@hypersoniclabs/helix-cli 0.1.7 → 0.1.23

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.
Files changed (1715) hide show
  1. package/README.md +627 -6
  2. package/assets/bridge/metahuman-eye-baked.png +0 -0
  3. package/assets/item-def-sounds/Common/A_DryShot.ogg +0 -0
  4. package/assets/item-def-sounds/Common/A_LMG_CloseCoverA.ogg +0 -0
  5. package/assets/item-def-sounds/Common/A_LMG_CloseCoverB.ogg +0 -0
  6. package/assets/item-def-sounds/Common/A_LMG_InsertMag.ogg +0 -0
  7. package/assets/item-def-sounds/Common/A_LMG_RemoveMag.ogg +0 -0
  8. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_001.ogg +0 -0
  9. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_002.ogg +0 -0
  10. package/assets/item-def-sounds/Common/A_Pistol_InsertMag_003.ogg +0 -0
  11. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_001.ogg +0 -0
  12. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_002.ogg +0 -0
  13. package/assets/item-def-sounds/Common/A_Pistol_RemoveMag_003.ogg +0 -0
  14. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_001.ogg +0 -0
  15. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_002.ogg +0 -0
  16. package/assets/item-def-sounds/Common/A_Rifle_ChargingHandle_003.ogg +0 -0
  17. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_001.ogg +0 -0
  18. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_002.ogg +0 -0
  19. package/assets/item-def-sounds/Common/A_Rifle_InsertMag_003.ogg +0 -0
  20. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_001.ogg +0 -0
  21. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_002.ogg +0 -0
  22. package/assets/item-def-sounds/Common/A_Rifle_RemoveMag_003.ogg +0 -0
  23. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_001.ogg +0 -0
  24. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_002.ogg +0 -0
  25. package/assets/item-def-sounds/Common/A_SMG_ChargingHandle_003.ogg +0 -0
  26. package/assets/item-def-sounds/Common/A_Sniper_ChargingHandle.ogg +0 -0
  27. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_001.ogg +0 -0
  28. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_002.ogg +0 -0
  29. package/assets/item-def-sounds/Common/A_Sniper_RemoveMag_003.ogg +0 -0
  30. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_01.ogg +0 -0
  31. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_02.ogg +0 -0
  32. package/assets/item-def-sounds/Explosions/Explosions_Grenade_Punch-Close_03.ogg +0 -0
  33. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_001.ogg +0 -0
  34. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_002.ogg +0 -0
  35. package/assets/item-def-sounds/LMG/A_LWS-32_Shot_003.ogg +0 -0
  36. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_001.ogg +0 -0
  37. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_002.ogg +0 -0
  38. package/assets/item-def-sounds/Pistol/A_Gaston_Shot_003.ogg +0 -0
  39. package/assets/item-def-sounds/Rifle/A_KAL_Shot_001.ogg +0 -0
  40. package/assets/item-def-sounds/Rifle/A_KAL_Shot_002.ogg +0 -0
  41. package/assets/item-def-sounds/Rifle/A_KAL_Shot_003.ogg +0 -0
  42. package/assets/item-def-sounds/SMG/A_Bison_InsertMag.ogg +0 -0
  43. package/assets/item-def-sounds/SMG/A_Bison_RemoveMag.ogg +0 -0
  44. package/assets/item-def-sounds/SMG/A_Bison_Shot_001.ogg +0 -0
  45. package/assets/item-def-sounds/SMG/A_Bison_Shot_002.ogg +0 -0
  46. package/assets/item-def-sounds/SMG/A_Bison_Shot_003.ogg +0 -0
  47. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_001.ogg +0 -0
  48. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_002.ogg +0 -0
  49. package/assets/item-def-sounds/Shotgun/A_DB-12_Shot_003.ogg +0 -0
  50. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_001.ogg +0 -0
  51. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_002.ogg +0 -0
  52. package/assets/item-def-sounds/Sniper/A_CS-446_Shot_003.ogg +0 -0
  53. package/bridge-plugins/helix.bridge.unreal/bin/unreal-skeletal-mesh-extract.js +812 -0
  54. package/bridge-plugins/helix.bridge.unreal/bridge-plugin.json +40 -0
  55. package/bridge-plugins/helix.bridge.unreal/test/exporter.test.js +418 -0
  56. package/bridge-plugins/helix.bridge.unreal/test/handler.test.js +417 -0
  57. package/bridge-plugins/helix.bridge.unreal/unreal/export_skeletal_mesh.py +384 -0
  58. package/bridge-recipes/cyberpunk/cyberpunk-female-bone-map.json +476 -0
  59. package/bridge-recipes/sims4/README.md +43 -0
  60. package/bridge-recipes/sims4/sims4-female-bone-map.json +65 -0
  61. package/bridge-recipes/unreal/character-customizer/README.md +58 -0
  62. package/bridge-recipes/unreal/character-customizer/all.json +13 -0
  63. package/bridge-recipes/unreal/character-customizer/base-male-body.json +6 -0
  64. package/bridge-recipes/unreal/character-customizer/base-male-head.json +6 -0
  65. package/bridge-recipes/unreal/character-customizer/beard.addon.json +1 -0
  66. package/bridge-recipes/unreal/character-customizer/beard.json +6 -0
  67. package/bridge-recipes/unreal/character-customizer/bottom.addon.json +1 -0
  68. package/bridge-recipes/unreal/character-customizer/bottom.json +6 -0
  69. package/bridge-recipes/unreal/character-customizer/eyewear.addon.json +1 -0
  70. package/bridge-recipes/unreal/character-customizer/eyewear.json +6 -0
  71. package/bridge-recipes/unreal/character-customizer/footwear.addon.json +1 -0
  72. package/bridge-recipes/unreal/character-customizer/footwear.json +6 -0
  73. package/bridge-recipes/unreal/character-customizer/hair.addon.json +1 -0
  74. package/bridge-recipes/unreal/character-customizer/hair.json +6 -0
  75. package/bridge-recipes/unreal/character-customizer/test/recipes.test.js +74 -0
  76. package/bridge-recipes/unreal/character-customizer/top.addon.json +1 -0
  77. package/bridge-recipes/unreal/character-customizer/top.json +6 -0
  78. package/bridge-recipes/unreal/helix-character-creator-female/README.md +57 -0
  79. package/bridge-recipes/unreal/helix-character-creator-female/all.json +18 -0
  80. package/bridge-recipes/unreal/helix-character-creator-female/back.addon.json +1 -0
  81. package/bridge-recipes/unreal/helix-character-creator-female/back.json +1 -0
  82. package/bridge-recipes/unreal/helix-character-creator-female/base-female-face.json +1 -0
  83. package/bridge-recipes/unreal/helix-character-creator-female/base-female.json +1 -0
  84. package/bridge-recipes/unreal/helix-character-creator-female/bottom.addon.json +1 -0
  85. package/bridge-recipes/unreal/helix-character-creator-female/bottom.json +1 -0
  86. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.addon.json +1 -0
  87. package/bridge-recipes/unreal/helix-character-creator-female/eyewear.json +1 -0
  88. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.addon.json +1 -0
  89. package/bridge-recipes/unreal/helix-character-creator-female/female-basic-t-shirt.json +1 -0
  90. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-hair.json +23 -0
  91. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-nebula-urbanghost.json +7 -0
  92. package/bridge-recipes/unreal/helix-character-creator-female/female-batch-singles.json +19 -0
  93. package/bridge-recipes/unreal/helix-character-creator-female/female-batch5.json +19 -0
  94. package/bridge-recipes/unreal/helix-character-creator-female/female-batch6.json +19 -0
  95. package/bridge-recipes/unreal/helix-character-creator-female/female-batch7.json +11 -0
  96. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.addon.json +1 -0
  97. package/bridge-recipes/unreal/helix-character-creator-female/female-cap-2.json +1 -0
  98. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.addon.json +1 -0
  99. package/bridge-recipes/unreal/helix-character-creator-female/female-cap.json +1 -0
  100. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.addon.json +1 -0
  101. package/bridge-recipes/unreal/helix-character-creator-female/female-cargo-pants.json +1 -0
  102. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.addon.json +1 -0
  103. package/bridge-recipes/unreal/helix-character-creator-female/female-carnival-mask-3.json +1 -0
  104. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.addon.json +1 -0
  105. package/bridge-recipes/unreal/helix-character-creator-female/female-chain.json +1 -0
  106. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.addon.json +1 -0
  107. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-pants.json +1 -0
  108. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.addon.json +1 -0
  109. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-shoes.json +1 -0
  110. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.addon.json +1 -0
  111. package/bridge-recipes/unreal/helix-character-creator-female/female-clare-top.json +1 -0
  112. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.addon.json +1 -0
  113. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit-2.json +1 -0
  114. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.addon.json +1 -0
  115. package/bridge-recipes/unreal/helix-character-creator-female/female-compression-bodysuit.json +1 -0
  116. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.addon.json +1 -0
  117. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-hole-mask-2.json +1 -0
  118. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.addon.json +1 -0
  119. package/bridge-recipes/unreal/helix-character-creator-female/female-eye-patch.json +1 -0
  120. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.addon.json +1 -0
  121. package/bridge-recipes/unreal/helix-character-creator-female/female-firefight-outfit.json +1 -0
  122. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.addon.json +1 -0
  123. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-pants.json +1 -0
  124. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.addon.json +1 -0
  125. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-sneakers.json +1 -0
  126. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.addon.json +1 -0
  127. package/bridge-recipes/unreal/helix-character-creator-female/female-fruity-top.json +1 -0
  128. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.addon.json +1 -0
  129. package/bridge-recipes/unreal/helix-character-creator-female/female-gamer-mask.json +1 -0
  130. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.addon.json +1 -0
  131. package/bridge-recipes/unreal/helix-character-creator-female/female-guy-fawkes-mask.json +1 -0
  132. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.addon.json +1 -0
  133. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a1.json +1 -0
  134. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.addon.json +1 -0
  135. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a10.json +1 -0
  136. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.addon.json +1 -0
  137. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a11.json +1 -0
  138. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.addon.json +1 -0
  139. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a12.json +1 -0
  140. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.addon.json +1 -0
  141. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a13.json +1 -0
  142. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.addon.json +1 -0
  143. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a14.json +1 -0
  144. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.addon.json +1 -0
  145. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a15.json +1 -0
  146. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.addon.json +1 -0
  147. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a16.json +1 -0
  148. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.addon.json +1 -0
  149. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a17.json +1 -0
  150. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.addon.json +1 -0
  151. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a18.json +1 -0
  152. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.addon.json +1 -0
  153. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a19.json +1 -0
  154. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.addon.json +1 -0
  155. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a2.json +1 -0
  156. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.addon.json +1 -0
  157. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a20.json +1 -0
  158. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.addon.json +1 -0
  159. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a21.json +1 -0
  160. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.addon.json +1 -0
  161. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a3.json +1 -0
  162. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.addon.json +1 -0
  163. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a4.json +1 -0
  164. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.addon.json +1 -0
  165. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a5.json +1 -0
  166. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.addon.json +1 -0
  167. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a6.json +1 -0
  168. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.addon.json +1 -0
  169. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a7.json +1 -0
  170. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.addon.json +1 -0
  171. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a8.json +1 -0
  172. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.addon.json +1 -0
  173. package/bridge-recipes/unreal/helix-character-creator-female/female-hair-a9.json +1 -0
  174. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.addon.json +1 -0
  175. package/bridge-recipes/unreal/helix-character-creator-female/female-high-waist-tailored-trousers.json +1 -0
  176. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.addon.json +1 -0
  177. package/bridge-recipes/unreal/helix-character-creator-female/female-hogwarts-pants.json +1 -0
  178. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.addon.json +1 -0
  179. package/bridge-recipes/unreal/helix-character-creator-female/female-hoody.json +1 -0
  180. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.addon.json +1 -0
  181. package/bridge-recipes/unreal/helix-character-creator-female/female-jacket-6.json +1 -0
  182. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.addon.json +1 -0
  183. package/bridge-recipes/unreal/helix-character-creator-female/female-joker-mask.json +1 -0
  184. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.addon.json +1 -0
  185. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes-brown.json +1 -0
  186. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.addon.json +1 -0
  187. package/bridge-recipes/unreal/helix-character-creator-female/female-kombes.json +1 -0
  188. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.addon.json +1 -0
  189. package/bridge-recipes/unreal/helix-character-creator-female/female-marshmallow-mask.json +1 -0
  190. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.addon.json +1 -0
  191. package/bridge-recipes/unreal/helix-character-creator-female/female-maska.json +1 -0
  192. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.addon.json +1 -0
  193. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-pants.json +1 -0
  194. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.addon.json +1 -0
  195. package/bridge-recipes/unreal/helix-character-creator-female/female-nebula-executive-shoes.json +1 -0
  196. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.addon.json +1 -0
  197. package/bridge-recipes/unreal/helix-character-creator-female/female-ninza-costume.json +1 -0
  198. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.addon.json +1 -0
  199. package/bridge-recipes/unreal/helix-character-creator-female/female-orange-kombes.json +1 -0
  200. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.addon.json +1 -0
  201. package/bridge-recipes/unreal/helix-character-creator-female/female-panama.json +1 -0
  202. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.addon.json +1 -0
  203. package/bridge-recipes/unreal/helix-character-creator-female/female-panda-bag-2.json +1 -0
  204. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.addon.json +1 -0
  205. package/bridge-recipes/unreal/helix-character-creator-female/female-pantslow.json +1 -0
  206. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.addon.json +1 -0
  207. package/bridge-recipes/unreal/helix-character-creator-female/female-paper-bag-mask.json +1 -0
  208. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.addon.json +1 -0
  209. package/bridge-recipes/unreal/helix-character-creator-female/female-pig-mask.json +1 -0
  210. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.addon.json +1 -0
  211. package/bridge-recipes/unreal/helix-character-creator-female/female-police-uniform.json +1 -0
  212. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.addon.json +1 -0
  213. package/bridge-recipes/unreal/helix-character-creator-female/female-prison-outfit.json +1 -0
  214. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.addon.json +1 -0
  215. package/bridge-recipes/unreal/helix-character-creator-female/female-short-b4low.json +1 -0
  216. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.addon.json +1 -0
  217. package/bridge-recipes/unreal/helix-character-creator-female/female-short-swimming.json +1 -0
  218. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.addon.json +1 -0
  219. package/bridge-recipes/unreal/helix-character-creator-female/female-shortlow.json +1 -0
  220. package/bridge-recipes/unreal/helix-character-creator-female/female-shorts-b3.addon.json +1 -0
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@@ -0,0 +1,303 @@
1
+ "use strict";
2
+ // `helix item-def scaffold` — emit a complete, publishable interactive item descriptor: a WEAPON from a mesh,
3
+ // a category and (optionally) the author's own shot sounds, or an EMOTE from an animation clip. Pure file
4
+ // work, no network.
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.ITEM_DEF_TYPES = void 0;
7
+ exports.meshPrecheck = meshPrecheck;
8
+ exports.deriveItemId = deriveItemId;
9
+ exports.scaffoldItemDef = scaffoldItemDef;
10
+ const node_fs_1 = require("node:fs");
11
+ const node_path_1 = require("node:path");
12
+ const emoteRules_1 = require("./emoteRules");
13
+ const tables_1 = require("./tables");
14
+ /** The Vault strictProp size cap — over it the publish hard-rejects, so the precheck warns at it. */
15
+ const MESH_CAP_BYTES = 8 * 1024 * 1024;
16
+ const MESH_MATERIAL_CAP = 6;
17
+ /** The manifest's interactive-item id shape (ITEM_ID_PATTERN) — 3..64 chars, lowercase slug. */
18
+ const ITEM_ID_RE = /^[a-z0-9][a-z0-9-]{1,62}[a-z0-9]$/;
19
+ /** The `held.preset` each category is seated in. SYNC OBLIGATION: presetForCategory in
20
+ * .../core/attachments/weaponProfiles.ts — sidearms and throwables take the pistol grip, every long gun
21
+ * (Launcher included) the rifle one. */
22
+ const PRESET_BY_CATEGORY = {
23
+ Pistol: 'pistol',
24
+ Grenade: 'pistol',
25
+ Rifle: 'rifle',
26
+ SMG: 'rifle',
27
+ Shotgun: 'rifle',
28
+ Sniper: 'rifle',
29
+ LMG: 'rifle',
30
+ Launcher: 'rifle',
31
+ };
32
+ /**
33
+ * Cheap GLB sniff: header magic/version plus the JSON chunk's material count. WARN-only by design —
34
+ * the caps are the server's (env-overridable), so a wrong local verdict must never block.
35
+ */
36
+ function meshPrecheck(bytes, label) {
37
+ const warnings = [];
38
+ const result = { sizeBytes: bytes.byteLength, materialCount: null, warnings };
39
+ if (bytes.byteLength > MESH_CAP_BYTES) {
40
+ warnings.push(`${label} is ${(bytes.byteLength / 1024 / 1024).toFixed(1)} MiB — the Vault prop cap is 8 MB, so the publish will likely reject it`);
41
+ }
42
+ if (bytes.byteLength < 20 || bytes.toString('ascii', 0, 4) !== 'glTF') {
43
+ warnings.push(`${label} does not start with the binary-glTF magic — is it really a .glb?`);
44
+ return result;
45
+ }
46
+ if (bytes.readUInt32LE(4) !== 2) {
47
+ warnings.push(`${label} is glTF version ${bytes.readUInt32LE(4)}; HELIX accepts glTF 2.0`);
48
+ return result;
49
+ }
50
+ const chunkLength = bytes.readUInt32LE(12);
51
+ const chunkType = bytes.toString('ascii', 16, 20);
52
+ if (chunkType !== 'JSON' || 20 + chunkLength > bytes.byteLength)
53
+ return result;
54
+ try {
55
+ const json = JSON.parse(bytes.toString('utf8', 20, 20 + chunkLength));
56
+ if (Array.isArray(json.materials)) {
57
+ result.materialCount = json.materials.length;
58
+ if (json.materials.length > MESH_MATERIAL_CAP) {
59
+ warnings.push(`${label} carries ${json.materials.length} materials — the Vault prop cap is ${MESH_MATERIAL_CAP}`);
60
+ }
61
+ }
62
+ }
63
+ catch {
64
+ warnings.push(`${label} has an unreadable JSON chunk — the file may be corrupt`);
65
+ }
66
+ return result;
67
+ }
68
+ /** Slug an id out of a title / mesh basename the way the descriptor's id pattern demands. */
69
+ function deriveItemId(raw) {
70
+ return raw
71
+ .toLowerCase()
72
+ .normalize('NFKD')
73
+ .replace(/[^a-z0-9]+/g, '-')
74
+ .replace(/^-+|-+$/g, '');
75
+ }
76
+ /** The item types the lane scaffolds. The type decides which flags apply — a weapon has no clip, an emote no category. */
77
+ exports.ITEM_DEF_TYPES = ['weapon', 'emote'];
78
+ const toPosix = (p) => p.replace(/\\/g, '/');
79
+ /** Copy `sourceFile` into `<outDir>/sounds/` (once) and return the descriptor-relative ref. */
80
+ function copySound(outDir, sourceFile, copied) {
81
+ const ref = `sounds/${(0, node_path_1.basename)(sourceFile)}`;
82
+ const target = (0, node_path_1.join)(outDir, 'sounds', (0, node_path_1.basename)(sourceFile));
83
+ if (!copied.includes(ref)) {
84
+ (0, node_fs_1.copyFileSync)(sourceFile, target);
85
+ copied.push(ref);
86
+ }
87
+ return ref;
88
+ }
89
+ /** Refuse the OTHER type's flags loudly — silently ignoring them is how an author ships the wrong item. */
90
+ function refuseForeignFlags(input, flags, what, hint) {
91
+ for (const [key, flag] of Object.entries(flags)) {
92
+ if (input[key] !== undefined)
93
+ throw new Error(`${flag} does not apply to ${what} — ${hint}`);
94
+ }
95
+ }
96
+ /** Title → id, with the same message both lanes give when the slug will not do. */
97
+ function deriveCheckedId(title) {
98
+ const id = deriveItemId(title);
99
+ if (!ITEM_ID_RE.test(id)) {
100
+ throw new Error(`cannot derive a valid item id from '${title}' (got '${id}') — ids are 3-64 lowercase slug chars; pass --title`);
101
+ }
102
+ return id;
103
+ }
104
+ function scaffoldItemDef(input) {
105
+ const type = input.type ?? 'weapon';
106
+ if (!exports.ITEM_DEF_TYPES.includes(type)) {
107
+ throw new Error(`--type '${type}' is not an item type (${exports.ITEM_DEF_TYPES.join(' | ')})`);
108
+ }
109
+ if (type === 'emote')
110
+ return scaffoldEmote(input);
111
+ refuseForeignFlags(input, { clip: '--clip', audio: '--audio', introClip: '--intro-clip', outroClip: '--outro-clip' }, 'a weapon', 'pass --type emote for a performance');
112
+ if (input.mesh === undefined)
113
+ throw new Error('--mesh is required — a weapon ships exactly one prop mesh');
114
+ if (!(0, tables_1.isItemDefCategory)(input.category)) {
115
+ throw new Error(`--category '${input.category}' is not a weapon category (${tables_1.ITEM_DEF_CATEGORIES.join(' | ')})`);
116
+ }
117
+ const category = input.category;
118
+ const meshPath = (0, node_path_1.resolve)(input.mesh);
119
+ if (!(0, node_fs_1.existsSync)(meshPath))
120
+ throw new Error(`mesh not found: ${meshPath}`);
121
+ const outDir = (0, node_path_1.resolve)(input.out ?? '.');
122
+ (0, node_fs_1.mkdirSync)((0, node_path_1.join)(outDir, 'sounds'), { recursive: true });
123
+ const title = input.title?.trim() || (0, node_path_1.basename)(meshPath).replace(/\.glb$/i, '');
124
+ const id = deriveCheckedId(title);
125
+ const warnings = [];
126
+ const meshBytes = (0, node_fs_1.readFileSync)(meshPath);
127
+ warnings.push(...meshPrecheck(meshBytes, (0, node_path_1.basename)(meshPath)).warnings);
128
+ // Everything the descriptor references is copied INTO the scaffold folder: the folder is self-contained,
129
+ // so every relative ref resolves at validate/publish time no matter where the inputs lived.
130
+ const meshInOut = (0, node_path_1.join)(outDir, (0, node_path_1.basename)(meshPath));
131
+ if ((0, node_path_1.resolve)(meshInOut) !== meshPath) {
132
+ (0, node_fs_1.copyFileSync)(meshPath, meshInOut);
133
+ warnings.push(`copied the mesh into the scaffold folder (${(0, node_path_1.basename)(meshPath)}) — the descriptor references files relative to itself`);
134
+ }
135
+ const copiedSounds = [];
136
+ let shots;
137
+ let dry;
138
+ if (input.sounds !== undefined) {
139
+ const soundsDir = (0, node_path_1.resolve)(input.sounds);
140
+ if (!(0, node_fs_1.existsSync)(soundsDir) || !(0, node_fs_1.statSync)(soundsDir).isDirectory())
141
+ throw new Error(`--sounds is not a directory: ${soundsDir}`);
142
+ const oggs = (0, node_fs_1.readdirSync)(soundsDir).filter((f) => f.toLowerCase().endsWith('.ogg')).sort();
143
+ const skipped = (0, node_fs_1.readdirSync)(soundsDir).filter((f) => /\.(wav|mp3|opus|flac|m4a)$/i.test(f));
144
+ if (skipped.length > 0) {
145
+ warnings.push(`ignored ${skipped.length} non-ogg file(s) in --sounds (${skipped.join(', ')}) — publish uploads mono opus-in-ogg .ogg only`);
146
+ }
147
+ const dryFiles = oggs.filter((f) => /dry/i.test(f));
148
+ const shotFiles = oggs.filter((f) => !/dry/i.test(f));
149
+ if (shotFiles.length === 0)
150
+ throw new Error(`--sounds directory carries no .ogg shot sounds: ${soundsDir}`);
151
+ if (shotFiles.length < 2)
152
+ warnings.push('only one shot sound — 2-5 round-robin variations sound much better');
153
+ shots = shotFiles.map((f) => copySound(outDir, (0, node_path_1.join)(soundsDir, f), copiedSounds));
154
+ dry = dryFiles.length > 0
155
+ ? copySound(outDir, (0, node_path_1.join)(soundsDir, dryFiles[0]), copiedSounds)
156
+ : copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, tables_1.DRY_FIRE_SOUND), copiedSounds);
157
+ }
158
+ else {
159
+ shots = tables_1.SHOTS_BY_CATEGORY[category].map((rel) => copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, rel), copiedSounds));
160
+ dry = copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, tables_1.DRY_FIRE_SOUND), copiedSounds);
161
+ }
162
+ const reloadCues = tables_1.RELOAD_BY_CATEGORY[category];
163
+ const reload = reloadCues === null ? undefined : {
164
+ out: reloadCues.out.map((rel) => copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, rel), copiedSounds)),
165
+ in: reloadCues.in.map((rel) => copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, rel), copiedSounds)),
166
+ charge: reloadCues.charge.map((rel) => copySound(outDir, (0, node_path_1.join)(tables_1.ITEM_DEF_SOUND_PACK_DIR, rel), copiedSounds)),
167
+ };
168
+ const archetype = tables_1.CATEGORY_ARCHETYPES[category];
169
+ const descriptor = {
170
+ schemaVersion: 1,
171
+ identity: { id, version: '1.0.0', title },
172
+ compatibility: { system: { id: tables_1.ITEM_DEF_SYSTEM_ID, range: tables_1.ITEM_DEF_SYSTEM_RANGE }, skeleton: tables_1.ITEM_DEF_SKELETON },
173
+ assets: { meshes: [toPosix((0, node_path_1.basename)(meshPath))] },
174
+ held: { preset: PRESET_BY_CATEGORY[category] },
175
+ // A thrown weapon has no trigger and no reload — the throw IS its action.
176
+ input: { actions: archetype.kind === 'thrown' ? ['gun-control.throw'] : ['primary', 'secondary', 'reload'] },
177
+ configFor: {
178
+ 'gun-control': {
179
+ category,
180
+ // `kind: 'hitscan'` is written by omission, the shape every generated weapon carries.
181
+ fire: { rpm: archetype.rpm, mode: archetype.mode, ...(archetype.kind === 'hitscan' ? {} : { kind: archetype.kind }) },
182
+ ammo: { clip: archetype.clip, reserve: archetype.reserve },
183
+ damage: {
184
+ base: archetype.damageBase,
185
+ falloffM: [],
186
+ sweepRadiusM: archetype.sweepRadiusM,
187
+ maxRangeM: archetype.maxRangeM,
188
+ pellets: archetype.pellets,
189
+ tags: [],
190
+ },
191
+ ...(archetype.projectile === undefined ? {} : { projectile: archetype.projectile }),
192
+ ...(archetype.thrown === undefined ? {} : { thrown: archetype.thrown }),
193
+ spread: tables_1.SPREAD_BY_CATEGORY[category],
194
+ fx: { ...(archetype.shell === 'none' ? {} : { shell: archetype.shell }), muzzlePointM: [...tables_1.MUZZLE_POINT_STUB] },
195
+ sounds: { shots, dry, ...(reload === undefined ? {} : { reload }) },
196
+ },
197
+ },
198
+ };
199
+ const descriptorPath = (0, node_path_1.join)(outDir, `${id}.helix-interactive.json`);
200
+ (0, node_fs_1.writeFileSync)(descriptorPath, `${JSON.stringify(descriptor, null, 2)}\n`);
201
+ const nextSteps = [
202
+ `fx.muzzlePointM is a stub (${tables_1.MUZZLE_POINT_STUB.join(', ')}) — measure the real prop-local muzzle point (grip at origin, +z out the barrel, meters) and replace it, or flash/tracers will start mid-barrel.`,
203
+ `helix item-def validate ${toPosix(descriptorPath)}`,
204
+ 'Seal a weapon or emote Package, then use helix continuum make-item with its exact pin',
205
+ ];
206
+ return { descriptorPath, descriptor, copiedSounds, warnings, nextSteps };
207
+ }
208
+ /**
209
+ * `--type emote`: a performance, not a prop. The descriptor is the emote block alone — no `held` (nothing is
210
+ * attached to the hand) and no `configFor` (there is no system to configure), which is also what makes the
211
+ * product list as kind `emote` rather than as a prop.
212
+ */
213
+ function scaffoldEmote(input) {
214
+ if (input.clip === undefined)
215
+ throw new Error('--clip is required for --type emote — the animation GLB IS the emote');
216
+ refuseForeignFlags(input, { mesh: '--mesh', category: '--category', sounds: '--sounds' }, 'an emote', 'an emote takes --clip, --playback, --audio and the optional --intro-clip/--outro-clip');
217
+ const playbackRaw = input.playback ?? emoteRules_1.DEFAULT_EMOTE_PLAYBACK;
218
+ if (!emoteRules_1.EMOTE_PLAYBACKS.includes(playbackRaw)) {
219
+ throw new Error(`--playback '${playbackRaw}' is not a playback mode (${emoteRules_1.EMOTE_PLAYBACKS.join(' | ')})`);
220
+ }
221
+ const playback = playbackRaw;
222
+ const clipPath = (0, node_path_1.resolve)(input.clip);
223
+ if (!(0, node_fs_1.existsSync)(clipPath))
224
+ throw new Error(`clip not found: ${clipPath}`);
225
+ const outDir = (0, node_path_1.resolve)(input.out ?? '.');
226
+ (0, node_fs_1.mkdirSync)((0, node_path_1.join)(outDir, 'sounds'), { recursive: true });
227
+ const title = input.title?.trim() || (0, node_path_1.basename)(clipPath).replace(/\.glb$/i, '');
228
+ const id = deriveCheckedId(title);
229
+ const warnings = [];
230
+ const clipRef = toPosix((0, node_path_1.basename)(clipPath));
231
+ const measured = (0, emoteRules_1.measureEmoteClip)((0, node_fs_1.readFileSync)(clipPath), clipRef);
232
+ // Scaffold WARNS where validate errors: the author hears about a too-long clip immediately, and the gate
233
+ // still refuses to publish it.
234
+ warnings.push(...measured.errors, ...measured.warnings);
235
+ if (measured.durationS !== null)
236
+ warnings.push(...(0, emoteRules_1.checkEmoteClipDuration)(measured.durationS, playback, clipRef));
237
+ // Same self-containment rule as the weapon lane: every referenced file is copied INTO the scaffold folder.
238
+ const clipInOut = (0, node_path_1.join)(outDir, (0, node_path_1.basename)(clipPath));
239
+ if ((0, node_path_1.resolve)(clipInOut) !== clipPath) {
240
+ (0, node_fs_1.copyFileSync)(clipPath, clipInOut);
241
+ warnings.push(`copied the clip into the scaffold folder (${(0, node_path_1.basename)(clipPath)}) — the descriptor references files relative to itself`);
242
+ }
243
+ // The transitions ride the same self-containment rule as the body clip: copied in, referenced relatively.
244
+ const transitionRefs = {};
245
+ const transitionS = { intro: null, outro: null };
246
+ for (const [key, flag] of [['intro', input.introClip], ['outro', input.outroClip]]) {
247
+ if (flag === undefined)
248
+ continue;
249
+ const path = (0, node_path_1.resolve)(flag);
250
+ if (!(0, node_fs_1.existsSync)(path))
251
+ throw new Error(`--${key}-clip not found: ${path}`);
252
+ const ref = toPosix((0, node_path_1.basename)(path));
253
+ const probe = (0, emoteRules_1.measureEmoteClip)((0, node_fs_1.readFileSync)(path), ref);
254
+ warnings.push(...probe.errors, ...probe.warnings);
255
+ transitionS[key] = probe.durationS;
256
+ transitionRefs[key] = ref;
257
+ const inOut = (0, node_path_1.join)(outDir, (0, node_path_1.basename)(path));
258
+ if ((0, node_path_1.resolve)(inOut) !== path) {
259
+ (0, node_fs_1.copyFileSync)(path, inOut);
260
+ warnings.push(`copied the ${key} clip into the scaffold folder (${(0, node_path_1.basename)(path)}) — the descriptor references files relative to itself`);
261
+ }
262
+ }
263
+ warnings.push(...(0, emoteRules_1.checkEmoteChainDuration)(transitionS.intro, measured.durationS, transitionS.outro, playback));
264
+ const copiedSounds = [];
265
+ if (input.audio !== undefined) {
266
+ const audioPath = (0, node_path_1.resolve)(input.audio);
267
+ if (!(0, node_fs_1.existsSync)(audioPath))
268
+ throw new Error(`--audio not found: ${audioPath}`);
269
+ if (!/\.ogg$/i.test(audioPath))
270
+ throw new Error(`--audio '${(0, node_path_1.basename)(audioPath)}' is not a .ogg — publish uploads mono opus-in-ogg only`);
271
+ copySound(outDir, audioPath, copiedSounds);
272
+ }
273
+ const descriptor = {
274
+ schemaVersion: 1,
275
+ identity: { id, version: '1.0.0', title },
276
+ compatibility: { system: { id: tables_1.ITEM_DEF_SYSTEM_ID, range: tables_1.ITEM_DEF_SYSTEM_RANGE }, skeleton: tables_1.ITEM_DEF_SKELETON },
277
+ ...(copiedSounds.length === 0 ? {} : { assets: { audio: [...copiedSounds] } }),
278
+ emote: {
279
+ clip: clipRef,
280
+ playback,
281
+ ...(transitionRefs.intro === undefined ? {} : { intro: transitionRefs.intro }),
282
+ ...(transitionRefs.outro === undefined ? {} : { outro: transitionRefs.outro }),
283
+ },
284
+ };
285
+ const descriptorPath = (0, node_path_1.join)(outDir, `${id}.helix-interactive.json`);
286
+ (0, node_fs_1.writeFileSync)(descriptorPath, `${JSON.stringify(descriptor, null, 2)}\n`);
287
+ const durationLine = measured.durationS === null
288
+ ? `the clip's duration could not be measured — a 'oneshot' emote caps at ${emoteRules_1.EMOTE_ONESHOT_MAX_S}s, a 'loop' at ${emoteRules_1.EMOTE_LOOP_MAX_S}s.`
289
+ : `the clip runs ${measured.durationS.toFixed(2)}s as '${playback}' (cap ${playback === 'loop' ? emoteRules_1.EMOTE_LOOP_MAX_S : emoteRules_1.EMOTE_ONESHOT_MAX_S}s).`;
290
+ // A descriptor is JSON and cannot carry a commented-out block, so the OPTIONAL paired shape is spelled out
291
+ // here instead: both clips are held to the same playback cap, and a pair only ever rides the wheel.
292
+ const nextSteps = [
293
+ durationLine,
294
+ `optional — a PAIRED emote a second player joins: add "roles": { "joiner": { "clip": "<Joiner>.glb", "offset": ` +
295
+ `{ "x": 0, "z": 1, "yawDeg": 180 } }, "offerAtS": 1.2 } inside the emote block (offset in metres, initiator-local, ` +
296
+ `+z is their facing; x/z within ±${emoteRules_1.EMOTE_JOINER_OFFSET_MAX_M}). "offerAtS" is the moment the initiator holds while ` +
297
+ `waiting — e.g. arms open — seconds into their own clip (default 0). Or pass --joiner-clip/--joiner-offset/--offer-at at publish.`,
298
+ `helix item-def validate ${toPosix(descriptorPath)}`,
299
+ 'Seal a weapon or emote Package, then use helix continuum make-item with its exact pin',
300
+ ];
301
+ return { descriptorPath, descriptor, copiedSounds, warnings, nextSteps };
302
+ }
303
+ //# sourceMappingURL=scaffold.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,81 @@
1
+ /** The categories `helix item-def scaffold --category` accepts — the keys of every table below. */
2
+ export declare const ITEM_DEF_CATEGORIES: readonly ["Rifle", "Pistol", "SMG", "Shotgun", "Sniper", "LMG", "Launcher", "Grenade"];
3
+ export type ItemDefCategory = (typeof ITEM_DEF_CATEGORIES)[number];
4
+ export declare function isItemDefCategory(value: unknown): value is ItemDefCategory;
5
+ export declare const ITEM_DEF_SYSTEM_ID = "humanoid-character";
6
+ export declare const ITEM_DEF_SYSTEM_RANGE = "^0.3.0";
7
+ /** The skeleton constant the publish pipeline stamps (publish_weapon_items.mjs SKELETON). */
8
+ export declare const ITEM_DEF_SKELETON = "helix-humanoid@1";
9
+ /** The CLI-shipped default sound pack (assets/item-def-sounds), resolved from src/ and dist/ alike. */
10
+ export declare const ITEM_DEF_SOUND_PACK_DIR: string;
11
+ export type SpreadTable = {
12
+ exponent: number;
13
+ heatToSpreadDeg: [number, number][];
14
+ heatPerShot: [number, number][];
15
+ coolPerSecond: [number, number][];
16
+ recoveryDelayS: number;
17
+ adsMul: number;
18
+ moveAddDeg: number;
19
+ airAddDeg: number;
20
+ landAddDeg: number;
21
+ crouchMul: number;
22
+ /** Optional exactly as on the engine's profile: its INERT_SPREAD carries neither, and a cone that is
23
+ * always zero has nothing for a first-shot rule to say. */
24
+ firstShotAccuracy?: boolean;
25
+ firstShotNeedsAds?: boolean;
26
+ };
27
+ /** Engine-authored spread baselines, FULL cone degrees (Lyra convention). Every curve carries >=2 keys
28
+ * where the engine requires it — a single-key heat curve silently pins heat to that key's x. */
29
+ export declare const SPREAD_BY_CATEGORY: Readonly<Record<ItemDefCategory, SpreadTable>>;
30
+ export type ReloadCues = {
31
+ out: string[];
32
+ in: string[];
33
+ charge: string[];
34
+ };
35
+ /** Reload foley cues per category, paths relative to the CLI-shipped pack. Each list is round-robin
36
+ * VARIANTS of one cue, never a sequence. Shotgun and Launcher deliberately take the rifle mag cues (the
37
+ * reload choreography is one mag pantomime for every weapon — see the engine table's header). `null` is
38
+ * the engine's MISSING entry: nothing reloads a grenade, so the descriptor carries no reload block. */
39
+ export declare const RELOAD_BY_CATEGORY: Readonly<Record<ItemDefCategory, ReloadCues | null>>;
40
+ /** Default shot packs, paths relative to the CLI-shipped pack; every category shares the dry-fire click.
41
+ * The pack ships no launcher report, so the grenade suite's punch-close layers stand in as the LAUNCH;
42
+ * the grenade's own "shot" is the pin cue — `shots` fires on the throw press. */
43
+ export declare const SHOTS_BY_CATEGORY: Readonly<Record<ItemDefCategory, readonly string[]>>;
44
+ export declare const DRY_FIRE_SOUND = "Common/A_DryShot.ogg";
45
+ /** `fire.kind: 'projectile'` ballistics — the block the engine's requireProjectile bounds. */
46
+ export type ProjectileBlock = {
47
+ speedMps: number;
48
+ gravityMps2: number;
49
+ radiusM: number;
50
+ blastRadiusM: number;
51
+ maxRangeM: number;
52
+ };
53
+ /** `fire.kind: 'thrown'` release — the block the engine's requireThrown bounds. */
54
+ export type ThrownBlock = {
55
+ releaseS: number;
56
+ speedMps: number;
57
+ upBias: number;
58
+ };
59
+ export type CategoryArchetype = {
60
+ rpm: number;
61
+ mode: 'auto' | 'semi';
62
+ /** `fire.kind`. 'hitscan' is emitted as ABSENT — the shape every generated weapon carries. */
63
+ kind: 'hitscan' | 'projectile' | 'thrown';
64
+ clip: number;
65
+ reserve: number;
66
+ damageBase: number;
67
+ pellets: number;
68
+ sweepRadiusM: number;
69
+ maxRangeM: number;
70
+ /** 'none' has no counterpart in the engine's closed shell-class set: it means "ejects nothing", which a
71
+ * descriptor states by OMITTING fx.shell (the RPG and Grenade profiles both ship a bare `fx: {}`). */
72
+ shell: 'pistol' | 'rifle' | 'lmg' | 'shotgun' | 'sniper' | 'none';
73
+ projectile?: ProjectileBlock;
74
+ thrown?: ThrownBlock;
75
+ };
76
+ /** Per-category fire/ammo/damage archetypes. SMG deliberately takes pistol shells — every SMG in the
77
+ * engine's generated table does (`weaponProfiles.data.ts`). `falloffM` starts empty: authors tune later.
78
+ * Launcher and Grenade mirror the hand-authored LAUNCHER_PROFILES rows (`weaponProfiles.launcher.ts`). */
79
+ export declare const CATEGORY_ARCHETYPES: Readonly<Record<ItemDefCategory, CategoryArchetype>>;
80
+ /** The scaffolded muzzle-point stub — a plausible mid-barrel guess the author MUST measure and replace. */
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+ export declare const MUZZLE_POINT_STUB: [number, number, number];
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+ "use strict";
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+ // Vendored category tables for `helix item-def` — the data a scaffolded weapon descriptor is resolved from.
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+ // SYNC OBLIGATION: SPREAD_BY_CATEGORY mirrors helix-web-engine-new/systems/humanoid-character/src/core/attachments/weaponProfiles.spread.ts
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+ // and RELOAD_BY_CATEGORY mirrors .../weaponProfiles.reload.ts. Fix bugs there first, then mirror here; do not diverge.
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+ // SHOTS_BY_CATEGORY runs the OTHER way: the engine mirrors this table in .../weaponProfiles.shots.ts, where it is the
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+ // runtime fallback for a profile that lists no shots. Keep the per-category picks identical in both.
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+ // The reload cue paths are TRANSFORMED, not copied: the engine table names pack-relative `.wav` files
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+ // (`Common/A_Rifle_RemoveMag_001.wav`, `SMG/Bison/A_Bison_RemoveMag.wav`); this table names their transcoded
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+ // `.ogg` twins re-rooted to the CLI-shipped pack in assets/item-def-sounds (Bison's mag foley lives under SMG/).
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.MUZZLE_POINT_STUB = exports.CATEGORY_ARCHETYPES = exports.DRY_FIRE_SOUND = exports.SHOTS_BY_CATEGORY = exports.RELOAD_BY_CATEGORY = exports.SPREAD_BY_CATEGORY = exports.ITEM_DEF_SOUND_PACK_DIR = exports.ITEM_DEF_SKELETON = exports.ITEM_DEF_SYSTEM_RANGE = exports.ITEM_DEF_SYSTEM_ID = exports.ITEM_DEF_CATEGORIES = void 0;
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+ exports.isItemDefCategory = isItemDefCategory;
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+ const node_path_1 = require("node:path");
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+ /** The categories `helix item-def scaffold --category` accepts — the keys of every table below. */
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+ exports.ITEM_DEF_CATEGORIES = ['Rifle', 'Pistol', 'SMG', 'Shotgun', 'Sniper', 'LMG', 'Launcher', 'Grenade'];
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+ function isItemDefCategory(value) {
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+ return typeof value === 'string' && exports.ITEM_DEF_CATEGORIES.includes(value);
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+ }
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+ // The system pin every scaffolded definition declares (the pipeline's SYSTEM_RANGE). The engine
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+ // refuses a definition whose range the RUNNING system misses, and a 0.x caret spans one minor line
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+ // only — so this tracks the line `helix init` scaffolds, it cannot cover both at once.
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+ exports.ITEM_DEF_SYSTEM_ID = 'humanoid-character';
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+ exports.ITEM_DEF_SYSTEM_RANGE = '^0.3.0';
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+ /** The skeleton constant the publish pipeline stamps (publish_weapon_items.mjs SKELETON). */
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+ exports.ITEM_DEF_SKELETON = 'helix-humanoid@1';
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+ /** The CLI-shipped default sound pack (assets/item-def-sounds), resolved from src/ and dist/ alike. */
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+ exports.ITEM_DEF_SOUND_PACK_DIR = (0, node_path_1.join)(__dirname, '..', '..', 'assets', 'item-def-sounds');
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+ /** Engine-authored spread baselines, FULL cone degrees (Lyra convention). Every curve carries >=2 keys
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+ * where the engine requires it — a single-key heat curve silently pins heat to that key's x. */
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+ exports.SPREAD_BY_CATEGORY = {
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+ Pistol: {
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+ exponent: 2,
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+ heatToSpreadDeg: [[0, 1], [8, 4]],
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+ heatPerShot: [[0, 0.8]],
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+ coolPerSecond: [[0, 6]],
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+ recoveryDelayS: 0.25,
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+ adsMul: 0.2,
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+ moveAddDeg: 3.2,
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+ airAddDeg: 5.6,
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+ landAddDeg: 3.5,
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+ crouchMul: 0.85,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ SMG: {
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+ exponent: 2,
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+ heatToSpreadDeg: [[0, 1.4], [12, 5.5]],
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+ heatPerShot: [[0, 0.55]],
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+ coolPerSecond: [[0, 8]],
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+ recoveryDelayS: 0.2,
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+ adsMul: 0.3,
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+ moveAddDeg: 3.8,
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+ airAddDeg: 6.2,
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+ landAddDeg: 4,
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+ crouchMul: 0.85,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ Rifle: {
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+ exponent: 2,
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+ heatToSpreadDeg: [[0, 1], [12, 4.5]],
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+ heatPerShot: [[0, 0.5]],
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+ coolPerSecond: [[0, 8]],
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+ recoveryDelayS: 0.15,
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+ adsMul: 0.35,
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+ moveAddDeg: 4,
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+ airAddDeg: 7,
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+ landAddDeg: 4.5,
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+ crouchMul: 0.8,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ LMG: {
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+ exponent: 1.75,
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+ heatToSpreadDeg: [[0, 2.2], [14, 6.5]],
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+ heatPerShot: [[0, 0.45]],
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+ coolPerSecond: [[0, 7]],
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+ recoveryDelayS: 0.15,
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+ adsMul: 0.5,
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+ moveAddDeg: 4.6,
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+ airAddDeg: 8.2,
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+ landAddDeg: 5,
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+ crouchMul: 0.75,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ Sniper: {
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+ exponent: 2,
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+ heatToSpreadDeg: [[0, 0.5], [5, 4]],
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+ heatPerShot: [[0, 1.6]],
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+ coolPerSecond: [[0, 3]],
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+ recoveryDelayS: 1,
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+ adsMul: 0.05,
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+ moveAddDeg: 5.5,
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+ airAddDeg: 9.5,
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+ landAddDeg: 6,
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+ crouchMul: 0.7,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ // One rocket per load, so heat barely matters — the cone exists only so a launcher is not a laser at 150 m.
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+ Launcher: {
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+ exponent: 2,
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+ heatToSpreadDeg: [[0, 0.35], [2, 1.2]],
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+ heatPerShot: [[0, 1]],
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+ coolPerSecond: [[0, 2]],
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+ recoveryDelayS: 0.6,
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+ adsMul: 0.1,
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+ moveAddDeg: 1.2,
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+ airAddDeg: 1.9,
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+ landAddDeg: 1,
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+ crouchMul: 0.85,
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+ firstShotAccuracy: true,
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+ firstShotNeedsAds: true,
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+ },
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+ // The engine's INERT_SPREAD verbatim (no Grenade baseline exists there): a throw never runs the hitscan
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+ // chain, so every term is zero and the two first-shot flags are absent rather than false.
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+ Grenade: {
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+ exponent: 1,
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+ heatToSpreadDeg: [[0, 0], [1, 0]],
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+ heatPerShot: [[0, 0]],
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+ coolPerSecond: [[0, 1]],
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+ recoveryDelayS: 0,
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+ adsMul: 1,
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+ moveAddDeg: 0,
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+ airAddDeg: 0,
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+ landAddDeg: 0,
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+ crouchMul: 1,
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+ },
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+ // Never goes exact: 9 pellets need a real pattern (a zero cone stacks every pellet on one point).
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+ Shotgun: {
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+ exponent: 1,
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+ heatToSpreadDeg: [[0, 9], [12, 13]],
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+ heatPerShot: [[0, 4]],
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+ coolPerSecond: [[0, 6]],
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+ recoveryDelayS: 0.5,
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+ adsMul: 0.8,
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+ moveAddDeg: 3,
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+ airAddDeg: 5.8,
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+ landAddDeg: 3.5,
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+ crouchMul: 0.9,
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+ firstShotAccuracy: false,
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+ firstShotNeedsAds: false,
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+ },
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+ };
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+ const RIFLE_INSERT_MAG = ['Common/A_Rifle_InsertMag_001.ogg', 'Common/A_Rifle_InsertMag_002.ogg', 'Common/A_Rifle_InsertMag_003.ogg'];
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+ const SMG_CHARGE = ['Common/A_SMG_ChargingHandle_001.ogg', 'Common/A_SMG_ChargingHandle_002.ogg', 'Common/A_SMG_ChargingHandle_003.ogg'];
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+ const RIFLE_RELOAD = {
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+ out: ['Common/A_Rifle_RemoveMag_001.ogg', 'Common/A_Rifle_RemoveMag_002.ogg', 'Common/A_Rifle_RemoveMag_003.ogg'],
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+ in: RIFLE_INSERT_MAG,
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+ charge: ['Common/A_Rifle_ChargingHandle_001.ogg', 'Common/A_Rifle_ChargingHandle_002.ogg', 'Common/A_Rifle_ChargingHandle_003.ogg'],
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+ };
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+ /** Reload foley cues per category, paths relative to the CLI-shipped pack. Each list is round-robin
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+ * VARIANTS of one cue, never a sequence. Shotgun and Launcher deliberately take the rifle mag cues (the
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+ * reload choreography is one mag pantomime for every weapon — see the engine table's header). `null` is
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+ * the engine's MISSING entry: nothing reloads a grenade, so the descriptor carries no reload block. */
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+ exports.RELOAD_BY_CATEGORY = {
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+ Rifle: RIFLE_RELOAD,
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+ Pistol: {
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+ out: ['Common/A_Pistol_RemoveMag_001.ogg', 'Common/A_Pistol_RemoveMag_002.ogg', 'Common/A_Pistol_RemoveMag_003.ogg'],
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+ in: ['Common/A_Pistol_InsertMag_001.ogg', 'Common/A_Pistol_InsertMag_002.ogg', 'Common/A_Pistol_InsertMag_003.ogg'],
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+ charge: SMG_CHARGE,
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+ },
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+ SMG: {
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+ out: ['SMG/A_Bison_RemoveMag.ogg'],
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+ in: ['SMG/A_Bison_InsertMag.ogg'],
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+ charge: SMG_CHARGE,
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+ },
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+ LMG: {
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+ out: ['Common/A_LMG_RemoveMag.ogg'],
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+ in: ['Common/A_LMG_InsertMag.ogg'],
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+ charge: ['Common/A_LMG_CloseCoverA.ogg', 'Common/A_LMG_CloseCoverB.ogg'],
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+ },
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+ Sniper: {
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+ out: ['Common/A_Sniper_RemoveMag_001.ogg', 'Common/A_Sniper_RemoveMag_002.ogg', 'Common/A_Sniper_RemoveMag_003.ogg'],
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+ in: RIFLE_INSERT_MAG,
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+ charge: ['Common/A_Sniper_ChargingHandle.ogg'],
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+ },
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+ Shotgun: RIFLE_RELOAD,
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+ Launcher: RIFLE_RELOAD,
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+ Grenade: null,
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+ };
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+ /** Default shot packs, paths relative to the CLI-shipped pack; every category shares the dry-fire click.
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+ * The pack ships no launcher report, so the grenade suite's punch-close layers stand in as the LAUNCH;
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+ * the grenade's own "shot" is the pin cue — `shots` fires on the throw press. */
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+ exports.SHOTS_BY_CATEGORY = {
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+ Rifle: ['Rifle/A_KAL_Shot_001.ogg', 'Rifle/A_KAL_Shot_002.ogg', 'Rifle/A_KAL_Shot_003.ogg'],
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+ Pistol: ['Pistol/A_Gaston_Shot_001.ogg', 'Pistol/A_Gaston_Shot_002.ogg', 'Pistol/A_Gaston_Shot_003.ogg'],
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+ SMG: ['SMG/A_Bison_Shot_001.ogg', 'SMG/A_Bison_Shot_002.ogg', 'SMG/A_Bison_Shot_003.ogg'],
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+ Shotgun: ['Shotgun/A_DB-12_Shot_001.ogg', 'Shotgun/A_DB-12_Shot_002.ogg', 'Shotgun/A_DB-12_Shot_003.ogg'],
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+ Sniper: ['Sniper/A_CS-446_Shot_001.ogg', 'Sniper/A_CS-446_Shot_002.ogg', 'Sniper/A_CS-446_Shot_003.ogg'],
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+ LMG: ['LMG/A_LWS-32_Shot_001.ogg', 'LMG/A_LWS-32_Shot_002.ogg', 'LMG/A_LWS-32_Shot_003.ogg'],
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+ Launcher: [
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+ 'Explosions/Explosions_Grenade_Punch-Close_01.ogg',
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+ 'Explosions/Explosions_Grenade_Punch-Close_02.ogg',
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+ 'Explosions/Explosions_Grenade_Punch-Close_03.ogg',
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+ ],
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+ Grenade: ['Common/A_DryShot.ogg'],
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+ };
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+ exports.DRY_FIRE_SOUND = 'Common/A_DryShot.ogg';
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+ /** Per-category fire/ammo/damage archetypes. SMG deliberately takes pistol shells — every SMG in the
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+ * engine's generated table does (`weaponProfiles.data.ts`). `falloffM` starts empty: authors tune later.
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+ * Launcher and Grenade mirror the hand-authored LAUNCHER_PROFILES rows (`weaponProfiles.launcher.ts`). */
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+ exports.CATEGORY_ARCHETYPES = {
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+ Rifle: { rpm: 480, mode: 'auto', kind: 'hitscan', clip: 30, reserve: 90, damageBase: 11, pellets: 1, sweepRadiusM: 0.02, maxRangeM: 100, shell: 'rifle' },
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+ Pistol: { rpm: 360, mode: 'semi', kind: 'hitscan', clip: 12, reserve: 36, damageBase: 9, pellets: 1, sweepRadiusM: 0.02, maxRangeM: 50, shell: 'pistol' },
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+ SMG: { rpm: 800, mode: 'auto', kind: 'hitscan', clip: 32, reserve: 96, damageBase: 7, pellets: 1, sweepRadiusM: 0.02, maxRangeM: 40, shell: 'pistol' },
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+ Shotgun: { rpm: 70, mode: 'semi', kind: 'hitscan', clip: 6, reserve: 24, damageBase: 8, pellets: 9, sweepRadiusM: 0.04, maxRangeM: 20, shell: 'shotgun' },
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+ Sniper: { rpm: 45, mode: 'semi', kind: 'hitscan', clip: 5, reserve: 20, damageBase: 70, pellets: 1, sweepRadiusM: 0.01, maxRangeM: 200, shell: 'sniper' },
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+ LMG: { rpm: 600, mode: 'auto', kind: 'hitscan', clip: 60, reserve: 180, damageBase: 9, pellets: 1, sweepRadiusM: 0.02, maxRangeM: 90, shell: 'lmg' },
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+ // One rocket loaded and three spare. The blast is the WORLD's to resolve, so the hitscan lane's
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+ // `sweepRadiusM`/`falloffM` stay empty and range lives in the projectile block instead.
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+ Launcher: {
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+ rpm: 46, mode: 'semi', kind: 'projectile', clip: 1, reserve: 3, damageBase: 100, pellets: 1, sweepRadiusM: 0, maxRangeM: 150, shell: 'none',
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+ projectile: { speedMps: 45, gravityMps2: 3, radiusM: 0.08, blastRadiusM: 6, maxRangeM: 150 },
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+ },
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+ // Three throws and a ZERO reserve — nothing reloads a grenade. Every hitscan range term is inert for the
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+ // same reason as the launcher's: the throw resolves in the world, not on the trace.
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+ Grenade: {
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+ rpm: 30, mode: 'semi', kind: 'thrown', clip: 3, reserve: 0, damageBase: 100, pellets: 1, sweepRadiusM: 0, maxRangeM: 0, shell: 'none',
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+ thrown: { releaseS: 0.4, speedMps: 15, upBias: 0.15 },
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+ },
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+ };
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+ /** The scaffolded muzzle-point stub — a plausible mid-barrel guess the author MUST measure and replace. */
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+ exports.MUZZLE_POINT_STUB = [0, 0.05, 0.4];
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+ //# sourceMappingURL=tables.js.map