;
28
+ private operator;
29
+ private valueType?;
30
+ constructor(options: BlackboardValueConditionOptions);
31
+ protected onEvaluate(blackboard: Blackboard): Promise<BehaviorStatus>;
32
+ private compareValues;
33
+ getDebugInfo(): {
34
+ name: string;
35
+ description: string;
36
+ key: string;
37
+ value: any;
38
+ operator: string;
39
+ };
40
+ }
@@ -0,0 +1,133 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ import { EngineClass } from '../../../../systems/ClassRegistry.js';
11
+ import { BehaviorStatus } from '../../BehaviorNode.js';
12
+ import { ConditionEvaluator } from '../ConditionEvaluator.js';
13
+ /**
14
+ * A flexible condition evaluator that can check any blackboard value using various comparison operators.
15
+ * This provides a generic way to check blackboard state without creating specialized condition classes.
16
+ *
17
+ * Examples:
18
+ * - Check if a boolean flag is true: { key: 'IsPlayerVisible', value: true, operator: 'equals' }
19
+ * - Check if a number is above threshold: { key: 'PlayerDistance', value: 10, operator: 'greaterThan' }
20
+ * - Check if a value exists: { key: 'LastKnownPosition', operator: 'exists' }
21
+ * - Check if a string matches: { key: 'CurrentState', value: 'Patrol', operator: 'equals' }
22
+ */
23
+ let BlackboardValueCondition = class BlackboardValueCondition extends ConditionEvaluator {
24
+ constructor(options) {
25
+ super({
26
+ name: `BlackboardValue[${options.key}]`,
27
+ ...options
28
+ });
29
+ Object.defineProperty(this, "key", {
30
+ enumerable: true,
31
+ configurable: true,
32
+ writable: true,
33
+ value: void 0
34
+ });
35
+ Object.defineProperty(this, "value", {
36
+ enumerable: true,
37
+ configurable: true,
38
+ writable: true,
39
+ value: void 0
40
+ });
41
+ Object.defineProperty(this, "operator", {
42
+ enumerable: true,
43
+ configurable: true,
44
+ writable: true,
45
+ value: void 0
46
+ });
47
+ Object.defineProperty(this, "valueType", {
48
+ enumerable: true,
49
+ configurable: true,
50
+ writable: true,
51
+ value: void 0
52
+ });
53
+ this.key = options.key;
54
+ this.value = options.value;
55
+ this.operator = options.operator ?? 'equals';
56
+ this.valueType = options.valueType;
57
+ // Validate that value is provided for operators that need it
58
+ if (this.operator !== 'exists' && this.operator !== 'notExists' && options.value === undefined) {
59
+ throw new Error(`BlackboardValueCondition: value is required for operator '${this.operator}'`);
60
+ }
61
+ }
62
+ async onEvaluate(blackboard) {
63
+ const actualValue = blackboard.getValue(this.key);
64
+ switch (this.operator) {
65
+ case 'exists':
66
+ return actualValue !== undefined ? BehaviorStatus.Success : BehaviorStatus.Failure;
67
+ case 'notExists':
68
+ return actualValue === undefined ? BehaviorStatus.Success : BehaviorStatus.Failure;
69
+ case 'equals':
70
+ return this.compareValues(actualValue, this.value, '===') ? BehaviorStatus.Success : BehaviorStatus.Failure;
71
+ case 'notEquals':
72
+ return this.compareValues(actualValue, this.value, '!==') ? BehaviorStatus.Success : BehaviorStatus.Failure;
73
+ case 'greaterThan':
74
+ return this.compareValues(actualValue, this.value, '>') ? BehaviorStatus.Success : BehaviorStatus.Failure;
75
+ case 'greaterThanOrEqual':
76
+ return this.compareValues(actualValue, this.value, '>=') ? BehaviorStatus.Success : BehaviorStatus.Failure;
77
+ case 'lessThan':
78
+ return this.compareValues(actualValue, this.value, '<') ? BehaviorStatus.Success : BehaviorStatus.Failure;
79
+ case 'lessThanOrEqual':
80
+ return this.compareValues(actualValue, this.value, '<=') ? BehaviorStatus.Success : BehaviorStatus.Failure;
81
+ default:
82
+ console.warn(`BlackboardValueCondition: Unknown operator '${this.operator}'`);
83
+ return BehaviorStatus.Failure;
84
+ }
85
+ }
86
+ compareValues(actualValue, expectedValue, operator) {
87
+ // Handle undefined/null values
88
+ if (actualValue === undefined || actualValue === null) {
89
+ if (operator === '===' || operator === '!==') {
90
+ return operator === '===' ? actualValue === expectedValue : actualValue !== expectedValue;
91
+ }
92
+ return false; // Can't do numeric comparisons with undefined/null
93
+ }
94
+ // Handle numeric comparisons
95
+ if (operator === '>' || operator === '>=' || operator === '<' || operator === '<=') {
96
+ const actualNum = Number(actualValue);
97
+ const expectedNum = Number(expectedValue);
98
+ if (isNaN(actualNum) || isNaN(expectedNum)) {
99
+ console.warn(`BlackboardValueCondition: Cannot perform numeric comparison on non-numeric values: ${actualValue} ${operator} ${expectedValue}`);
100
+ return false;
101
+ }
102
+ switch (operator) {
103
+ case '>': return actualNum > expectedNum;
104
+ case '>=': return actualNum >= expectedNum;
105
+ case '<': return actualNum < expectedNum;
106
+ case '<=': return actualNum <= expectedNum;
107
+ default: return false;
108
+ }
109
+ }
110
+ // Handle equality comparisons
111
+ if (operator === '===') {
112
+ return actualValue === expectedValue;
113
+ }
114
+ if (operator === '!==') {
115
+ return actualValue !== expectedValue;
116
+ }
117
+ return false;
118
+ }
119
+ getDebugInfo() {
120
+ return {
121
+ ...super.getDebugInfo(),
122
+ key: this.key,
123
+ value: this.value,
124
+ operator: this.operator
125
+ };
126
+ }
127
+ };
128
+ BlackboardValueCondition = __decorate([
129
+ EngineClass('BlackboardValueCondition'),
130
+ __metadata("design:paramtypes", [Object])
131
+ ], BlackboardValueCondition);
132
+ export { BlackboardValueCondition };
133
+ //# 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MsV0FBVyxDQUFDLDBCQUEwQixDQUFDOztHQUMzQix3QkFBd0IsQ0F5R3BDIn0=
@@ -0,0 +1,29 @@
1
+ import { BehaviorStatus } from '../../BehaviorNode.js';
2
+ import { ConditionEvaluator, type ConditionEvaluatorOptions } from '../ConditionEvaluator.js';
3
+ import type { Blackboard } from '../../blackboard/Blackboard.js';
4
+ export interface CanSeeTargetConditionOptions extends ConditionEvaluatorOptions {
5
+ /** Blackboard key containing the target actor to check visibility of */
6
+ targetActorKey?: string;
7
+ /** Blackboard key containing the target position to check visibility of */
8
+ targetPositionKey?: string;
9
+ /** Maximum distance for line-of-sight check */
10
+ maxDistance?: number;
11
+ /** Height offset for the eye position of the owner */
12
+ eyeHeightOffset?: number;
13
+ /** Height offset for the target position */
14
+ targetHeightOffset?: number;
15
+ }
16
+ /**
17
+ * Condition evaluator that checks if the owner can see a target.
18
+ * Uses raycasting to determine line-of-sight.
19
+ */
20
+ export declare class CanSeeTargetCondition extends ConditionEvaluator {
21
+ private targetActorKey?;
22
+ private targetPositionKey?;
23
+ private maxDistance;
24
+ private eyeHeightOffset;
25
+ private targetHeightOffset;
26
+ constructor(options?: CanSeeTargetConditionOptions);
27
+ protected onEvaluate(blackboard: Blackboard): Promise<BehaviorStatus>;
28
+ private getTargetPosition;
29
+ }