@driftengine/core 3.61.0
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/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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Licensed under the Apache License, Version 2.0 (the "License");
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+
you may not use this file except in compliance with the License.
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+
You may obtain a copy of the License at
|
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|
+
|
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+
http://www.apache.org/licenses/LICENSE-2.0
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+
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+
Unless required by applicable law or agreed to in writing, software
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+
distributed under the License is distributed on an "AS IS" BASIS,
|
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+
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
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|
+
See the License for the specific language governing permissions and
|
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|
+
limitations under the License.
|
package/NOTICE
ADDED
|
@@ -0,0 +1,9 @@
|
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1
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+
DriftEngine
|
|
2
|
+
Copyright 2026 Drift Technologies
|
|
3
|
+
|
|
4
|
+
This product includes software developed at Drift Technologies
|
|
5
|
+
(https://github.com/drftrun/driftengine).
|
|
6
|
+
|
|
7
|
+
Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
|
|
8
|
+
requires this NOTICE to be reproduced in any derivative work you distribute,
|
|
9
|
+
in the source, the documentation, or a display generated by the work.
|
package/README.md
ADDED
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
# @driftengine/core
|
|
2
|
+
|
|
3
|
+
The runtime everything needs: renderer, loop, camera, input, geometry. Collision and dynamics live in [`@driftengine/physics`](../physics/README.md), which this package depends on and re-exports whole, so reaching for them through this barrel works as it always did.
|
|
4
|
+
|
|
5
|
+
**Cost: 670.0 KB gzipped, importing `createRenderer`.** Measured by `scripts/size-gate.test.mjs`, which fails if it drifts more than
|
|
6
|
+
3% — the number is a fact about the build rather than a claim in a document.
|
|
7
|
+
|
|
8
|
+
Part of [DriftEngine](../../README.md). See [`docs/ARCHITECTURE.md`](../../docs/ARCHITECTURE.md)
|
|
9
|
+
for how the packages divide, and why some features are compiled into core on demand instead.
|
|
@@ -0,0 +1,140 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A behaviour tree that is data, so it can be looked at, paused and stepped.
|
|
3
|
+
*
|
|
4
|
+
* **The complaint this answers is not "a routine cannot be written".** It can, and a consumer
|
|
5
|
+
* reported theirs: a table of places and a loop that decides where to send everybody once an
|
|
6
|
+
* in-game hour. It works. What they also reported is what it is — a hand-written behaviour tree
|
|
7
|
+
* that cannot be inspected, paused or stepped — and where it gets expensive, which is the moment a
|
|
8
|
+
* routine needs **interrupting**: an agent dropping what it is doing because it started raining,
|
|
9
|
+
* and picking it up again afterwards.
|
|
10
|
+
*
|
|
11
|
+
* So the two things here are the two things a hand-rolled loop does not give you.
|
|
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|
+
*
|
|
13
|
+
* **The tree is data.** Nodes are arrays of integers and names resolved once at build time; the
|
|
14
|
+
* consumer's own functions live in a table beside it. A running tree can therefore say which node
|
|
15
|
+
* it is in, by name, without anything having been instrumented — `activePath` walks it — and a
|
|
16
|
+
* `paused` character can be advanced one node at a time.
|
|
17
|
+
*
|
|
18
|
+
* **A preempted branch is suspended, not reset**, which is the whole of "picking it up again". A
|
|
19
|
+
* selector that switches to a higher-priority child leaves the lower one's cursors exactly where
|
|
20
|
+
* they were, so when the interruption ends the agent resumes at the step it had reached rather than
|
|
21
|
+
* at the start of its errand. State is reset only when a branch *finishes* — succeeds or fails —
|
|
22
|
+
* because that is when starting again is what starting again means. Every behaviour-tree
|
|
23
|
+
* implementation has to choose here, most reset on abort, and the difference is a villager who
|
|
24
|
+
* walks back to the shop after a shower against one who walks home and starts the day over.
|
|
25
|
+
*
|
|
26
|
+
* **Nothing allocates during a tick and nothing reads a clock.** A tick is a function of the tree,
|
|
27
|
+
* the character's own cursors, and whatever the consumer's context object holds.
|
|
28
|
+
*/
|
|
29
|
+
export declare const FAILURE = 0;
|
|
30
|
+
export declare const SUCCESS = 1;
|
|
31
|
+
export declare const RUNNING = 2;
|
|
32
|
+
export type BehaviorStatus = 0 | 1 | 2;
|
|
33
|
+
/**
|
|
34
|
+
* A node, as a consumer writes one.
|
|
35
|
+
*
|
|
36
|
+
* Names are the point of the whole shape: they are what an inspector shows and what a log line
|
|
37
|
+
* says, and a tree whose nodes are anonymous is one you can watch running and still not read.
|
|
38
|
+
*/
|
|
39
|
+
export type BehaviorSpec = {
|
|
40
|
+
readonly name: string;
|
|
41
|
+
readonly sequence: readonly BehaviorSpec[];
|
|
42
|
+
} | {
|
|
43
|
+
readonly name: string;
|
|
44
|
+
readonly selector: readonly BehaviorSpec[];
|
|
45
|
+
} | {
|
|
46
|
+
readonly name: string;
|
|
47
|
+
readonly action: string;
|
|
48
|
+
} | {
|
|
49
|
+
readonly name: string;
|
|
50
|
+
readonly condition: string;
|
|
51
|
+
}
|
|
52
|
+
/**
|
|
53
|
+
* Run the child only while the condition holds.
|
|
54
|
+
*
|
|
55
|
+
* **The interruption primitive.** A selector of guards is a list of priorities: the first guard
|
|
56
|
+
* whose condition is true runs its branch, and a branch that was running under a lower-priority
|
|
57
|
+
* guard is suspended rather than abandoned. That is how "stop what you are doing because it
|
|
58
|
+
* started raining" is expressed, and how the errand survives it.
|
|
59
|
+
*/
|
|
60
|
+
| {
|
|
61
|
+
readonly name: string;
|
|
62
|
+
readonly whileTrue: string;
|
|
63
|
+
readonly does: BehaviorSpec;
|
|
64
|
+
};
|
|
65
|
+
/** What a running tree calls: the consumer's own verbs, by the names the tree uses. */
|
|
66
|
+
export interface BehaviorTasks {
|
|
67
|
+
/** Something that takes time. Returns `RUNNING` until it is done. */
|
|
68
|
+
readonly actions: Readonly<Record<string, (context: never) => BehaviorStatus>>;
|
|
69
|
+
/** Something with an answer now. */
|
|
70
|
+
readonly conditions: Readonly<Record<string, (context: never) => boolean>>;
|
|
71
|
+
}
|
|
72
|
+
/** The tree, flattened. Built once; a character per agent shares it. */
|
|
73
|
+
export interface BehaviorTree {
|
|
74
|
+
readonly kind: Uint8Array;
|
|
75
|
+
/** For a composite: where its children start in `child`. Length `nodeCount + 1`. */
|
|
76
|
+
readonly childStart: Uint32Array;
|
|
77
|
+
readonly child: Uint32Array;
|
|
78
|
+
/** For an action, condition or guard: which function in the table. */
|
|
79
|
+
readonly slot: Int32Array;
|
|
80
|
+
readonly names: readonly string[];
|
|
81
|
+
readonly nodeCount: number;
|
|
82
|
+
/** The functions, in the order `slot` indexes them. */
|
|
83
|
+
readonly actions: readonly ((context: never) => BehaviorStatus)[];
|
|
84
|
+
readonly conditions: readonly ((context: never) => boolean)[];
|
|
85
|
+
}
|
|
86
|
+
/**
|
|
87
|
+
* Flatten a spec, resolving every name against the tables.
|
|
88
|
+
*
|
|
89
|
+
* **A name with no function is refused here rather than at the moment the agent needs it.** A tree
|
|
90
|
+
* is authored once and run for hours; a typo that surfaces the first time a villager reaches the
|
|
91
|
+
* market is a typo that surfaces in front of somebody playing.
|
|
92
|
+
*/
|
|
93
|
+
export declare function buildBehaviorTree(root: BehaviorSpec, tasks: BehaviorTasks): BehaviorTree;
|
|
94
|
+
/**
|
|
95
|
+
* One agent running one tree.
|
|
96
|
+
*
|
|
97
|
+
* A character per agent and one tree between them: the tree is read-only after building, and
|
|
98
|
+
* everything that differs between two villagers following the same routine is here.
|
|
99
|
+
*/
|
|
100
|
+
export declare class BehaviorRunner<Context> {
|
|
101
|
+
readonly tree: BehaviorTree;
|
|
102
|
+
/** How far through each composite this agent is. The state a suspension preserves. */
|
|
103
|
+
private readonly cursor;
|
|
104
|
+
/** Which node each composite last handed control to, so a switch can be noticed. */
|
|
105
|
+
private readonly running;
|
|
106
|
+
/** The chain of nodes entered on the last tick, root first. */
|
|
107
|
+
private readonly path;
|
|
108
|
+
private pathLength;
|
|
109
|
+
private lastStatus;
|
|
110
|
+
/**
|
|
111
|
+
* When true, `tick` does nothing and reports the last status.
|
|
112
|
+
*
|
|
113
|
+
* Paused rather than not-called, so a debugger can hold one agent while the world runs — and so
|
|
114
|
+
* `stepOnce` has something to mean.
|
|
115
|
+
*/
|
|
116
|
+
paused: boolean;
|
|
117
|
+
constructor(tree: BehaviorTree);
|
|
118
|
+
get status(): BehaviorStatus;
|
|
119
|
+
/** Advance one tick, unless paused. */
|
|
120
|
+
tick(context: Context): BehaviorStatus;
|
|
121
|
+
/** Advance one tick even while paused. What a step button is wired to. */
|
|
122
|
+
stepOnce(context: Context): BehaviorStatus;
|
|
123
|
+
/** Forget everything: the next tick starts the routine from the beginning. */
|
|
124
|
+
reset(): void;
|
|
125
|
+
/**
|
|
126
|
+
* The chain of nodes the last tick was inside, root first, filled into `out`.
|
|
127
|
+
*
|
|
128
|
+
* **This is the inspection the report asked for**, and it costs nothing to keep: the chain is
|
|
129
|
+
* recorded as the tick descends, so asking for it later is a copy rather than a second walk.
|
|
130
|
+
* `nameOf` turns the indices into the names the tree was written with.
|
|
131
|
+
*/
|
|
132
|
+
activePath(out: Uint32Array): number;
|
|
133
|
+
nameOf(node: number): string;
|
|
134
|
+
private run;
|
|
135
|
+
private visit;
|
|
136
|
+
private sequence;
|
|
137
|
+
private selector;
|
|
138
|
+
/** Forget a subtree's progress, so it is entered fresh. Called when a branch finishes. */
|
|
139
|
+
private clear;
|
|
140
|
+
}
|
|
@@ -0,0 +1,289 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A behaviour tree that is data, so it can be looked at, paused and stepped.
|
|
3
|
+
*
|
|
4
|
+
* **The complaint this answers is not "a routine cannot be written".** It can, and a consumer
|
|
5
|
+
* reported theirs: a table of places and a loop that decides where to send everybody once an
|
|
6
|
+
* in-game hour. It works. What they also reported is what it is — a hand-written behaviour tree
|
|
7
|
+
* that cannot be inspected, paused or stepped — and where it gets expensive, which is the moment a
|
|
8
|
+
* routine needs **interrupting**: an agent dropping what it is doing because it started raining,
|
|
9
|
+
* and picking it up again afterwards.
|
|
10
|
+
*
|
|
11
|
+
* So the two things here are the two things a hand-rolled loop does not give you.
|
|
12
|
+
*
|
|
13
|
+
* **The tree is data.** Nodes are arrays of integers and names resolved once at build time; the
|
|
14
|
+
* consumer's own functions live in a table beside it. A running tree can therefore say which node
|
|
15
|
+
* it is in, by name, without anything having been instrumented — `activePath` walks it — and a
|
|
16
|
+
* `paused` character can be advanced one node at a time.
|
|
17
|
+
*
|
|
18
|
+
* **A preempted branch is suspended, not reset**, which is the whole of "picking it up again". A
|
|
19
|
+
* selector that switches to a higher-priority child leaves the lower one's cursors exactly where
|
|
20
|
+
* they were, so when the interruption ends the agent resumes at the step it had reached rather than
|
|
21
|
+
* at the start of its errand. State is reset only when a branch *finishes* — succeeds or fails —
|
|
22
|
+
* because that is when starting again is what starting again means. Every behaviour-tree
|
|
23
|
+
* implementation has to choose here, most reset on abort, and the difference is a villager who
|
|
24
|
+
* walks back to the shop after a shower against one who walks home and starts the day over.
|
|
25
|
+
*
|
|
26
|
+
* **Nothing allocates during a tick and nothing reads a clock.** A tick is a function of the tree,
|
|
27
|
+
* the character's own cursors, and whatever the consumer's context object holds.
|
|
28
|
+
*/
|
|
29
|
+
export const FAILURE = 0;
|
|
30
|
+
export const SUCCESS = 1;
|
|
31
|
+
export const RUNNING = 2;
|
|
32
|
+
const SEQUENCE = 0;
|
|
33
|
+
const SELECTOR = 1;
|
|
34
|
+
const ACTION = 2;
|
|
35
|
+
const CONDITION = 3;
|
|
36
|
+
const GUARD = 4;
|
|
37
|
+
/**
|
|
38
|
+
* Flatten a spec, resolving every name against the tables.
|
|
39
|
+
*
|
|
40
|
+
* **A name with no function is refused here rather than at the moment the agent needs it.** A tree
|
|
41
|
+
* is authored once and run for hours; a typo that surfaces the first time a villager reaches the
|
|
42
|
+
* market is a typo that surfaces in front of somebody playing.
|
|
43
|
+
*/
|
|
44
|
+
export function buildBehaviorTree(root, tasks) {
|
|
45
|
+
const kind = [];
|
|
46
|
+
const names = [];
|
|
47
|
+
const slot = [];
|
|
48
|
+
const childLists = [];
|
|
49
|
+
const actions = [];
|
|
50
|
+
const conditions = [];
|
|
51
|
+
const actionSlot = new Map();
|
|
52
|
+
const conditionSlot = new Map();
|
|
53
|
+
const resolveAction = (name, node) => {
|
|
54
|
+
const found = actionSlot.get(name);
|
|
55
|
+
if (found !== undefined)
|
|
56
|
+
return found;
|
|
57
|
+
const fn = tasks.actions[name];
|
|
58
|
+
if (fn === undefined) {
|
|
59
|
+
throw new Error(`buildBehaviorTree: node "${node}" does an action "${name}" nothing provides`);
|
|
60
|
+
}
|
|
61
|
+
actions.push(fn);
|
|
62
|
+
actionSlot.set(name, actions.length - 1);
|
|
63
|
+
return actions.length - 1;
|
|
64
|
+
};
|
|
65
|
+
const resolveCondition = (name, node) => {
|
|
66
|
+
const found = conditionSlot.get(name);
|
|
67
|
+
if (found !== undefined)
|
|
68
|
+
return found;
|
|
69
|
+
const fn = tasks.conditions[name];
|
|
70
|
+
if (fn === undefined) {
|
|
71
|
+
throw new Error(`buildBehaviorTree: node "${node}" asks "${name}", which nothing answers`);
|
|
72
|
+
}
|
|
73
|
+
conditions.push(fn);
|
|
74
|
+
conditionSlot.set(name, conditions.length - 1);
|
|
75
|
+
return conditions.length - 1;
|
|
76
|
+
};
|
|
77
|
+
const visit = (spec) => {
|
|
78
|
+
const at = kind.length;
|
|
79
|
+
names.push(spec.name);
|
|
80
|
+
kind.push(0);
|
|
81
|
+
slot.push(-1);
|
|
82
|
+
childLists.push([]);
|
|
83
|
+
if ('sequence' in spec || 'selector' in spec) {
|
|
84
|
+
const children = 'sequence' in spec ? spec.sequence : spec.selector;
|
|
85
|
+
if (children.length === 0) {
|
|
86
|
+
throw new Error(`buildBehaviorTree: "${spec.name}" is a composite with no children`);
|
|
87
|
+
}
|
|
88
|
+
kind[at] = 'sequence' in spec ? SEQUENCE : SELECTOR;
|
|
89
|
+
const list = childLists[at];
|
|
90
|
+
for (const each of children)
|
|
91
|
+
list.push(visit(each));
|
|
92
|
+
}
|
|
93
|
+
else if ('action' in spec) {
|
|
94
|
+
kind[at] = ACTION;
|
|
95
|
+
slot[at] = resolveAction(spec.action, spec.name);
|
|
96
|
+
}
|
|
97
|
+
else if ('condition' in spec) {
|
|
98
|
+
kind[at] = CONDITION;
|
|
99
|
+
slot[at] = resolveCondition(spec.condition, spec.name);
|
|
100
|
+
}
|
|
101
|
+
else {
|
|
102
|
+
kind[at] = GUARD;
|
|
103
|
+
slot[at] = resolveCondition(spec.whileTrue, spec.name);
|
|
104
|
+
childLists[at].push(visit(spec.does));
|
|
105
|
+
}
|
|
106
|
+
return at;
|
|
107
|
+
};
|
|
108
|
+
visit(root);
|
|
109
|
+
const nodeCount = kind.length;
|
|
110
|
+
const childStart = new Uint32Array(nodeCount + 1);
|
|
111
|
+
for (let i = 0; i < nodeCount; i++) {
|
|
112
|
+
childStart[i + 1] = (childStart[i] ?? 0) + (childLists[i]?.length ?? 0);
|
|
113
|
+
}
|
|
114
|
+
const child = new Uint32Array(childStart[nodeCount] ?? 0);
|
|
115
|
+
for (let i = 0; i < nodeCount; i++) {
|
|
116
|
+
const list = childLists[i] ?? [];
|
|
117
|
+
for (let k = 0; k < list.length; k++)
|
|
118
|
+
child[(childStart[i] ?? 0) + k] = list[k] ?? 0;
|
|
119
|
+
}
|
|
120
|
+
return {
|
|
121
|
+
kind: Uint8Array.from(kind),
|
|
122
|
+
childStart,
|
|
123
|
+
child,
|
|
124
|
+
slot: Int32Array.from(slot),
|
|
125
|
+
names,
|
|
126
|
+
nodeCount,
|
|
127
|
+
actions,
|
|
128
|
+
conditions,
|
|
129
|
+
};
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130
|
+
}
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131
|
+
/**
|
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132
|
+
* One agent running one tree.
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133
|
+
*
|
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134
|
+
* A character per agent and one tree between them: the tree is read-only after building, and
|
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135
|
+
* everything that differs between two villagers following the same routine is here.
|
|
136
|
+
*/
|
|
137
|
+
export class BehaviorRunner {
|
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138
|
+
tree;
|
|
139
|
+
/** How far through each composite this agent is. The state a suspension preserves. */
|
|
140
|
+
cursor;
|
|
141
|
+
/** Which node each composite last handed control to, so a switch can be noticed. */
|
|
142
|
+
running;
|
|
143
|
+
/** The chain of nodes entered on the last tick, root first. */
|
|
144
|
+
path;
|
|
145
|
+
pathLength = 0;
|
|
146
|
+
lastStatus = RUNNING;
|
|
147
|
+
/**
|
|
148
|
+
* When true, `tick` does nothing and reports the last status.
|
|
149
|
+
*
|
|
150
|
+
* Paused rather than not-called, so a debugger can hold one agent while the world runs — and so
|
|
151
|
+
* `stepOnce` has something to mean.
|
|
152
|
+
*/
|
|
153
|
+
paused = false;
|
|
154
|
+
constructor(tree) {
|
|
155
|
+
this.tree = tree;
|
|
156
|
+
this.cursor = new Uint32Array(tree.nodeCount);
|
|
157
|
+
this.running = new Int32Array(tree.nodeCount).fill(-1);
|
|
158
|
+
this.path = new Uint32Array(tree.nodeCount);
|
|
159
|
+
}
|
|
160
|
+
get status() {
|
|
161
|
+
return this.lastStatus;
|
|
162
|
+
}
|
|
163
|
+
/** Advance one tick, unless paused. */
|
|
164
|
+
tick(context) {
|
|
165
|
+
if (this.paused)
|
|
166
|
+
return this.lastStatus;
|
|
167
|
+
return this.run(context);
|
|
168
|
+
}
|
|
169
|
+
/** Advance one tick even while paused. What a step button is wired to. */
|
|
170
|
+
stepOnce(context) {
|
|
171
|
+
return this.run(context);
|
|
172
|
+
}
|
|
173
|
+
/** Forget everything: the next tick starts the routine from the beginning. */
|
|
174
|
+
reset() {
|
|
175
|
+
this.cursor.fill(0);
|
|
176
|
+
this.running.fill(-1);
|
|
177
|
+
this.pathLength = 0;
|
|
178
|
+
this.lastStatus = RUNNING;
|
|
179
|
+
}
|
|
180
|
+
/**
|
|
181
|
+
* The chain of nodes the last tick was inside, root first, filled into `out`.
|
|
182
|
+
*
|
|
183
|
+
* **This is the inspection the report asked for**, and it costs nothing to keep: the chain is
|
|
184
|
+
* recorded as the tick descends, so asking for it later is a copy rather than a second walk.
|
|
185
|
+
* `nameOf` turns the indices into the names the tree was written with.
|
|
186
|
+
*/
|
|
187
|
+
activePath(out) {
|
|
188
|
+
const count = Math.min(this.pathLength, out.length);
|
|
189
|
+
for (let i = 0; i < count; i++)
|
|
190
|
+
out[i] = this.path[i] ?? 0;
|
|
191
|
+
return count;
|
|
192
|
+
}
|
|
193
|
+
nameOf(node) {
|
|
194
|
+
return this.tree.names[node] ?? '?';
|
|
195
|
+
}
|
|
196
|
+
run(context) {
|
|
197
|
+
this.pathLength = 0;
|
|
198
|
+
this.lastStatus = this.visit(0, context);
|
|
199
|
+
return this.lastStatus;
|
|
200
|
+
}
|
|
201
|
+
visit(node, context) {
|
|
202
|
+
if (this.pathLength < this.path.length)
|
|
203
|
+
this.path[this.pathLength++] = node;
|
|
204
|
+
const tree = this.tree;
|
|
205
|
+
switch (tree.kind[node]) {
|
|
206
|
+
case ACTION: {
|
|
207
|
+
const fn = tree.actions[tree.slot[node] ?? 0];
|
|
208
|
+
return fn === undefined ? FAILURE : fn(context);
|
|
209
|
+
}
|
|
210
|
+
case CONDITION: {
|
|
211
|
+
const fn = tree.conditions[tree.slot[node] ?? 0];
|
|
212
|
+
return fn !== undefined && fn(context) ? SUCCESS : FAILURE;
|
|
213
|
+
}
|
|
214
|
+
case GUARD: {
|
|
215
|
+
const fn = tree.conditions[tree.slot[node] ?? 0];
|
|
216
|
+
/*
|
|
217
|
+
* The condition has stopped holding. The child keeps every cursor it had: this is the node
|
|
218
|
+
* that makes an interruption resumable, and clearing here is the single change that would
|
|
219
|
+
* turn a villager who returns to their errand into one who starts the day again.
|
|
220
|
+
*/
|
|
221
|
+
if (fn === undefined || !fn(context))
|
|
222
|
+
return FAILURE;
|
|
223
|
+
return this.visit(tree.child[tree.childStart[node] ?? 0] ?? 0, context);
|
|
224
|
+
}
|
|
225
|
+
case SEQUENCE:
|
|
226
|
+
return this.sequence(node, context);
|
|
227
|
+
default:
|
|
228
|
+
return this.selector(node, context);
|
|
229
|
+
}
|
|
230
|
+
}
|
|
231
|
+
sequence(node, context) {
|
|
232
|
+
const tree = this.tree;
|
|
233
|
+
const start = tree.childStart[node] ?? 0;
|
|
234
|
+
const end = tree.childStart[node + 1] ?? 0;
|
|
235
|
+
const count = end - start;
|
|
236
|
+
/* Resumed from the cursor, which is what makes a sequence a routine rather than a list of
|
|
237
|
+
things attempted from the top every tick. */
|
|
238
|
+
for (let i = this.cursor[node] ?? 0; i < count; i++) {
|
|
239
|
+
const status = this.visit(tree.child[start + i] ?? 0, context);
|
|
240
|
+
if (status === RUNNING) {
|
|
241
|
+
this.cursor[node] = i;
|
|
242
|
+
return RUNNING;
|
|
243
|
+
}
|
|
244
|
+
if (status === FAILURE) {
|
|
245
|
+
this.clear(node);
|
|
246
|
+
return FAILURE;
|
|
247
|
+
}
|
|
248
|
+
/* Succeeded: on to the next, and the child starts clean the next time it is entered. */
|
|
249
|
+
this.clear(tree.child[start + i] ?? 0);
|
|
250
|
+
}
|
|
251
|
+
this.clear(node);
|
|
252
|
+
return SUCCESS;
|
|
253
|
+
}
|
|
254
|
+
selector(node, context) {
|
|
255
|
+
const tree = this.tree;
|
|
256
|
+
const start = tree.childStart[node] ?? 0;
|
|
257
|
+
const end = tree.childStart[node + 1] ?? 0;
|
|
258
|
+
for (let i = start; i < end; i++) {
|
|
259
|
+
const branch = tree.child[i] ?? 0;
|
|
260
|
+
const status = this.visit(branch, context);
|
|
261
|
+
if (status === FAILURE)
|
|
262
|
+
continue;
|
|
263
|
+
/*
|
|
264
|
+
* **A different branch has taken over, and the one it displaced is left exactly as it was.**
|
|
265
|
+
* Nothing is cleared here, which is the whole feature: the displaced branch's cursors say
|
|
266
|
+
* which step of the errand it had reached, and it resumes there when this one stops being
|
|
267
|
+
* eligible. Resetting instead is the version of this that most implementations ship, and it
|
|
268
|
+
* is why interrupting an agent usually costs the thing it was doing.
|
|
269
|
+
*/
|
|
270
|
+
this.running[node] = branch;
|
|
271
|
+
if (status === SUCCESS) {
|
|
272
|
+
this.clear(branch);
|
|
273
|
+
this.running[node] = -1;
|
|
274
|
+
}
|
|
275
|
+
return status;
|
|
276
|
+
}
|
|
277
|
+
this.clear(node);
|
|
278
|
+
return FAILURE;
|
|
279
|
+
}
|
|
280
|
+
/** Forget a subtree's progress, so it is entered fresh. Called when a branch finishes. */
|
|
281
|
+
clear(node) {
|
|
282
|
+
this.cursor[node] = 0;
|
|
283
|
+
this.running[node] = -1;
|
|
284
|
+
const start = this.tree.childStart[node] ?? 0;
|
|
285
|
+
const end = this.tree.childStart[node + 1] ?? 0;
|
|
286
|
+
for (let i = start; i < end; i++)
|
|
287
|
+
this.clear(this.tree.child[i] ?? 0);
|
|
288
|
+
}
|
|
289
|
+
}
|