@dreadwood-types/types 0.1.47 → 0.1.51
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/dist/adventure.d.ts +6 -6
- package/dist/adventure.d.ts.map +1 -1
- package/dist/appearance.d.ts +16 -6
- package/dist/appearance.d.ts.map +1 -1
- package/dist/appearance.js +43 -31
- package/dist/appearance.js.map +1 -1
- package/dist/areaTransitions.d.ts +1 -1
- package/dist/areaTransitions.d.ts.map +1 -1
- package/dist/areaTransitions.js +13 -0
- package/dist/areaTransitions.js.map +1 -1
- package/dist/bank.d.ts.map +1 -1
- package/dist/bearFloes.d.ts +83 -0
- package/dist/bearFloes.d.ts.map +1 -0
- package/dist/bearFloes.js +126 -0
- package/dist/bearFloes.js.map +1 -0
- package/dist/blacksmithing.d.ts +3 -0
- package/dist/blacksmithing.d.ts.map +1 -1
- package/dist/blacksmithing.js +81 -1
- package/dist/blacksmithing.js.map +1 -1
- package/dist/bloodRiver.d.ts +9 -6
- package/dist/bloodRiver.d.ts.map +1 -1
- package/dist/bloodRiver.js +19 -17
- package/dist/bloodRiver.js.map +1 -1
- package/dist/brokenRoad.d.ts.map +1 -1
- package/dist/capital.d.ts +541 -165
- package/dist/capital.d.ts.map +1 -1
- package/dist/capital.js +934 -163
- package/dist/capital.js.map +1 -1
- package/dist/charcoal.d.ts +43 -0
- package/dist/charcoal.d.ts.map +1 -0
- package/dist/charcoal.js +78 -0
- package/dist/charcoal.js.map +1 -0
- package/dist/clientConfig.d.ts +7 -2
- package/dist/clientConfig.d.ts.map +1 -1
- package/dist/clientConfig.js +14 -5
- package/dist/clientConfig.js.map +1 -1
- package/dist/constants.d.ts +196 -11
- package/dist/constants.d.ts.map +1 -1
- package/dist/constants.js +372 -21
- package/dist/constants.js.map +1 -1
- package/dist/cooking.d.ts.map +1 -1
- package/dist/cooking.js +2 -0
- package/dist/cooking.js.map +1 -1
- package/dist/dragonfire.d.ts +75 -0
- package/dist/dragonfire.d.ts.map +1 -0
- package/dist/dragonfire.js +73 -0
- package/dist/dragonfire.js.map +1 -0
- package/dist/dungeonCharts.d.ts +18 -0
- package/dist/dungeonCharts.d.ts.map +1 -0
- package/dist/dungeonCharts.js +67 -0
- package/dist/dungeonCharts.js.map +1 -0
- package/dist/equipment.d.ts +2 -0
- package/dist/equipment.d.ts.map +1 -1
- package/dist/equipment.js +37 -1
- package/dist/equipment.js.map +1 -1
- package/dist/frozenSet.d.ts +36 -0
- package/dist/frozenSet.d.ts.map +1 -0
- package/dist/frozenSet.js +58 -0
- package/dist/frozenSet.js.map +1 -0
- package/dist/goblinCave.d.ts +4 -4
- package/dist/goblinCave.d.ts.map +1 -1
- package/dist/goblinCave.js +1 -1
- package/dist/groundItems.d.ts.map +1 -1
- package/dist/groundItems.js +27 -0
- package/dist/groundItems.js.map +1 -1
- package/dist/harbour.d.ts +223 -0
- package/dist/harbour.d.ts.map +1 -0
- package/dist/harbour.js +264 -0
- package/dist/harbour.js.map +1 -0
- package/dist/iceDepths.d.ts +150 -0
- package/dist/iceDepths.d.ts.map +1 -0
- package/dist/iceDepths.js +132 -0
- package/dist/iceDepths.js.map +1 -0
- package/dist/index.d.ts +9 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +9 -0
- package/dist/index.js.map +1 -1
- package/dist/interiorFurniture.d.ts +57 -0
- package/dist/interiorFurniture.d.ts.map +1 -0
- package/dist/interiorFurniture.js +159 -0
- package/dist/interiorFurniture.js.map +1 -0
- package/dist/landmarks.d.ts +83 -59
- package/dist/landmarks.d.ts.map +1 -1
- package/dist/landmarks.js +194 -134
- package/dist/landmarks.js.map +1 -1
- package/dist/messages.d.ts +77 -5
- package/dist/messages.d.ts.map +1 -1
- package/dist/messages.js.map +1 -1
- package/dist/mineCave.d.ts +7 -7
- package/dist/mineCave.d.ts.map +1 -1
- package/dist/mining.d.ts +8 -0
- package/dist/mining.d.ts.map +1 -1
- package/dist/mining.js +8 -0
- package/dist/mining.js.map +1 -1
- package/dist/questGuide.d.ts +30 -0
- package/dist/questGuide.d.ts.map +1 -0
- package/dist/questGuide.js +3 -0
- package/dist/questGuide.js.map +1 -0
- package/dist/quests.d.ts +29 -0
- package/dist/quests.d.ts.map +1 -1
- package/dist/quests.js +70 -0
- package/dist/quests.js.map +1 -1
- package/dist/snow.d.ts +2 -2
- package/dist/snow.d.ts.map +1 -1
- package/dist/snow.js +8 -5
- package/dist/snow.js.map +1 -1
- package/dist/spiderCave.d.ts.map +1 -1
- package/dist/travel.d.ts +7 -4
- package/dist/travel.d.ts.map +1 -1
- package/dist/travel.js +20 -4
- package/dist/travel.js.map +1 -1
- package/dist/woodwork.d.ts +8 -2
- package/dist/woodwork.d.ts.map +1 -1
- package/dist/woodwork.js +13 -3
- package/dist/woodwork.js.map +1 -1
- package/dist/xp.d.ts +18 -7
- package/dist/xp.d.ts.map +1 -1
- package/dist/xp.js +20 -9
- package/dist/xp.js.map +1 -1
- package/dist/zones.d.ts +5 -0
- package/dist/zones.d.ts.map +1 -1
- package/dist/zones.js +8 -3
- package/dist/zones.js.map +1 -1
- package/package.json +1 -1
package/dist/constants.js
CHANGED
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@@ -1,5 +1,15 @@
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1
1
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import { filterProfanity, textHasProfanity } from './profanity.js';
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2
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import { isCarriageStyle } from './woodwork.js';
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/**
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* The Frozen Depths' dressing kind (iceDepths.ts lists the styles): solid
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* unless the style is floor. Lives here, not in iceDepths.ts, because that
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* file reads this one's constants and a cycle would evaluate them as
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* undefined.
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*/
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const ICE_DEPTHS_WALK_THROUGH = new Set(['grate', 'medallion', 'runecircle', 'spill-red', 'spill-blue', 'spill-green', 'lantern-red', 'lantern-blue', 'lantern-green', 'ladder']);
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export function iceDepthsPropBlocks(style) {
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return !ICE_DEPTHS_WALK_THROUGH.has(style ?? '');
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}
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export const TILE_SIZE = 1;
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export const CHAT_MAX_CHARS = 120;
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export const CHAT_MAX_WORDS = 24;
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@@ -53,14 +63,36 @@ export const PLAYABLE_CHUNKS_X = FARMLAND_CHUNKS_X + VILLAGE_CHUNKS_X + EASTLAND
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export const PLAYABLE_CHUNKS_Z = 3;
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export const FARMLAND_WIDTH = CHUNK_SIZE * FARMLAND_CHUNKS_X;
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export const WORLD_EAST_CHUNKS = 2;
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-
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/**
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* The northern extension (James, 2026-09-25: "extend the map north a bit"
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* for the Frozen Shore and its polar bears): two chunks of new rows above the
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* old north edge. Every surface place moved south by NORTH_SHIFT rows with
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* it, pad-relative ones through WORLD_NORTH_PAD and the hand-written world z
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* values by +NORTH_SHIFT in place; the underground strip (x >=
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* UNDERGROUND_ORIGIN_X) did not move. Coordinate hashes read `legacyZ` so the
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* scatter stayed where it was, and saved characters are moved once, at the
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* backend's boot (db/characters.ts, WORLD_REVISION). Proved with the
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* backend's scripts/world-fingerprint.ts and world-shift-diff.ts.
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*/
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export const WORLD_NORTH_EXTENSION_CHUNKS = 2;
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export const NORTH_SHIFT = CHUNK_SIZE * WORLD_NORTH_EXTENSION_CHUNKS;
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export const WORLD_NORTH_CHUNKS = 23 + WORLD_NORTH_EXTENSION_CHUNKS;
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/**
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* The world's layout revision, saved on each character: 1 is the 64-row
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* northern extension. A character saved before it (no revision) is moved
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* NORTH_SHIFT rows south once, when the backend boots, if it was on the
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* surface.
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*/
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export const WORLD_REVISION = 1;
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/**
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* Open sea south of the playable strip. Padding the far side of the beach,
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* not the near side, so every existing world coordinate is untouched - only
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* WORLD_HEIGHT grows. It exists so the Long Pier has somewhere to go: the
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* playable ocean is fourteen rows deep, which is a jetty, not a pier.
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* Five since 2026-09-24, when the pier stretched to 130 rows: the ship loop
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* (SeaTraffic) needs its offshore leg past the pier head's clearance.
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*/
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-
export const WORLD_SOUTH_CHUNKS =
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export const WORLD_SOUTH_CHUNKS = 5;
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export const DEMO_CHUNKS_X = PLAYABLE_CHUNKS_X + WORLD_EAST_CHUNKS;
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export const DEMO_CHUNKS_Z = PLAYABLE_CHUNKS_Z + WORLD_NORTH_CHUNKS + WORLD_SOUTH_CHUNKS;
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export const PLAYABLE_WIDTH = CHUNK_SIZE * PLAYABLE_CHUNKS_X;
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@@ -83,6 +115,14 @@ export const GRID_CHUNKS_X = DEMO_CHUNKS_X + UNDERGROUND_CHUNKS_X;
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export const GRID_CHUNKS_Z = DEMO_CHUNKS_Z;
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export const GRID_WIDTH = CHUNK_SIZE * GRID_CHUNKS_X;
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export const GRID_HEIGHT = CHUNK_SIZE * GRID_CHUNKS_Z;
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/**
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* The z a coordinate hash should read: the tile's z from before the northern
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* extension, so scatter, noise and per-tile variety landed where they always
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* had. The underground strip never moved, so its z is its own.
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*/
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export function legacyZ(x, z) {
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return x < UNDERGROUND_ORIGIN_X ? z - NORTH_SHIFT : z;
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}
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/**
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* Kinds that never carry an Identify marker, because nothing happens when you
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* click them.
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@@ -139,7 +179,11 @@ export const NON_IDENTIFIABLE_KINDS = new Set([
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'stalagmite',
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'icecrystal',
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'iceshard',
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'icefloe',
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'dreadprop',
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'depthsprop',
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'frozenchest',
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'charcoalmound',
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'icefall',
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'icearch',
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'icecell',
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@@ -349,6 +393,13 @@ export function entityBlocksWalk(kind) {
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// The woods' props all hold their tile: a cart, gibbet or shrine is
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// solid, and nobody should stand in a grave or a cold fire pit either.
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kind === 'dreadprop' ||
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// The Depths' dressing is solid unless the style says floor (grates,
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// sigils, spills, lanterns hung from the dark); see visitBlockedWalkOffsets.
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kind === 'depthsprop' ||
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// The Frozen Chest is an iron-bound box you open, not walk over.
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kind === 'frozenchest' ||
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// A charcoal mound is a heap of earth over smouldering logs.
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kind === 'charcoalmound' ||
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403
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// A table of fish and knives is furniture, not floor.
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404
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kind === 'baittable' ||
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354
405
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// The keep is a building you cannot enter yet; a plinth and a basin are solid.
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@@ -368,6 +419,8 @@ export function entityBlocksWalk(kind) {
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kind === 'gardenwall' ||
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369
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kind === 'banner' ||
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kind === 'yardprop' ||
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// The Blender buildings: a hollow ring or solid, by model (CAPITAL_BUILDING_MODELS).
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kind === 'capitalbuilding' ||
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424
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// Crystals and pillars are solid; a gate bars its whole span and a rune
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425
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// arch its two piers (see visitBlockedWalkOffsets). Frost traps and rope
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// bridges are floor you walk over.
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@@ -688,10 +741,29 @@ export function buildingFloorSurface(kind, style) {
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688
741
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}
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742
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if (kind === 'warehouse')
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743
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return SurfaceType.Boards;
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691
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-
if (kind === 'temple' || kind === 'forgehall' || kind === 'manor')
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744
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if (kind === 'temple' || kind === 'forgehall' || kind === 'manor' || kind === 'castle')
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745
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return SurfaceType.Flagstones;
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746
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// The Blender halls (the Grand Exchange, the Main Forge) stand on flags.
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747
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if (kind === 'capitalbuilding')
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748
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return SurfaceType.Flagstones;
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749
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return SurfaceType.Path;
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750
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}
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751
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/**
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* The walkable inside of the Great Keep, in tile offsets from its centre:
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753
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* the gate passage (three wide on the keep's row, from the west face to
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754
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* the hall) and the throne hall (the great hall's floor, between its walls
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755
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* at local x -4.25 and 5.25 and z +-7). The asset and the server both
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* build to this; the door is the passage's mouth on the west face.
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757
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*/
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export const CASTLE_PASSAGE_HALF_W = 1;
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export const CASTLE_HALL_MIN_DX = -3;
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760
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export const CASTLE_HALL_MAX_DX = 4;
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export const CASTLE_HALL_HALF_DZ = 6;
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762
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export function inCastleKeepRoom(dx, dz) {
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if (Math.abs(dz) <= CASTLE_PASSAGE_HALF_W && dx >= -CASTLE_KEEP_HALF_X && dx < CASTLE_HALL_MIN_DX)
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764
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return true;
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765
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return dx >= CASTLE_HALL_MIN_DX && dx <= CASTLE_HALL_MAX_DX && Math.abs(dz) <= CASTLE_HALL_HALF_DZ;
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766
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}
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/**
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768
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* Which way the door looks, as a world-space facing.
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769
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*
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@@ -747,6 +819,68 @@ export function rowhouseTokens(style) {
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747
819
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const parts = (style ?? '').split('-');
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return new Set(parts.slice(1, Math.max(1, parts.length - 1)));
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749
821
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}
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822
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export const CAPITAL_BUILDING_MODELS = {
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823
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// v003 (capital-workshop/scripts/grandexchange_v003.py): 19 x 13, door S.
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824
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// Porch columns at x +-2.15 and the small planters at x +-4.7 stand one
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825
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// row out (dz 7); the tree planters at x +-9.8 too; the lamp posts at x
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826
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// +-3.4 and the notice boards at x +-6.6 two rows out (dz 8).
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grandexchange: {
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across: 19,
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829
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deep: 13,
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830
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mouth: 1,
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831
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frontProps: [[-2, 7], [2, 7], [-5, 7], [5, 7], [-10, 7], [10, 7], [-3, 8], [3, 8], [-7, 8], [7, 8]],
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832
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},
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833
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mainforge: { across: 17, deep: 13, mouth: 5 },
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834
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smelter: { across: 7, deep: 7, mouth: 0, solid: true },
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835
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// The King's Statue v003 is 5 across (its cypresses and flower beds flank the
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836
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// plinth, as the Noble sheet draws it) and 3 deep; its plan rows reserve 5x5.
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837
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kingstatue: { across: 5, deep: 3, mouth: 0, solid: true },
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838
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keeplion: { across: 3, deep: 3, mouth: 0, solid: true },
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839
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victorystatue: { across: 5, deep: 5, mouth: 0, solid: true },
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840
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};
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841
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/** The model id in a `capitalbuilding` style (its first dash token), when it names one. */
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842
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export function capitalBuildingModelId(style) {
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843
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const id = (style ?? '').split('-')[0] ?? '';
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844
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return Object.prototype.hasOwnProperty.call(CAPITAL_BUILDING_MODELS, id) ? id : null;
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845
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}
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846
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export function capitalBuildingModel(style) {
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847
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const id = capitalBuildingModelId(style);
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848
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return id ? CAPITAL_BUILDING_MODELS[id] : null;
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849
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}
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850
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/**
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851
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* A local-frame offset (door on +Z) turned to the building's facing: the
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852
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* same turn the assets make (`facingYaw`) and visitFurnitureTiles applies.
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853
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*/
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854
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export function turnBuildingOffset(lx, lz, facing) {
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855
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if (facing === 'negZ')
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856
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return [-lx, -lz];
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857
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if (facing === 'posX')
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858
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return [lz, -lx];
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859
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if (facing === 'negX')
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860
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return [-lz, lx];
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861
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return [lx, lz];
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862
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}
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863
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/**
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864
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* THE MOUTH RULE (2026-09-25). How many tiles either side of the door's
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865
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* middle tile are open on the door side: 2 for a `mouth5` style token, 1 for
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866
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* `mouth3`, 3 for `mouth7` (any odd `mouthN`), else the Blender model's own
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867
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* mouth, else 0 (a one-tile door). The collision (visitBlockedWalkOffsets,
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868
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* so the server and the client's prediction) and the roof hiding
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869
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* (isBuildingInteriorOffset) both take it, so the three always agree.
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870
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*/
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871
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export function buildingDoorHalfWidth(kind, style) {
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872
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for (const token of (style ?? '').split('-')) {
|
|
873
|
+
const m = /^mouth(\d+)$/.exec(token);
|
|
874
|
+
if (m)
|
|
875
|
+
return Math.max(0, Math.floor((Number(m[1]) - 1) / 2));
|
|
876
|
+
}
|
|
877
|
+
if (kind === 'capitalbuilding') {
|
|
878
|
+
const model = capitalBuildingModel(style);
|
|
879
|
+
if (model && model.mouth > 1)
|
|
880
|
+
return Math.floor((model.mouth - 1) / 2);
|
|
881
|
+
}
|
|
882
|
+
return 0;
|
|
883
|
+
}
|
|
750
884
|
/**
|
|
751
885
|
* citywall: the piece stands on the wall's outer row and is two tiles thick
|
|
752
886
|
* inward (n: +z is inward, s: -z, w: +x, e: -x). A bastion is a 3x3 drum on
|
|
@@ -792,19 +926,43 @@ export const GATEHOUSE_SIDE_HALF_SPAN = 4;
|
|
|
792
926
|
export const GATEHOUSE_HALF_DEPTH = 3;
|
|
793
927
|
export const GATEHOUSE_SIDE_HALF_DEPTH = 2;
|
|
794
928
|
export const GATEHOUSE_PASSAGE_HALF_W = 2;
|
|
929
|
+
/**
|
|
930
|
+
* A gatehouse's facing: the LAST n/s/e/w token of its style (`main-w`,
|
|
931
|
+
* `side-e`, `main-shut-n`). The facing is always written last, because the
|
|
932
|
+
* frontend turns the model by the style's last token.
|
|
933
|
+
*/
|
|
934
|
+
export function gatehouseFacing(style) {
|
|
935
|
+
const tokens = (style ?? 'main-w').split('-');
|
|
936
|
+
for (let i = tokens.length - 1; i >= 0; i--) {
|
|
937
|
+
const t = tokens[i];
|
|
938
|
+
if (t === 'n' || t === 's' || t === 'e' || t === 'w')
|
|
939
|
+
return t;
|
|
940
|
+
}
|
|
941
|
+
return 'w';
|
|
942
|
+
}
|
|
943
|
+
/**
|
|
944
|
+
* A barred gatehouse (2026-09-25, the Capital's North and South Gates):
|
|
945
|
+
* a `shut` token (`main-shut-n`) lets the portcullis down, and the passage
|
|
946
|
+
* blocks like the towers, so the collision alone keeps it shut whatever the
|
|
947
|
+
* builder does with the wall rows under it.
|
|
948
|
+
*/
|
|
949
|
+
export function isGatehouseShut(style) {
|
|
950
|
+
return (style ?? '').split('-').includes('shut');
|
|
951
|
+
}
|
|
795
952
|
/** Which way the passage runs: -w/-e styles run along x, -n/-s along z. */
|
|
796
953
|
export function gatehousePassageAlongX(style) {
|
|
797
|
-
const facing = (style
|
|
954
|
+
const facing = gatehouseFacing(style);
|
|
798
955
|
return facing === 'w' || facing === 'e';
|
|
799
956
|
}
|
|
800
957
|
export function visitGatehouseOffsets(style, visit) {
|
|
801
958
|
const alongX = gatehousePassageAlongX(style);
|
|
802
959
|
const main = (style ?? 'main-w').startsWith('main');
|
|
960
|
+
const shut = isGatehouseShut(style);
|
|
803
961
|
const span = main ? GATEHOUSE_HALF_SPAN : GATEHOUSE_SIDE_HALF_SPAN;
|
|
804
962
|
const depth = main ? GATEHOUSE_HALF_DEPTH : GATEHOUSE_SIDE_HALF_DEPTH;
|
|
805
963
|
for (let along = -depth; along <= depth; along++) {
|
|
806
964
|
for (let across = -span; across <= span; across++) {
|
|
807
|
-
if (Math.abs(across) <= GATEHOUSE_PASSAGE_HALF_W)
|
|
965
|
+
if (!shut && Math.abs(across) <= GATEHOUSE_PASSAGE_HALF_W)
|
|
808
966
|
continue;
|
|
809
967
|
if (alongX)
|
|
810
968
|
visit(along, across);
|
|
@@ -817,6 +975,19 @@ export function buildingFootprintExtents(kind, scale, style) {
|
|
|
817
975
|
if (kind === 'rowhouse' || kind === 'manor' || kind === 'temple' || kind === 'forgehall' || kind === 'warehouse') {
|
|
818
976
|
return capitalBuildingFootprint(kind, style);
|
|
819
977
|
}
|
|
978
|
+
if (kind === 'castle')
|
|
979
|
+
return { radiusX: CASTLE_KEEP_HALF_X, radiusZ: CASTLE_KEEP_HALF_Z };
|
|
980
|
+
if (kind === 'capitalbuilding') {
|
|
981
|
+
const model = capitalBuildingModel(style);
|
|
982
|
+
if (!model)
|
|
983
|
+
return { radiusX: 0, radiusZ: 0 };
|
|
984
|
+
const across = Math.floor((model.across - 1) / 2);
|
|
985
|
+
const deep = Math.floor((model.deep - 1) / 2);
|
|
986
|
+
const facing = stoneHouseDoorFacing(style);
|
|
987
|
+
if (facing === 'posX' || facing === 'negX')
|
|
988
|
+
return { radiusX: deep, radiusZ: across };
|
|
989
|
+
return { radiusX: across, radiusZ: deep };
|
|
990
|
+
}
|
|
820
991
|
if (kind === 'stonehouse') {
|
|
821
992
|
const variant = stoneHouseVariant(style);
|
|
822
993
|
if (variant === 'lodge') {
|
|
@@ -870,19 +1041,26 @@ export function buildingFootprintRadius(kind, scale, style) {
|
|
|
870
1041
|
const { radiusX, radiusZ } = buildingFootprintExtents(kind, scale, style);
|
|
871
1042
|
return Math.max(radiusX, radiusZ);
|
|
872
1043
|
}
|
|
873
|
-
|
|
1044
|
+
/**
|
|
1045
|
+
* The door opening on a building's ring. `halfW` is the mouth rule's
|
|
1046
|
+
* half-width (buildingDoorHalfWidth): 0 is the one middle tile, 2 a
|
|
1047
|
+
* five-wide mouth. The corners always stay wall.
|
|
1048
|
+
*/
|
|
1049
|
+
export function isBuildingDoorOffset(dx, dz, footprint, doorFacing = 'posZ', halfW = 0) {
|
|
874
1050
|
const { radiusX, radiusZ } = normalizeBuildingFootprint(footprint);
|
|
875
1051
|
if (radiusX <= 0 || radiusZ <= 0)
|
|
876
1052
|
return false;
|
|
1053
|
+
const alongX = doorFacing === 'posZ' || doorFacing === 'negZ';
|
|
1054
|
+
const w = Math.max(0, Math.min(Math.floor(halfW), (alongX ? radiusX : radiusZ) - 1));
|
|
877
1055
|
if (doorFacing === 'posZ')
|
|
878
|
-
return dx
|
|
1056
|
+
return Math.abs(dx) <= w && dz === radiusZ;
|
|
879
1057
|
if (doorFacing === 'negZ')
|
|
880
|
-
return dx
|
|
1058
|
+
return Math.abs(dx) <= w && dz === -radiusZ;
|
|
881
1059
|
if (doorFacing === 'posX')
|
|
882
|
-
return dx === radiusX && dz
|
|
883
|
-
return dx === -radiusX && dz
|
|
1060
|
+
return dx === radiusX && Math.abs(dz) <= w;
|
|
1061
|
+
return dx === -radiusX && Math.abs(dz) <= w;
|
|
884
1062
|
}
|
|
885
|
-
export function buildingWallBlocksOffset(dx, dz, footprint, doorFacing = 'posZ') {
|
|
1063
|
+
export function buildingWallBlocksOffset(dx, dz, footprint, doorFacing = 'posZ', halfW = 0) {
|
|
886
1064
|
const { radiusX, radiusZ } = normalizeBuildingFootprint(footprint);
|
|
887
1065
|
if (radiusX <= 0 || radiusZ <= 0)
|
|
888
1066
|
return false;
|
|
@@ -891,15 +1069,21 @@ export function buildingWallBlocksOffset(dx, dz, footprint, doorFacing = 'posZ')
|
|
|
891
1069
|
const onWallRing = Math.abs(dx) === radiusX || Math.abs(dz) === radiusZ;
|
|
892
1070
|
if (!onWallRing)
|
|
893
1071
|
return false;
|
|
894
|
-
return !isBuildingDoorOffset(dx, dz, { radiusX, radiusZ }, doorFacing);
|
|
1072
|
+
return !isBuildingDoorOffset(dx, dz, { radiusX, radiusZ }, doorFacing, halfW);
|
|
895
1073
|
}
|
|
896
|
-
|
|
1074
|
+
/**
|
|
1075
|
+
* Inside the building for the roof hide: any footprint tile that is not a
|
|
1076
|
+
* blocked ring tile (the door, or the whole mouth, counts as inside). Pass
|
|
1077
|
+
* the mouth rule's `halfW` (buildingDoorHalfWidth(kind, style)) so the roof
|
|
1078
|
+
* lifts across a wide mouth exactly where the collision opens it.
|
|
1079
|
+
*/
|
|
1080
|
+
export function isBuildingInteriorOffset(dx, dz, footprint, doorFacing = 'posZ', halfW = 0) {
|
|
897
1081
|
const { radiusX, radiusZ } = normalizeBuildingFootprint(footprint);
|
|
898
1082
|
if (radiusX <= 0 || radiusZ <= 0)
|
|
899
1083
|
return false;
|
|
900
1084
|
if (Math.abs(dx) > radiusX || Math.abs(dz) > radiusZ)
|
|
901
1085
|
return false;
|
|
902
|
-
return !buildingWallBlocksOffset(dx, dz, { radiusX, radiusZ }, doorFacing);
|
|
1086
|
+
return !buildingWallBlocksOffset(dx, dz, { radiusX, radiusZ }, doorFacing, halfW);
|
|
903
1087
|
}
|
|
904
1088
|
export function boulderFootprintRadius(style, scale) {
|
|
905
1089
|
if (style !== 'boulder')
|
|
@@ -1167,6 +1351,97 @@ export function faceStyleDegrees(style) {
|
|
|
1167
1351
|
const deg = Number(face[1]);
|
|
1168
1352
|
return Number.isFinite(deg) ? deg : null;
|
|
1169
1353
|
}
|
|
1354
|
+
export function parseGardenWallRun(style) {
|
|
1355
|
+
const m = /^run-(\d+)-(ew|ns)(?:-(stone|hedge|noble|fence))?$/.exec(style ?? '');
|
|
1356
|
+
if (!m)
|
|
1357
|
+
return null;
|
|
1358
|
+
const len = Number(m[1]);
|
|
1359
|
+
if (!Number.isFinite(len) || len < 1)
|
|
1360
|
+
return null;
|
|
1361
|
+
return { len, alongX: m[2] === 'ew', look: m[3] ?? 'stone' };
|
|
1362
|
+
}
|
|
1363
|
+
export function gardenWallRunStyle(len, alongX, look = 'stone') {
|
|
1364
|
+
return `run-${Math.max(1, Math.floor(len))}-${alongX ? 'ew' : 'ns'}${look === 'stone' ? '' : `-${look}`}`;
|
|
1365
|
+
}
|
|
1366
|
+
/** The walk-through gate piece for a wall of `look`: noble walls take the iron gate. */
|
|
1367
|
+
export function gardenWallGateStyle(alongX, look = 'stone') {
|
|
1368
|
+
const token = look === 'noble' ? 'iron' : look === 'stone' ? '' : look;
|
|
1369
|
+
return `gate${token ? `-${token}` : ''}-${alongX ? 'ew' : 'ns'}`;
|
|
1370
|
+
}
|
|
1371
|
+
export function isGardenWallGateStyle(style) {
|
|
1372
|
+
return typeof style === 'string' && style.startsWith('gate');
|
|
1373
|
+
}
|
|
1374
|
+
/** The tiles a gardenwall blocks: a whole run, one piece, or nothing for a gate. */
|
|
1375
|
+
export function visitGardenWallOffsets(style, visit) {
|
|
1376
|
+
if (isGardenWallGateStyle(style))
|
|
1377
|
+
return;
|
|
1378
|
+
const run = parseGardenWallRun(style);
|
|
1379
|
+
if (!run) {
|
|
1380
|
+
visit(0, 0);
|
|
1381
|
+
return;
|
|
1382
|
+
}
|
|
1383
|
+
for (let i = 0; i < run.len; i++) {
|
|
1384
|
+
if (run.alongX)
|
|
1385
|
+
visit(i, 0);
|
|
1386
|
+
else
|
|
1387
|
+
visit(0, i);
|
|
1388
|
+
}
|
|
1389
|
+
}
|
|
1390
|
+
/* ------------------------------------------------------------------ *
|
|
1391
|
+
* Tree groves (the Capital redesign, 2026-09-25): a clump of trees drawn as
|
|
1392
|
+
* ONE entity with one mesh per material, for the city's orchards, gardens
|
|
1393
|
+
* and verges. Style `grove-<3|5>[-<species>][-scenic]`: a 3 x 3 clump of
|
|
1394
|
+
* three trees or a 5 x 5 clump of five, about the entity's tile. Each trunk
|
|
1395
|
+
* stands on the tile TREE_GROVE_TRUNKS gives it (the frontend plants the
|
|
1396
|
+
* trees exactly there) and blocks that tile only; the canopy between is
|
|
1397
|
+
* walk-under, as it is round a single tree. A grove is never cut down
|
|
1398
|
+
* (woodwork.ts isCuttableTreeStyle).
|
|
1399
|
+
* ------------------------------------------------------------------ */
|
|
1400
|
+
export const TREE_GROVE_TRUNKS = {
|
|
1401
|
+
'grove-3': [[-1, -1], [1, -1], [0, 1]],
|
|
1402
|
+
'grove-5': [[-2, -2], [1, -2], [-1, 0], [2, 1], [-1, 2]],
|
|
1403
|
+
};
|
|
1404
|
+
/** The grove size a tree style names (3 or 5), or null for a single tree. */
|
|
1405
|
+
export function treeGroveSize(style) {
|
|
1406
|
+
if (!style)
|
|
1407
|
+
return null;
|
|
1408
|
+
if (style === 'grove-3' || style.startsWith('grove-3-'))
|
|
1409
|
+
return 3;
|
|
1410
|
+
if (style === 'grove-5' || style.startsWith('grove-5-'))
|
|
1411
|
+
return 5;
|
|
1412
|
+
return null;
|
|
1413
|
+
}
|
|
1414
|
+
/** The trunk tiles of a grove style, about its entity tile, or null for a single tree. */
|
|
1415
|
+
export function treeGroveTrunks(style) {
|
|
1416
|
+
const size = treeGroveSize(style);
|
|
1417
|
+
return size === null ? null : TREE_GROVE_TRUNKS[size === 3 ? 'grove-3' : 'grove-5'];
|
|
1418
|
+
}
|
|
1419
|
+
/*
|
|
1420
|
+
* Statue plinths (the Capital's monuments, 2026-09-25 review): a `statue`
|
|
1421
|
+
* whose style carries a `plinth3` or `plinth5` token stands on a stepped
|
|
1422
|
+
* stone plinth three or five tiles square about its tile, and the whole
|
|
1423
|
+
* square blocks (visitBlockedWalkOffsets). Style `<figure>[-plinth<3|5>][-<facing>]`,
|
|
1424
|
+
* e.g. `king-plinth5`, `knight-plinth3-w`: the figure token first (the asset
|
|
1425
|
+
* reads `king` / `knight` from it) and the facing last, so a statue without
|
|
1426
|
+
* the token is the one-tile statue it always was.
|
|
1427
|
+
*/
|
|
1428
|
+
export function statuePlinthSize(style) {
|
|
1429
|
+
const tokens = (style ?? '').split('-');
|
|
1430
|
+
if (tokens.includes('plinth5'))
|
|
1431
|
+
return 5;
|
|
1432
|
+
if (tokens.includes('plinth3'))
|
|
1433
|
+
return 3;
|
|
1434
|
+
return 0;
|
|
1435
|
+
}
|
|
1436
|
+
/** A statue style with its plinth token, the facing (if any) kept last. */
|
|
1437
|
+
export function statueStyleWithPlinth(style, size) {
|
|
1438
|
+
if (!size)
|
|
1439
|
+
return style;
|
|
1440
|
+
const tokens = style.split('-').filter((t) => t !== 'plinth3' && t !== 'plinth5');
|
|
1441
|
+
const last = tokens[tokens.length - 1];
|
|
1442
|
+
const facing = tokens.length > 1 && (last === 'n' || last === 's' || last === 'e' || last === 'w') ? tokens.pop() : undefined;
|
|
1443
|
+
return [...tokens, `plinth${size}`, ...(facing ? [facing] : [])].join('-');
|
|
1444
|
+
}
|
|
1170
1445
|
/**
|
|
1171
1446
|
* A work bench is a long table: 2.2 units along its local X and 1.0 deep at
|
|
1172
1447
|
* scale 1 (createWorkBenchAsset; the mine's is the same shape), so at the
|
|
@@ -1202,6 +1477,8 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1202
1477
|
// where it passes through the gate.
|
|
1203
1478
|
if (kind === 'signpost' && style === 'basecamp')
|
|
1204
1479
|
return;
|
|
1480
|
+
if (kind === 'depthsprop' && !iceDepthsPropBlocks(style))
|
|
1481
|
+
return;
|
|
1205
1482
|
if (kind === 'fence' && style === 'mine-working-face') {
|
|
1206
1483
|
for (let dx = -2; dx <= 2; dx++)
|
|
1207
1484
|
visit(dx, 0);
|
|
@@ -1292,11 +1569,41 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1292
1569
|
return;
|
|
1293
1570
|
}
|
|
1294
1571
|
if (kind === 'castle') {
|
|
1295
|
-
// The keep's
|
|
1296
|
-
//
|
|
1572
|
+
// The keep's footprint (capital.ts CASTLE_KEEP_HALF_X/Z) is solid but
|
|
1573
|
+
// for the throne hall and the passage to it (2026-09-21): the gate
|
|
1574
|
+
// passage runs in from the west face on the keep's own row, three wide,
|
|
1575
|
+
// into the great hall, whose floor the terrain draws. Everything else
|
|
1576
|
+
// in the footprint (the towers, the wings, the walls) blocks.
|
|
1297
1577
|
for (let dz = -CASTLE_KEEP_HALF_Z; dz <= CASTLE_KEEP_HALF_Z; dz++) {
|
|
1298
|
-
for (let dx = -CASTLE_KEEP_HALF_X; dx <= CASTLE_KEEP_HALF_X; dx++)
|
|
1578
|
+
for (let dx = -CASTLE_KEEP_HALF_X; dx <= CASTLE_KEEP_HALF_X; dx++) {
|
|
1579
|
+
if (inCastleKeepRoom(dx, dz))
|
|
1580
|
+
continue;
|
|
1299
1581
|
visit(dx, dz);
|
|
1582
|
+
}
|
|
1583
|
+
}
|
|
1584
|
+
return;
|
|
1585
|
+
}
|
|
1586
|
+
if (kind === 'capitalbuilding') {
|
|
1587
|
+
// The Blender buildings (CAPITAL_BUILDING_MODELS). The facing always
|
|
1588
|
+
// comes from the style, whatever door facing the caller passed, so a
|
|
1589
|
+
// stamp without the door flag still agrees with the client.
|
|
1590
|
+
const model = capitalBuildingModel(style);
|
|
1591
|
+
if (!model) {
|
|
1592
|
+
visit(0, 0);
|
|
1593
|
+
return;
|
|
1594
|
+
}
|
|
1595
|
+
const fp = buildingFootprintExtents(kind, scale, style);
|
|
1596
|
+
const facing = stoneHouseDoorFacing(style);
|
|
1597
|
+
const halfW = buildingDoorHalfWidth(kind, style);
|
|
1598
|
+
for (let dz = -fp.radiusZ; dz <= fp.radiusZ; dz++) {
|
|
1599
|
+
for (let dx = -fp.radiusX; dx <= fp.radiusX; dx++) {
|
|
1600
|
+
if (model.solid || buildingWallBlocksOffset(dx, dz, fp, facing, halfW))
|
|
1601
|
+
visit(dx, dz);
|
|
1602
|
+
}
|
|
1603
|
+
}
|
|
1604
|
+
for (const [lx, lz] of model.frontProps ?? []) {
|
|
1605
|
+
const [dx, dz] = turnBuildingOffset(lx, lz, facing);
|
|
1606
|
+
visit(dx, dz);
|
|
1300
1607
|
}
|
|
1301
1608
|
return;
|
|
1302
1609
|
}
|
|
@@ -1309,11 +1616,18 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1309
1616
|
return;
|
|
1310
1617
|
}
|
|
1311
1618
|
if (kind === 'gardenwall') {
|
|
1312
|
-
|
|
1313
|
-
return;
|
|
1314
|
-
visit(0, 0);
|
|
1619
|
+
visitGardenWallOffsets(style, visit);
|
|
1315
1620
|
return;
|
|
1316
1621
|
}
|
|
1622
|
+
if (kind === 'tree') {
|
|
1623
|
+
// A grove blocks its trunks; a single tree falls through to its own tile.
|
|
1624
|
+
const trunks = treeGroveTrunks(style);
|
|
1625
|
+
if (trunks) {
|
|
1626
|
+
for (const [dx, dz] of trunks)
|
|
1627
|
+
visit(dx, dz);
|
|
1628
|
+
return;
|
|
1629
|
+
}
|
|
1630
|
+
}
|
|
1317
1631
|
if (kind === 'fountain') {
|
|
1318
1632
|
// The basin: three by three about the centre.
|
|
1319
1633
|
for (let dz = -1; dz <= 1; dz++) {
|
|
@@ -1322,6 +1636,18 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1322
1636
|
}
|
|
1323
1637
|
return;
|
|
1324
1638
|
}
|
|
1639
|
+
if (kind === 'statue') {
|
|
1640
|
+
// A statue on a stepped plinth blocks the plinth's square; one without
|
|
1641
|
+
// a plinth token falls through to its own tile.
|
|
1642
|
+
const half = (statuePlinthSize(style) - 1) / 2;
|
|
1643
|
+
if (half > 0) {
|
|
1644
|
+
for (let dz = -half; dz <= half; dz++) {
|
|
1645
|
+
for (let dx = -half; dx <= half; dx++)
|
|
1646
|
+
visit(dx, dz);
|
|
1647
|
+
}
|
|
1648
|
+
return;
|
|
1649
|
+
}
|
|
1650
|
+
}
|
|
1325
1651
|
if (kind === 'brokengate') {
|
|
1326
1652
|
// Posts and wreckage across three tiles; nobody climbs the splinters.
|
|
1327
1653
|
const acrossZ = frostSpanAcrossZ(style);
|
|
@@ -1347,6 +1673,29 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1347
1673
|
}
|
|
1348
1674
|
return;
|
|
1349
1675
|
}
|
|
1676
|
+
if (kind === 'marketstall') {
|
|
1677
|
+
// A stall is a counter two tiles wide under an awning, and the trailing
|
|
1678
|
+
// letter of the style says which way it fronts. Only its middle tile was
|
|
1679
|
+
// ever solid, so both ends of the counter were walk-through (James,
|
|
1680
|
+
// 2026-09-22: "I can walk through market stalls"). Hope Beach's coastal
|
|
1681
|
+
// stalls are the big ones, five along the counter with their barrels -
|
|
1682
|
+
// the same shape hopeBeach.ts already stamps on the server, now shared
|
|
1683
|
+
// with the client so its prediction agrees.
|
|
1684
|
+
const facing = typeof style === 'string' ? style.charAt(style.length - 1) : 's';
|
|
1685
|
+
const alongZ = facing === 'e' || facing === 'w';
|
|
1686
|
+
const coastal = typeof style === 'string' && style.startsWith('coastal-');
|
|
1687
|
+
const half = coastal ? 2 : 1;
|
|
1688
|
+
const deep = coastal ? 1 : 0;
|
|
1689
|
+
for (let a = -half; a <= half; a++) {
|
|
1690
|
+
for (let b = -deep; b <= deep; b++) {
|
|
1691
|
+
if (alongZ)
|
|
1692
|
+
visit(b, a);
|
|
1693
|
+
else
|
|
1694
|
+
visit(a, b);
|
|
1695
|
+
}
|
|
1696
|
+
}
|
|
1697
|
+
return;
|
|
1698
|
+
}
|
|
1350
1699
|
if (kind === 'fence' && isFenceGateStyle(style)) {
|
|
1351
1700
|
if (isOpenGateStyle(style))
|
|
1352
1701
|
return;
|
|
@@ -1374,9 +1723,11 @@ export function visitBlockedWalkOffsets(kind, style, scale, visit, doorFacing =
|
|
|
1374
1723
|
if (buildingFp.radiusX > 0 && buildingFp.radiusZ > 0) {
|
|
1375
1724
|
// Hollow buildings: only the wall ring is solid. The origin is interior
|
|
1376
1725
|
// floor - blocking it sealed the storage hut so you could never stand inside.
|
|
1726
|
+
// The door is one tile, or a wider mouth by the mouth rule (a `mouth5` token).
|
|
1727
|
+
const mouthHalfW = buildingDoorHalfWidth(kind, style);
|
|
1377
1728
|
for (let dz = -buildingFp.radiusZ; dz <= buildingFp.radiusZ; dz++) {
|
|
1378
1729
|
for (let dx = -buildingFp.radiusX; dx <= buildingFp.radiusX; dx++) {
|
|
1379
|
-
if (!buildingWallBlocksOffset(dx, dz, buildingFp, doorFacing))
|
|
1730
|
+
if (!buildingWallBlocksOffset(dx, dz, buildingFp, doorFacing, mouthHalfW))
|
|
1380
1731
|
continue;
|
|
1381
1732
|
// Cottage is a walk-through: south porch door and north garden door.
|
|
1382
1733
|
if (kind === 'farmhut' &&
|