@jgengine/core 0.10.0 → 0.11.0

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.
Files changed (607) hide show
  1. package/CHANGELOG.md +13 -2
  2. package/LICENSE +203 -661
  3. package/README.md +1 -1
  4. package/dist/ai/crowd.d.ts +55 -0
  5. package/dist/ai/crowd.js +114 -0
  6. package/dist/ai/flock.d.ts +5 -2
  7. package/dist/ai/flock.js +5 -2
  8. package/dist/ai/groupAssist.d.ts +1 -0
  9. package/dist/ai/groupAssist.js +1 -0
  10. package/dist/ai/heatSystem.d.ts +76 -0
  11. package/dist/ai/heatSystem.js +97 -0
  12. package/dist/ai/interestScheduler.d.ts +107 -0
  13. package/dist/ai/interestScheduler.js +118 -0
  14. package/dist/ai/jobBoard.d.ts +1 -0
  15. package/dist/ai/jobBoard.js +1 -0
  16. package/dist/ai/laneSelect.d.ts +5 -2
  17. package/dist/ai/laneSelect.js +5 -2
  18. package/dist/ai/mobBrain.d.ts +1 -0
  19. package/dist/ai/mobBrain.js +1 -0
  20. package/dist/ai/spawnDirector.d.ts +7 -2
  21. package/dist/ai/spawnDirector.js +18 -15
  22. package/dist/ai/spawnPoint.d.ts +3 -1
  23. package/dist/ai/spawnPoint.js +3 -1
  24. package/dist/ai/targetAcquisition.d.ts +84 -0
  25. package/dist/ai/targetAcquisition.js +92 -0
  26. package/dist/anim/easing.d.ts +19 -0
  27. package/dist/anim/easing.js +19 -0
  28. package/dist/anim/oscillator.d.ts +12 -0
  29. package/dist/anim/oscillator.js +25 -0
  30. package/dist/area/areaEffectField.d.ts +127 -0
  31. package/dist/area/areaEffectField.js +175 -0
  32. package/dist/area/stackPolicy.d.ts +47 -0
  33. package/dist/area/stackPolicy.js +99 -0
  34. package/dist/authoring.d.ts +1 -0
  35. package/dist/authoring.js +1 -0
  36. package/dist/board/laneBoard.d.ts +13 -0
  37. package/dist/board/laneBoard.js +13 -0
  38. package/dist/board/timelineBoard.d.ts +10 -0
  39. package/dist/board/timelineBoard.js +10 -0
  40. package/dist/combat/abilityKit.d.ts +18 -0
  41. package/dist/combat/abilityKit.js +24 -9
  42. package/dist/combat/animationState.d.ts +5 -0
  43. package/dist/combat/animationState.js +5 -0
  44. package/dist/combat/breakMeters.d.ts +10 -0
  45. package/dist/combat/breakMeters.js +10 -0
  46. package/dist/combat/castRunner.d.ts +5 -0
  47. package/dist/combat/castRunner.js +5 -0
  48. package/dist/combat/comboPoints.d.ts +5 -0
  49. package/dist/combat/comboPoints.js +5 -0
  50. package/dist/combat/comboString.d.ts +5 -0
  51. package/dist/combat/comboString.js +5 -0
  52. package/dist/combat/damageInterceptors.d.ts +192 -0
  53. package/dist/combat/damageInterceptors.js +251 -0
  54. package/dist/combat/damageMatchup.d.ts +68 -0
  55. package/dist/combat/damageMatchup.js +42 -0
  56. package/dist/combat/damageResolution.d.ts +63 -0
  57. package/dist/combat/damageResolution.js +50 -0
  58. package/dist/combat/death.d.ts +7 -1
  59. package/dist/combat/death.js +5 -0
  60. package/dist/combat/deathReason.d.ts +14 -0
  61. package/dist/combat/deathReason.js +1 -0
  62. package/dist/combat/defensiveWindow.d.ts +5 -0
  63. package/dist/combat/defensiveWindow.js +5 -0
  64. package/dist/combat/dotField.d.ts +5 -1
  65. package/dist/combat/dotField.js +5 -1
  66. package/dist/combat/downed.d.ts +5 -0
  67. package/dist/combat/downed.js +5 -0
  68. package/dist/combat/effects.d.ts +5 -0
  69. package/dist/combat/effects.js +5 -0
  70. package/dist/combat/encounterSequence.d.ts +258 -0
  71. package/dist/combat/encounterSequence.js +426 -0
  72. package/dist/combat/hitReaction.d.ts +57 -1
  73. package/dist/combat/hitReaction.js +45 -5
  74. package/dist/combat/magazine.d.ts +54 -0
  75. package/dist/combat/magazine.js +96 -0
  76. package/dist/combat/projectiles.d.ts +5 -0
  77. package/dist/combat/projectiles.js +32 -14
  78. package/dist/combat/receivedDamage.d.ts +117 -0
  79. package/dist/combat/receivedDamage.js +92 -0
  80. package/dist/combat/regenShield.d.ts +5 -1
  81. package/dist/combat/regenShield.js +5 -1
  82. package/dist/combat/renderCues.d.ts +51 -0
  83. package/dist/combat/renderCues.js +44 -0
  84. package/dist/combat/resourcePool.d.ts +5 -0
  85. package/dist/combat/resourcePool.js +5 -0
  86. package/dist/combat/rewardAllocation.d.ts +121 -0
  87. package/dist/combat/rewardAllocation.js +251 -0
  88. package/dist/combat/shotOrigin.d.ts +18 -1
  89. package/dist/combat/shotOrigin.js +39 -0
  90. package/dist/combat/statusApplication.d.ts +96 -0
  91. package/dist/combat/statusApplication.js +81 -0
  92. package/dist/combat/telegraph.d.ts +11 -2
  93. package/dist/combat/telegraph.js +11 -2
  94. package/dist/combat/thresholdCrossings.d.ts +85 -0
  95. package/dist/combat/thresholdCrossings.js +116 -0
  96. package/dist/combat.d.ts +34 -0
  97. package/dist/combat.js +34 -0
  98. package/dist/commands/commandRegistry.d.ts +11 -0
  99. package/dist/commands/commandRegistry.js +9 -2
  100. package/dist/crafting/crop.d.ts +18 -0
  101. package/dist/crafting/crop.js +18 -0
  102. package/dist/crafting/production.d.ts +5 -0
  103. package/dist/crafting/production.js +5 -0
  104. package/dist/devtools/rewriteTunables.d.ts +17 -0
  105. package/dist/devtools/rewriteTunables.js +276 -0
  106. package/dist/devtools/saveEndpoint.d.ts +46 -0
  107. package/dist/devtools/saveEndpoint.js +48 -0
  108. package/dist/devtools/transformTunables.d.ts +3 -0
  109. package/dist/devtools/transformTunables.js +3 -0
  110. package/dist/devtools/tunableSchema.d.ts +31 -0
  111. package/dist/devtools/tunableSchema.js +31 -0
  112. package/dist/economy/currency.d.ts +12 -1
  113. package/dist/economy/currency.js +12 -1
  114. package/dist/economy/listingBook.d.ts +91 -0
  115. package/dist/economy/listingBook.js +144 -0
  116. package/dist/economy/resourceLedger.d.ts +222 -0
  117. package/dist/economy/resourceLedger.js +353 -0
  118. package/dist/economy/sharedWallet.d.ts +14 -0
  119. package/dist/economy/sharedWallet.js +14 -0
  120. package/dist/economy/techTree.d.ts +12 -0
  121. package/dist/economy/techTree.js +12 -0
  122. package/dist/economy/wallet.d.ts +26 -2
  123. package/dist/economy/wallet.js +35 -6
  124. package/dist/editor/commands.d.ts +190 -7
  125. package/dist/editor/commands.js +727 -55
  126. package/dist/editor/document.d.ts +159 -13
  127. package/dist/editor/document.js +750 -19
  128. package/dist/editor/grid.d.ts +229 -0
  129. package/dist/editor/grid.js +366 -0
  130. package/dist/editor/gridAdapters.d.ts +80 -0
  131. package/dist/editor/gridAdapters.js +134 -0
  132. package/dist/editor/index.d.ts +73 -6
  133. package/dist/editor/index.js +6 -2
  134. package/dist/editor/liveSync.d.ts +127 -0
  135. package/dist/editor/liveSync.js +249 -0
  136. package/dist/editor/runtimeInspector.d.ts +88 -0
  137. package/dist/editor/runtimeInspector.js +239 -0
  138. package/dist/editor/types.d.ts +107 -1
  139. package/dist/faction/reputation.d.ts +5 -0
  140. package/dist/faction/reputation.js +5 -0
  141. package/dist/format/distance.d.ts +17 -0
  142. package/dist/format/distance.js +18 -0
  143. package/dist/format/duration.d.ts +27 -0
  144. package/dist/format/duration.js +45 -0
  145. package/dist/format/speed.d.ts +17 -0
  146. package/dist/format/speed.js +25 -0
  147. package/dist/game/connectedPlayers.d.ts +6 -4
  148. package/dist/game/connectedPlayers.js +2 -2
  149. package/dist/game/cosmetics.d.ts +9 -0
  150. package/dist/game/cosmetics.js +16 -0
  151. package/dist/game/defineGame.d.ts +100 -2
  152. package/dist/game/defineGame.js +39 -2
  153. package/dist/game/defineSystem.d.ts +88 -0
  154. package/dist/game/defineSystem.js +45 -0
  155. package/dist/game/dialogue.d.ts +33 -0
  156. package/dist/game/dialogue.js +21 -0
  157. package/dist/game/events.d.ts +35 -13
  158. package/dist/game/events.js +5 -0
  159. package/dist/game/feed.d.ts +33 -0
  160. package/dist/game/feed.js +35 -2
  161. package/dist/game/gamePhase.d.ts +11 -0
  162. package/dist/game/gamePhase.js +16 -0
  163. package/dist/game/leaderboard.d.ts +5 -0
  164. package/dist/game/leaderboard.js +5 -0
  165. package/dist/game/loadout.d.ts +5 -0
  166. package/dist/game/loadout.js +5 -0
  167. package/dist/game/lootFilter.d.ts +2 -0
  168. package/dist/game/lootFilter.js +2 -0
  169. package/dist/game/lootPipeline.d.ts +164 -0
  170. package/dist/game/lootPipeline.js +216 -0
  171. package/dist/game/lootTable.d.ts +19 -2
  172. package/dist/game/lootTable.js +15 -5
  173. package/dist/game/objectives.d.ts +43 -0
  174. package/dist/game/objectives.js +36 -0
  175. package/dist/game/paramLayers.d.ts +148 -0
  176. package/dist/game/paramLayers.js +185 -0
  177. package/dist/game/ping.d.ts +5 -0
  178. package/dist/game/ping.js +5 -0
  179. package/dist/game/playableGame.d.ts +92 -7
  180. package/dist/game/quest.d.ts +8 -0
  181. package/dist/game/quest.js +29 -0
  182. package/dist/game/race.d.ts +141 -0
  183. package/dist/game/race.js +169 -0
  184. package/dist/game/recordBook.d.ts +3 -1
  185. package/dist/game/recordBook.js +4 -1
  186. package/dist/game/ruleSelection.d.ts +75 -0
  187. package/dist/game/ruleSelection.js +127 -0
  188. package/dist/game/runDraft.d.ts +5 -0
  189. package/dist/game/runDraft.js +5 -0
  190. package/dist/game/saveStore.d.ts +111 -0
  191. package/dist/game/saveStore.js +312 -0
  192. package/dist/game/snapshotHistory.d.ts +67 -0
  193. package/dist/game/snapshotHistory.js +95 -0
  194. package/dist/game/social.d.ts +38 -1
  195. package/dist/game/social.js +71 -0
  196. package/dist/game/spawnPoints.d.ts +5 -0
  197. package/dist/game/spawnPoints.js +5 -0
  198. package/dist/game/systemRuntime.d.ts +50 -0
  199. package/dist/game/systemRuntime.js +157 -0
  200. package/dist/game/systemSchedule.d.ts +72 -0
  201. package/dist/game/systemSchedule.js +242 -0
  202. package/dist/game/toasts.d.ts +43 -0
  203. package/dist/game/toasts.js +44 -0
  204. package/dist/game/trade.d.ts +10 -0
  205. package/dist/game/trade.js +10 -0
  206. package/dist/game/unlocks.d.ts +8 -0
  207. package/dist/game/unlocks.js +16 -0
  208. package/dist/game/vfxInstance.d.ts +138 -0
  209. package/dist/game/vfxInstance.js +96 -0
  210. package/dist/game/worldItem.d.ts +17 -4
  211. package/dist/game/worldItem.js +17 -4
  212. package/dist/gameplay.d.ts +91 -0
  213. package/dist/gameplay.js +91 -0
  214. package/dist/index.d.ts +5 -14
  215. package/dist/index.js +5 -14
  216. package/dist/input/actionBindings.d.ts +23 -6
  217. package/dist/input/actionBindings.js +23 -6
  218. package/dist/input/axisInput.d.ts +7 -2
  219. package/dist/input/axisInput.js +7 -2
  220. package/dist/input/controlGroups.d.ts +67 -0
  221. package/dist/input/controlGroups.js +41 -0
  222. package/dist/input/touchScheme.d.ts +82 -6
  223. package/dist/input/touchScheme.js +123 -10
  224. package/dist/interaction/lockpick.d.ts +61 -0
  225. package/dist/interaction/lockpick.js +168 -0
  226. package/dist/interaction/proximityPrompt.d.ts +2 -0
  227. package/dist/interaction/proximityPrompt.js +2 -0
  228. package/dist/interaction/qte.d.ts +5 -0
  229. package/dist/interaction/qte.js +5 -0
  230. package/dist/interaction/skillCheck.d.ts +5 -0
  231. package/dist/interaction/skillCheck.js +5 -0
  232. package/dist/inventory/inventoryModel.d.ts +12 -0
  233. package/dist/inventory/inventoryModel.js +12 -0
  234. package/dist/inventory/shapedGrid.d.ts +16 -0
  235. package/dist/inventory/shapedGrid.js +16 -0
  236. package/dist/inventory/slotModel.d.ts +10 -0
  237. package/dist/inventory/slotModel.js +10 -0
  238. package/dist/item/durability.d.ts +5 -0
  239. package/dist/item/durability.js +5 -0
  240. package/dist/item/itemIdentity.d.ts +171 -0
  241. package/dist/item/itemIdentity.js +138 -0
  242. package/dist/item/itemInstanceRegistry.d.ts +32 -0
  243. package/dist/item/itemInstanceRegistry.js +34 -0
  244. package/dist/item/itemgen.d.ts +163 -0
  245. package/dist/item/itemgen.js +151 -0
  246. package/dist/item/modularItem.d.ts +5 -0
  247. package/dist/item/modularItem.js +5 -0
  248. package/dist/item/use.d.ts +5 -0
  249. package/dist/item/use.js +5 -0
  250. package/dist/item/useBehavior.d.ts +142 -0
  251. package/dist/item/useBehavior.js +105 -0
  252. package/dist/item/weapon.d.ts +5 -0
  253. package/dist/item/weapon.js +5 -0
  254. package/dist/math/scalar.d.ts +25 -0
  255. package/dist/math/scalar.js +47 -0
  256. package/dist/meta/changelog.d.ts +4 -1
  257. package/dist/meta/changelog.js +16 -2
  258. package/dist/movement/avoidance.d.ts +45 -0
  259. package/dist/movement/avoidance.js +123 -0
  260. package/dist/movement/cameraRig.d.ts +8 -0
  261. package/dist/movement/cameraRig.js +8 -0
  262. package/dist/movement/dash.d.ts +11 -0
  263. package/dist/movement/dash.js +11 -0
  264. package/dist/movement/formation.d.ts +135 -0
  265. package/dist/movement/formation.js +194 -0
  266. package/dist/movement/glideModel.d.ts +5 -0
  267. package/dist/movement/glideModel.js +5 -0
  268. package/dist/movement/grappleSwing.d.ts +5 -0
  269. package/dist/movement/grappleSwing.js +5 -0
  270. package/dist/movement/leaderTrail.d.ts +5 -0
  271. package/dist/movement/leaderTrail.js +5 -0
  272. package/dist/movement/movementModel.d.ts +35 -8
  273. package/dist/movement/movementModel.js +42 -14
  274. package/dist/movement/playerMovement.js +65 -10
  275. package/dist/movement/poseState.d.ts +13 -0
  276. package/dist/movement/poseState.js +16 -0
  277. package/dist/movement/steering.d.ts +8 -0
  278. package/dist/movement/steering.js +18 -0
  279. package/dist/multiplayer/combatSnapshot.d.ts +3 -0
  280. package/dist/multiplayer/combatSnapshot.js +3 -0
  281. package/dist/multiplayer/lagCompensation.d.ts +5 -0
  282. package/dist/multiplayer/lagCompensation.js +5 -0
  283. package/dist/multiplayer/presenceModel.d.ts +9 -1
  284. package/dist/multiplayer/presenceModel.js +9 -1
  285. package/dist/multiplayer/simultaneousCommit.d.ts +3 -0
  286. package/dist/multiplayer/simultaneousCommit.js +3 -0
  287. package/dist/multiplayer.d.ts +11 -0
  288. package/dist/multiplayer.js +11 -0
  289. package/dist/nav/pathFollow.d.ts +57 -0
  290. package/dist/nav/pathFollow.js +109 -0
  291. package/dist/orders/orderKinds.d.ts +156 -0
  292. package/dist/orders/orderKinds.js +197 -0
  293. package/dist/orders/orderQueue.d.ts +208 -0
  294. package/dist/orders/orderQueue.js +211 -0
  295. package/dist/physics/drivableVehicle.d.ts +29 -0
  296. package/dist/physics/drivableVehicle.js +16 -0
  297. package/dist/physics/kinematicVehicle.d.ts +21 -1
  298. package/dist/physics/kinematicVehicle.js +23 -8
  299. package/dist/physics/physicsWorld.d.ts +24 -12
  300. package/dist/physics/physicsWorld.js +11 -5
  301. package/dist/physics/radialImpulse.d.ts +25 -0
  302. package/dist/physics/radialImpulse.js +27 -0
  303. package/dist/procedural.d.ts +3 -0
  304. package/dist/procedural.js +3 -0
  305. package/dist/progression/statGraph.d.ts +116 -0
  306. package/dist/progression/statGraph.js +318 -0
  307. package/dist/puzzle/cellGrid.d.ts +9 -0
  308. package/dist/puzzle/cellGrid.js +9 -0
  309. package/dist/puzzle/fallingPiece.d.ts +9 -0
  310. package/dist/puzzle/fallingPiece.js +9 -0
  311. package/dist/puzzle/nonogram.d.ts +39 -0
  312. package/dist/puzzle/nonogram.js +136 -0
  313. package/dist/random/nameGen.d.ts +5 -0
  314. package/dist/random/nameGen.js +5 -0
  315. package/dist/random/pick.d.ts +8 -0
  316. package/dist/random/pick.js +31 -0
  317. package/dist/random/rng.d.ts +22 -0
  318. package/dist/random/rng.js +28 -8
  319. package/dist/random/seedLink.d.ts +4 -0
  320. package/dist/random/seedLink.js +4 -0
  321. package/dist/relation/keyedValues.d.ts +54 -0
  322. package/dist/relation/keyedValues.js +115 -0
  323. package/dist/relation/thresholds.d.ts +62 -0
  324. package/dist/relation/thresholds.js +62 -0
  325. package/dist/render/color.d.ts +12 -0
  326. package/dist/render/color.js +26 -0
  327. package/dist/render/lookPreset.d.ts +41 -0
  328. package/dist/render/lookPreset.js +29 -0
  329. package/dist/render/postProcessing.d.ts +20 -0
  330. package/dist/render/postProcessing.js +21 -1
  331. package/dist/rules/predicate.d.ts +53 -0
  332. package/dist/rules/predicate.js +64 -0
  333. package/dist/rules/ruleEffects.d.ts +38 -0
  334. package/dist/rules/ruleEffects.js +37 -0
  335. package/dist/rules/triggeredRules.d.ts +160 -0
  336. package/dist/rules/triggeredRules.js +241 -0
  337. package/dist/runtime/adapter.d.ts +42 -3
  338. package/dist/runtime/adapter.js +44 -1
  339. package/dist/runtime/cameraDirector.d.ts +1 -0
  340. package/dist/runtime/cameraDirector.js +1 -0
  341. package/dist/runtime/commandRunner.d.ts +1 -0
  342. package/dist/runtime/commandRunner.js +1 -0
  343. package/dist/runtime/context/combatFx.d.ts +23 -0
  344. package/dist/runtime/context/combatFx.js +161 -0
  345. package/dist/runtime/context/registries.d.ts +13 -0
  346. package/dist/runtime/context/registries.js +84 -0
  347. package/dist/runtime/context/worldItems.d.ts +21 -0
  348. package/dist/runtime/context/worldItems.js +37 -0
  349. package/dist/runtime/descriptors/baseline.d.ts +48 -0
  350. package/dist/runtime/descriptors/baseline.js +134 -0
  351. package/dist/runtime/descriptors/features.d.ts +74 -0
  352. package/dist/runtime/descriptors/features.js +281 -0
  353. package/dist/runtime/gameContext.d.ts +114 -13
  354. package/dist/runtime/gameContext.js +303 -395
  355. package/dist/runtime/gameRuntime.d.ts +1 -0
  356. package/dist/runtime/gameRuntime.js +1 -0
  357. package/dist/runtime/headlessRunner.d.ts +60 -0
  358. package/dist/runtime/headlessRunner.js +44 -0
  359. package/dist/runtime/hostPersistence.d.ts +12 -0
  360. package/dist/runtime/hostPersistence.js +12 -0
  361. package/dist/runtime/hostedGameRunner.d.ts +8 -3
  362. package/dist/runtime/hostedGameRunner.js +26 -3
  363. package/dist/runtime/hostedWorldSession.d.ts +12 -4
  364. package/dist/runtime/hostedWorldSession.js +11 -4
  365. package/dist/runtime/inputSnapshot.d.ts +8 -3
  366. package/dist/runtime/inputSnapshot.js +6 -2
  367. package/dist/runtime/motionIntents.d.ts +11 -2
  368. package/dist/runtime/motionIntents.js +16 -2
  369. package/dist/runtime/perContext.d.ts +15 -0
  370. package/dist/runtime/perContext.js +21 -0
  371. package/dist/runtime/runtimeSave.d.ts +79 -0
  372. package/dist/runtime/runtimeSave.js +105 -0
  373. package/dist/runtime/save.d.ts +4 -0
  374. package/dist/runtime/save.js +4 -0
  375. package/dist/runtime/snapshot.d.ts +7 -0
  376. package/dist/runtime/snapshot.js +7 -0
  377. package/dist/runtime/visibility.d.ts +2 -1
  378. package/dist/runtime/visibility.js +2 -1
  379. package/dist/runtime/worldChannel.d.ts +7 -3
  380. package/dist/runtime/worldChannel.js +51 -6
  381. package/dist/runtime/worldMirror.d.ts +14 -2
  382. package/dist/runtime/worldMirror.js +15 -2
  383. package/dist/runtime/worldProjection.d.ts +47 -0
  384. package/dist/runtime/worldProjection.js +52 -0
  385. package/dist/runtime/worldReplication.d.ts +30 -7
  386. package/dist/runtime/worldReplication.js +41 -9
  387. package/dist/runtime/worldSnapshot.d.ts +30 -3
  388. package/dist/runtime/worldSnapshot.js +20 -5
  389. package/dist/scene/assetCatalog.d.ts +21 -0
  390. package/dist/scene/assetCatalog.js +4 -0
  391. package/dist/scene/assetDiagnostics.d.ts +69 -0
  392. package/dist/scene/assetDiagnostics.js +110 -0
  393. package/dist/scene/assetGenerator.d.ts +65 -0
  394. package/dist/scene/assetGenerator.js +64 -0
  395. package/dist/scene/assetSpace.d.ts +137 -0
  396. package/dist/scene/assetSpace.js +259 -0
  397. package/dist/scene/authoredTriggers.d.ts +169 -0
  398. package/dist/scene/authoredTriggers.js +340 -0
  399. package/dist/scene/behaviorRuntime.d.ts +75 -0
  400. package/dist/scene/behaviorRuntime.js +217 -0
  401. package/dist/scene/behaviors.d.ts +14 -2
  402. package/dist/scene/behaviors.js +7 -2
  403. package/dist/scene/bodyBind.d.ts +60 -0
  404. package/dist/scene/bodyBind.js +51 -0
  405. package/dist/scene/builtinSceneKinds.d.ts +5 -0
  406. package/dist/scene/builtinSceneKinds.js +62 -0
  407. package/dist/scene/colliders.d.ts +13 -1
  408. package/dist/scene/colliders.js +37 -1
  409. package/dist/scene/entityStats.d.ts +11 -2
  410. package/dist/scene/entityStats.js +11 -2
  411. package/dist/scene/entityStore.d.ts +12 -1
  412. package/dist/scene/entityStore.js +15 -0
  413. package/dist/scene/facing.d.ts +18 -0
  414. package/dist/scene/facing.js +26 -0
  415. package/dist/scene/modelSockets.d.ts +33 -0
  416. package/dist/scene/modelSockets.js +29 -0
  417. package/dist/scene/objectQuery.d.ts +2 -0
  418. package/dist/scene/objectQuery.js +2 -0
  419. package/dist/scene/objectStore.d.ts +4 -0
  420. package/dist/scene/objectStore.js +6 -0
  421. package/dist/scene/possession.d.ts +8 -0
  422. package/dist/scene/possession.js +14 -0
  423. package/dist/scene/roster.d.ts +3 -0
  424. package/dist/scene/roster.js +12 -0
  425. package/dist/scene/sceneKinds.d.ts +240 -0
  426. package/dist/scene/sceneKinds.js +214 -0
  427. package/dist/scene/sceneOwnership.d.ts +169 -0
  428. package/dist/scene/sceneOwnership.js +179 -0
  429. package/dist/scene/selectionBookmarks.d.ts +93 -0
  430. package/dist/scene/selectionBookmarks.js +122 -0
  431. package/dist/scene/vehicleSeat.d.ts +68 -0
  432. package/dist/scene/vehicleSeat.js +59 -0
  433. package/dist/sensor/concealment.d.ts +3 -0
  434. package/dist/sensor/concealment.js +3 -0
  435. package/dist/sensor/freezeMonitor.d.ts +1 -0
  436. package/dist/sensor/freezeMonitor.js +1 -0
  437. package/dist/sensor/frustumSensor.d.ts +7 -3
  438. package/dist/sensor/frustumSensor.js +7 -3
  439. package/dist/sensor/hiddenStateProbe.d.ts +5 -2
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  441. package/dist/sensor/recordingBuffer.d.ts +2 -1
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  443. package/dist/sensor/replayLoop.d.ts +6 -2
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  445. package/dist/sensor/revealQuery.d.ts +2 -1
  446. package/dist/sensor/revealQuery.js +2 -1
  447. package/dist/sensor/visionCone.d.ts +10 -3
  448. package/dist/sensor/visionCone.js +10 -3
  449. package/dist/session/contestedChannel.d.ts +1 -0
  450. package/dist/session/contestedChannel.js +1 -0
  451. package/dist/session/extraction.d.ts +1 -0
  452. package/dist/session/extraction.js +1 -0
  453. package/dist/session/roles.d.ts +6 -0
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  455. package/dist/session/roundState.d.ts +8 -0
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  457. package/dist/settings/settingsModel.d.ts +1 -0
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  460. package/dist/stats/accumulatorMeter.js +6 -0
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  463. package/dist/stats/rollCheck.d.ts +5 -0
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  467. package/dist/store/defineKeyedStore.d.ts +38 -0
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  473. package/dist/survival/decayMeter.d.ts +55 -0
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  475. package/dist/survival/moodle.d.ts +2 -0
  476. package/dist/survival/regionHealth.d.ts +6 -0
  477. package/dist/survival/regionHealth.js +5 -0
  478. package/dist/tactics/fallingGrid.d.ts +4 -2
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  480. package/dist/tactics/predictiveQuery.d.ts +3 -0
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  581. package/skills/jgengine/SKILL.md +51 -0
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  584. package/skills/jgengine/reference-cartridge.md +72 -0
  585. package/skills/jgengine-combat/SKILL.md +34 -0
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  589. package/skills/jgengine-gameplay/SKILL.md +39 -0
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  592. package/skills/jgengine-gameplay/reference-systems.md +60 -0
  593. package/skills/jgengine-world/SKILL.md +38 -0
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  607. package/llms.txt +0 -5389
@@ -0,0 +1,92 @@
1
+ /**
2
+ * Headless view model for a multi-entity selection — the data layer behind an RTS selection panel, a
3
+ * party frame, or a squad summary. It turns a caller-owned list of selected entity summaries into a
4
+ * primary detail focus, an ordered member strip, and same-kind buckets for large selections, with
5
+ * focus/hover and virtualization helpers. No rendering opinion: the React renderers in
6
+ * `@jgengine/react/selectionHud` consume this and a game supplies the entity data from wherever it
7
+ * lives (a `createSelectionSet`, a roster, a marquee query).
8
+ */
9
+ /** One vital bar on an entity summary (health/shield/energy): current/max plus optional label and tone. */
10
+ export interface EntityVital {
11
+ id: string;
12
+ label?: string;
13
+ current: number;
14
+ max: number;
15
+ /** Colour-ramp hint the renderer maps to a palette (e.g. `"health" | "shield"`); caller-owned. */
16
+ tone?: string;
17
+ }
18
+ /**
19
+ * A caller-provided summary of one selectable entity — the DATA input. `kind` is the grouping key
20
+ * used to bucket a large selection (unit type, catalog id); `icon` is a portrait id the renderer
21
+ * resolves. Only `id` is required.
22
+ */
23
+ export interface EntitySummaryDef {
24
+ id: string;
25
+ name?: string;
26
+ /** Type/catalog id a large selection is bucketed by; falls back to `"unit"` when omitted. */
27
+ kind?: string;
28
+ /** Portrait id / glyph the caller maps to art. */
29
+ icon?: string;
30
+ vitals?: readonly EntityVital[];
31
+ tags?: readonly string[];
32
+ /** Ownership / faction tint id, caller-owned. */
33
+ owner?: string;
34
+ }
35
+ /** A bucket of same-`kind` entities in a large selection — the RTS "12 Marines" control chip. */
36
+ export interface SelectionGroup {
37
+ kind: string;
38
+ label: string;
39
+ icon?: string;
40
+ count: number;
41
+ ids: readonly string[];
42
+ }
43
+ /**
44
+ * A resolved multi-selection view model. `primary` is the focused entity's full detail; `members` is
45
+ * the stable-order strip; `groups` buckets members by kind (count-desc, then label) for the
46
+ * portrait-overflow case; `grouped` is the hint that the selection is large enough to prefer groups
47
+ * over per-member portraits.
48
+ */
49
+ export interface SelectionView {
50
+ count: number;
51
+ primary: EntitySummaryDef | null;
52
+ members: readonly EntitySummaryDef[];
53
+ groups: readonly SelectionGroup[];
54
+ focusIndex: number;
55
+ grouped: boolean;
56
+ }
57
+ /** Options for {@link summarizeSelection}. */
58
+ export interface SummarizeSelectionOptions {
59
+ /** Id of the entity to treat as primary/focused. Wins over `focusIndex`; ignored when not present. */
60
+ primaryId?: string;
61
+ /** Index of the primary/focused member when `primaryId` is absent (default 0). */
62
+ focusIndex?: number;
63
+ /** Member count above which `grouped` flips true (default 12). */
64
+ groupThreshold?: number;
65
+ /** Map a `kind` to a display label for its group (default: the kind itself). */
66
+ labelOf?: (kind: string) => string;
67
+ }
68
+ /**
69
+ * Summarize a selected-entity list into a {@link SelectionView}: resolve the primary focus, keep the
70
+ * ordered members, and bucket them by `kind`. Pure and stable — deterministic group ordering and a
71
+ * clamped focus index, so it is safe to call every render and to assert on in a test.
72
+ */
73
+ export declare function summarizeSelection(members: readonly EntitySummaryDef[], options?: SummarizeSelectionOptions): SelectionView;
74
+ /** A 1-D focus move within the selection member strip. */
75
+ export type SelectionFocusDirection = "next" | "prev" | "first" | "last";
76
+ /**
77
+ * Pure next-focus math for the selection strip: step the focus index by one member (wrapping), or
78
+ * jump to an end. `-1` (no focus) steps to the first/last member. Returns `-1` for an empty selection.
79
+ */
80
+ export declare function moveSelectionFocus(count: number, current: number, dir: SelectionFocusDirection): number;
81
+ /** A contiguous slice of members for virtualizing a large selection strip. */
82
+ export interface SelectionWindow {
83
+ start: number;
84
+ end: number;
85
+ items: readonly EntitySummaryDef[];
86
+ }
87
+ /**
88
+ * Compute a virtualization window over a large selection: a `size`-length slice starting near
89
+ * `scroll`, clamped so the window never runs past the end. Render only `items`, offsetting by
90
+ * `start * itemSize`, to keep a thousand-unit selection from mounting a thousand portraits.
91
+ */
92
+ export declare function selectionWindow(members: readonly EntitySummaryDef[], scroll: number, size: number): SelectionWindow;
@@ -0,0 +1,88 @@
1
+ /**
2
+ * Headless view model for a multi-entity selection — the data layer behind an RTS selection panel, a
3
+ * party frame, or a squad summary. It turns a caller-owned list of selected entity summaries into a
4
+ * primary detail focus, an ordered member strip, and same-kind buckets for large selections, with
5
+ * focus/hover and virtualization helpers. No rendering opinion: the React renderers in
6
+ * `@jgengine/react/selectionHud` consume this and a game supplies the entity data from wherever it
7
+ * lives (a `createSelectionSet`, a roster, a marquee query).
8
+ */
9
+ /**
10
+ * Summarize a selected-entity list into a {@link SelectionView}: resolve the primary focus, keep the
11
+ * ordered members, and bucket them by `kind`. Pure and stable — deterministic group ordering and a
12
+ * clamped focus index, so it is safe to call every render and to assert on in a test.
13
+ */
14
+ export function summarizeSelection(members, options) {
15
+ const count = members.length;
16
+ const threshold = options?.groupThreshold ?? 12;
17
+ const labelOf = options?.labelOf ?? ((kind) => kind);
18
+ let focusIndex = -1;
19
+ if (options?.primaryId !== undefined) {
20
+ focusIndex = members.findIndex((m) => m.id === options.primaryId);
21
+ }
22
+ if (focusIndex < 0)
23
+ focusIndex = options?.focusIndex ?? 0;
24
+ focusIndex = count === 0 ? -1 : Math.max(0, Math.min(count - 1, focusIndex));
25
+ const primary = focusIndex < 0 ? null : (members[focusIndex] ?? null);
26
+ return {
27
+ count,
28
+ primary,
29
+ members,
30
+ groups: groupSelection(members, labelOf),
31
+ focusIndex,
32
+ grouped: count > threshold,
33
+ };
34
+ }
35
+ /** @internal Bucket members by `kind` into count-desc, label-asc ordered {@link SelectionGroup}s. */
36
+ function groupSelection(members, labelOf) {
37
+ const order = [];
38
+ const byKind = new Map();
39
+ for (const member of members) {
40
+ const kind = member.kind ?? "unit";
41
+ let bucket = byKind.get(kind);
42
+ if (bucket === undefined) {
43
+ bucket = { icon: member.icon, ids: [] };
44
+ byKind.set(kind, bucket);
45
+ order.push(kind);
46
+ }
47
+ bucket.ids.push(member.id);
48
+ }
49
+ const groups = order.map((kind) => {
50
+ const bucket = byKind.get(kind);
51
+ const group = { kind, label: labelOf(kind), count: bucket.ids.length, ids: bucket.ids };
52
+ if (bucket.icon !== undefined)
53
+ group.icon = bucket.icon;
54
+ return group;
55
+ });
56
+ groups.sort((a, b) => (b.count - a.count) || a.label.localeCompare(b.label));
57
+ return groups;
58
+ }
59
+ /**
60
+ * Pure next-focus math for the selection strip: step the focus index by one member (wrapping), or
61
+ * jump to an end. `-1` (no focus) steps to the first/last member. Returns `-1` for an empty selection.
62
+ */
63
+ export function moveSelectionFocus(count, current, dir) {
64
+ if (count <= 0)
65
+ return -1;
66
+ if (dir === "first")
67
+ return 0;
68
+ if (dir === "last")
69
+ return count - 1;
70
+ if (current < 0)
71
+ return dir === "prev" ? count - 1 : 0;
72
+ if (dir === "next")
73
+ return (current + 1) % count;
74
+ return (current - 1 + count) % count;
75
+ }
76
+ /**
77
+ * Compute a virtualization window over a large selection: a `size`-length slice starting near
78
+ * `scroll`, clamped so the window never runs past the end. Render only `items`, offsetting by
79
+ * `start * itemSize`, to keep a thousand-unit selection from mounting a thousand portraits.
80
+ */
81
+ export function selectionWindow(members, scroll, size) {
82
+ const count = members.length;
83
+ const windowSize = Math.max(1, Math.floor(size));
84
+ const maxStart = Math.max(0, count - windowSize);
85
+ const start = Math.max(0, Math.min(maxStart, Math.floor(scroll)));
86
+ const end = Math.min(count, start + windowSize);
87
+ return { start, end, items: members.slice(start, end) };
88
+ }
@@ -0,0 +1,63 @@
1
+ /**
2
+ * Headless model for HUD tooltips and popovers — the shared description seam games have been
3
+ * hand-rolling with a bare DOM `title=` attribute. {@link actionTooltip} turns a
4
+ * {@link ResolvedAction} into structured {@link TooltipContent} (title, cost, cooldown, blocking
5
+ * notes), and {@link placePopover} is the pure, SSR-safe positioning math the React tooltip uses to
6
+ * flip and clamp against the viewport. Both are rendering-agnostic.
7
+ */
8
+ import type { ActionCooldown, ActionCost, ResolvedAction } from "./actionModel.js";
9
+ /** Structured tooltip content — a renderer lays these fields out; the model owns what is shown. */
10
+ export interface TooltipContent {
11
+ title: string;
12
+ subtitle?: string;
13
+ body?: string;
14
+ /** Hotkey label to echo (e.g. `"Q"`). */
15
+ hotkey?: string;
16
+ costs?: readonly ActionCost[];
17
+ cooldown?: ActionCooldown | null;
18
+ /** Blocking reasons rendered as a warning footer (why the action is unavailable). */
19
+ notes?: readonly string[];
20
+ }
21
+ /**
22
+ * Build {@link TooltipContent} from a {@link ResolvedAction}: title from the label, the group as a
23
+ * subtitle, the description as the body, and the blocking reasons as warning notes. The single place
24
+ * an action's tooltip copy is assembled, so every renderer shows the same thing.
25
+ */
26
+ export declare function actionTooltip(action: ResolvedAction): TooltipContent;
27
+ /** Which side of its anchor a popover opens toward. */
28
+ export type PopoverSide = "top" | "bottom" | "left" | "right";
29
+ /** A positioned rectangle (viewport/anchor space, top-left origin, pixels). */
30
+ export interface UiRect {
31
+ x: number;
32
+ y: number;
33
+ width: number;
34
+ height: number;
35
+ }
36
+ /** A width/height pair (pixels). */
37
+ export interface UiSize {
38
+ width: number;
39
+ height: number;
40
+ }
41
+ /** The resolved popover position — the side it actually opened on and its clamped top-left. */
42
+ export interface PopoverPlacement {
43
+ side: PopoverSide;
44
+ left: number;
45
+ top: number;
46
+ }
47
+ /** Options for {@link placePopover}. */
48
+ export interface PopoverOptions {
49
+ /** Side to try first (default `"top"`). Flips to the opposite when it would overflow. */
50
+ preferred?: PopoverSide;
51
+ /** Gap between the anchor and the popover, in pixels (default 8). */
52
+ gap?: number;
53
+ /** Minimum inset from the viewport edges, in pixels (default 8). */
54
+ margin?: number;
55
+ }
56
+ /**
57
+ * Position a popover/tooltip of `content` size against its `anchor` rectangle inside `viewport`:
58
+ * open on the `preferred` side, flip to the opposite when that side lacks room and the opposite has
59
+ * more, then clamp the top-left so the box stays fully on screen (respecting `margin`). Pure and
60
+ * deterministic — no DOM reads — so it is SSR-safe and unit-testable, and the React tooltip is a thin
61
+ * shell over it.
62
+ */
63
+ export declare function placePopover(anchor: UiRect, content: UiSize, viewport: UiSize, options?: PopoverOptions): PopoverPlacement;
@@ -0,0 +1,82 @@
1
+ /**
2
+ * Headless model for HUD tooltips and popovers — the shared description seam games have been
3
+ * hand-rolling with a bare DOM `title=` attribute. {@link actionTooltip} turns a
4
+ * {@link ResolvedAction} into structured {@link TooltipContent} (title, cost, cooldown, blocking
5
+ * notes), and {@link placePopover} is the pure, SSR-safe positioning math the React tooltip uses to
6
+ * flip and clamp against the viewport. Both are rendering-agnostic.
7
+ */
8
+ /**
9
+ * Build {@link TooltipContent} from a {@link ResolvedAction}: title from the label, the group as a
10
+ * subtitle, the description as the body, and the blocking reasons as warning notes. The single place
11
+ * an action's tooltip copy is assembled, so every renderer shows the same thing.
12
+ */
13
+ export function actionTooltip(action) {
14
+ const content = { title: action.label };
15
+ if (action.group !== undefined)
16
+ content.subtitle = action.group;
17
+ if (action.description !== undefined)
18
+ content.body = action.description;
19
+ if (action.hotkey !== undefined)
20
+ content.hotkey = action.hotkey;
21
+ if (action.costs.length > 0)
22
+ content.costs = action.costs;
23
+ if (action.cooldown !== null && !action.cooldown.ready)
24
+ content.cooldown = action.cooldown;
25
+ if (action.reasons.length > 0)
26
+ content.notes = action.reasons.map((reason) => reason.message);
27
+ return content;
28
+ }
29
+ const OPPOSITE = {
30
+ top: "bottom",
31
+ bottom: "top",
32
+ left: "right",
33
+ right: "left",
34
+ };
35
+ const clamp = (value, min, max) => Math.max(min, Math.min(max, max < min ? min : value));
36
+ /** @internal Room in pixels between the anchor and the viewport edge on a given side. */
37
+ function roomOn(side, anchor, viewport) {
38
+ if (side === "top")
39
+ return anchor.y;
40
+ if (side === "bottom")
41
+ return viewport.height - (anchor.y + anchor.height);
42
+ if (side === "left")
43
+ return anchor.x;
44
+ return viewport.width - (anchor.x + anchor.width);
45
+ }
46
+ /** @internal The top-left of `content` placed on `side` of `anchor`, before viewport clamping. */
47
+ function topLeftFor(side, anchor, content, gap) {
48
+ if (side === "top") {
49
+ return { left: anchor.x + anchor.width / 2 - content.width / 2, top: anchor.y - gap - content.height };
50
+ }
51
+ if (side === "bottom") {
52
+ return { left: anchor.x + anchor.width / 2 - content.width / 2, top: anchor.y + anchor.height + gap };
53
+ }
54
+ if (side === "left") {
55
+ return { left: anchor.x - gap - content.width, top: anchor.y + anchor.height / 2 - content.height / 2 };
56
+ }
57
+ return { left: anchor.x + anchor.width + gap, top: anchor.y + anchor.height / 2 - content.height / 2 };
58
+ }
59
+ /**
60
+ * Position a popover/tooltip of `content` size against its `anchor` rectangle inside `viewport`:
61
+ * open on the `preferred` side, flip to the opposite when that side lacks room and the opposite has
62
+ * more, then clamp the top-left so the box stays fully on screen (respecting `margin`). Pure and
63
+ * deterministic — no DOM reads — so it is SSR-safe and unit-testable, and the React tooltip is a thin
64
+ * shell over it.
65
+ */
66
+ export function placePopover(anchor, content, viewport, options) {
67
+ const gap = options?.gap ?? 8;
68
+ const margin = options?.margin ?? 8;
69
+ const preferred = options?.preferred ?? "top";
70
+ const needed = preferred === "top" || preferred === "bottom" ? content.height : content.width;
71
+ let side = preferred;
72
+ const opposite = OPPOSITE[preferred];
73
+ if (roomOn(preferred, anchor, viewport) < needed + gap && roomOn(opposite, anchor, viewport) > roomOn(preferred, anchor, viewport)) {
74
+ side = opposite;
75
+ }
76
+ const { left, top } = topLeftFor(side, anchor, content, gap);
77
+ return {
78
+ side,
79
+ left: clamp(left, margin, viewport.width - content.width - margin),
80
+ top: clamp(top, margin, viewport.height - content.height - margin),
81
+ };
82
+ }
package/dist/ui.d.ts ADDED
@@ -0,0 +1,15 @@
1
+ export { formatDistance } from "./format/distance.js";
2
+ export { formatDelta, formatDuration, formatOrdinal } from "./format/duration.js";
3
+ export { formatSpeed } from "./format/speed.js";
4
+ export { resolveGameLook, type LookPreset } from "./render/lookPreset.js";
5
+ export { STUDIO_STAGE_POST, type GradeConfig, type PostProcessingConfig, type ToneMappingMode, } from "./render/postProcessing.js";
6
+ export { BUILT_IN_SETTING_CATEGORIES, DEFAULT_GRAPHICS_QUALITY, DEFAULT_GRAPHICS_SHADOWS, DEFAULT_MASTER_VOLUME, DEFAULT_UI_SCALE, GRAPHICS_QUALITY_DPR, GRAPHICS_QUALITY_OPTIONS, SETTING_IDS, UI_SCALE_MAX, UI_SCALE_MIN, busVolumeSettingId, createSettingsStore, type GameSettingDef, type GameSettingsConfig, type GraphicsQuality, type SettingCategory, type SettingCategoryDef, type SettingKind, type SettingOption, type SettingValue, type SettingsActionDef, type SettingsStore, type SettingsSurface, type SettingsVariant, } from "./settings/settingsModel.js";
7
+ export { actionByHotkey, actionCooldown, actionCooldownFromFraction, actionCost, moveGridFocus, resolveAction, resolveActionCollection, type ActionCooldown, type ActionCost, type ActionDef, type ActionReason, type FocusDirection, type GridFocusOptions, type ResolvedAction, } from "./ui/actionModel.js";
8
+ export { type GameLayoutMode, type GameViewportLayout, type HudPriority, type Insets, type LayoutCollision, type LayoutCollisionPolicy, type LayoutRect, type LayoutRegion, type MobileHudBehavior, } from "./ui/gameLayout.js";
9
+ export { listHudPanelTypes, registerHudPanelType, resizePanelSize, resolveHudPanelLayout, type EditorUiDocument, type EditorUiPanelLayout, type HudResizeAxes, } from "./ui/hudDocument.js";
10
+ export { HUD_ANCHOR_FRACTIONS, type HudAnchor, type HudLayoutStore, type HudPlacement, type HudSize, } from "./ui/hudLayout.js";
11
+ export { hudScaleForViewport, overflowingPanels, resolveHudFit, type HudPlatform, type HudViewportConfig, } from "./ui/hudScale.js";
12
+ export { orientationGateActive, orientationHintActive, resolveOrientationRequirement, type LayoutOrientation, } from "./ui/orientation.js";
13
+ export { moveSelectionFocus, selectionWindow, summarizeSelection, type EntitySummaryDef, type EntityVital, type SelectionFocusDirection, type SelectionGroup, type SelectionView, type SelectionWindow, type SummarizeSelectionOptions, } from "./ui/selectionModel.js";
14
+ export { swingTimerState, type SwingTargetInput } from "./ui/swingTimer.js";
15
+ export { actionTooltip, placePopover, type PopoverOptions, type PopoverPlacement, type PopoverSide, type TooltipContent, type UiRect, type UiSize, } from "./ui/tooltipModel.js";
package/dist/ui.js ADDED
@@ -0,0 +1,15 @@
1
+ export { formatDistance } from "./format/distance.js";
2
+ export { formatDelta, formatDuration, formatOrdinal } from "./format/duration.js";
3
+ export { formatSpeed } from "./format/speed.js";
4
+ export { resolveGameLook } from "./render/lookPreset.js";
5
+ export { STUDIO_STAGE_POST, } from "./render/postProcessing.js";
6
+ export { BUILT_IN_SETTING_CATEGORIES, DEFAULT_GRAPHICS_QUALITY, DEFAULT_GRAPHICS_SHADOWS, DEFAULT_MASTER_VOLUME, DEFAULT_UI_SCALE, GRAPHICS_QUALITY_DPR, GRAPHICS_QUALITY_OPTIONS, SETTING_IDS, UI_SCALE_MAX, UI_SCALE_MIN, busVolumeSettingId, createSettingsStore, } from "./settings/settingsModel.js";
7
+ export { actionByHotkey, actionCooldown, actionCooldownFromFraction, actionCost, moveGridFocus, resolveAction, resolveActionCollection, } from "./ui/actionModel.js";
8
+ export {} from "./ui/gameLayout.js";
9
+ export { listHudPanelTypes, registerHudPanelType, resizePanelSize, resolveHudPanelLayout, } from "./ui/hudDocument.js";
10
+ export { HUD_ANCHOR_FRACTIONS, } from "./ui/hudLayout.js";
11
+ export { hudScaleForViewport, overflowingPanels, resolveHudFit, } from "./ui/hudScale.js";
12
+ export { orientationGateActive, orientationHintActive, resolveOrientationRequirement, } from "./ui/orientation.js";
13
+ export { moveSelectionFocus, selectionWindow, summarizeSelection, } from "./ui/selectionModel.js";
14
+ export { swingTimerState } from "./ui/swingTimer.js";
15
+ export { actionTooltip, placePopover, } from "./ui/tooltipModel.js";
@@ -42,11 +42,17 @@ export type BoundsSpec = {
42
42
  };
43
43
  /** Conservative default: a unit sphere. Objects without explicit bounds cull as a small volume, never a point. */
44
44
  export declare const DEFAULT_BOUNDS: BoundsSpec;
45
+ /** @internal */
45
46
  export declare function createRenderBounds(): RenderBounds;
46
- /** Resolve a spec + world position into concrete bounds. Writes into `out` when supplied (no allocation). */
47
+ /** Resolve a spec + world position into concrete bounds. Writes into `out` when supplied (no allocation).
48
+ * @internal
49
+ */
47
50
  export declare function resolveBounds(spec: BoundsSpec, position: Vec3, out?: RenderBounds): RenderBounds;
51
+ /** @internal */
48
52
  export declare function expandRenderBounds(bounds: RenderBounds, margin: number, out?: RenderBounds): RenderBounds;
53
+ /** @internal */
49
54
  export declare function aabbIntersects(aMinX: number, aMinY: number, aMinZ: number, aMaxX: number, aMaxY: number, aMaxZ: number, bMinX: number, bMinY: number, bMinZ: number, bMaxX: number, bMaxY: number, bMaxZ: number): boolean;
55
+ /** @internal */
50
56
  export declare function boundsIntersect(a: RenderBounds, b: RenderBounds): boolean;
51
57
  /**
52
58
  * BoundsSystem: caches resolved bounds per object and recomputes only when the caller's
@@ -63,4 +69,5 @@ export interface BoundsCache {
63
69
  size(): number;
64
70
  recomputes(): number;
65
71
  }
72
+ /** @internal */
66
73
  export declare function createBoundsCache(): BoundsCache;
@@ -1,5 +1,6 @@
1
1
  /** Conservative default: a unit sphere. Objects without explicit bounds cull as a small volume, never a point. */
2
2
  export const DEFAULT_BOUNDS = { kind: "sphere", radius: 1 };
3
+ /** @internal */
3
4
  export function createRenderBounds() {
4
5
  return {
5
6
  centerX: 0,
@@ -27,7 +28,9 @@ function fillBounds(out, cx, cy, cz, hx, hy, hz) {
27
28
  out.radius = Math.sqrt(hx * hx + hy * hy + hz * hz);
28
29
  return out;
29
30
  }
30
- /** Resolve a spec + world position into concrete bounds. Writes into `out` when supplied (no allocation). */
31
+ /** Resolve a spec + world position into concrete bounds. Writes into `out` when supplied (no allocation).
32
+ * @internal
33
+ */
31
34
  export function resolveBounds(spec, position, out = createRenderBounds()) {
32
35
  if (spec.kind === "point") {
33
36
  return fillBounds(out, position[0], position[1], position[2], 0, 0, 0);
@@ -49,6 +52,7 @@ export function resolveBounds(spec, position, out = createRenderBounds()) {
49
52
  return fillBounds(out, cx, cy, cz, spec.halfWidth, spec.halfHeight ?? 0, spec.halfDepth);
50
53
  }
51
54
  }
55
+ /** @internal */
52
56
  export function expandRenderBounds(bounds, margin, out = createRenderBounds()) {
53
57
  out.centerX = bounds.centerX;
54
58
  out.centerY = bounds.centerY;
@@ -62,14 +66,17 @@ export function expandRenderBounds(bounds, margin, out = createRenderBounds()) {
62
66
  out.maxZ = bounds.maxZ + margin;
63
67
  return out;
64
68
  }
69
+ /** @internal */
65
70
  export function aabbIntersects(aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ, bMinX, bMinY, bMinZ, bMaxX, bMaxY, bMaxZ) {
66
71
  return (aMinX <= bMaxX && aMaxX >= bMinX &&
67
72
  aMinY <= bMaxY && aMaxY >= bMinY &&
68
73
  aMinZ <= bMaxZ && aMaxZ >= bMinZ);
69
74
  }
75
+ /** @internal */
70
76
  export function boundsIntersect(a, b) {
71
77
  return aabbIntersects(a.minX, a.minY, a.minZ, a.maxX, a.maxY, a.maxZ, b.minX, b.minY, b.minZ, b.maxX, b.maxY, b.maxZ);
72
78
  }
79
+ /** @internal */
73
80
  export function createBoundsCache() {
74
81
  const entries = new Map();
75
82
  let recomputes = 0;
@@ -36,12 +36,21 @@ export interface Frustum {
36
36
  maxY: number;
37
37
  maxZ: number;
38
38
  }
39
+ /** @internal */
39
40
  export declare function createFrustum(): Frustum;
41
+ /** @internal */
40
42
  export declare function updateFrustum(out: Frustum, view: CameraView): Frustum;
41
- /** Conservative AABB-vs-frustum: never a false negative (may keep a corner-case that is truly outside). */
43
+ /** Conservative AABB-vs-frustum: never a false negative (may keep a corner-case that is truly outside).
44
+ * @internal
45
+ */
42
46
  export declare function aabbInFrustum(f: Frustum, minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): boolean;
47
+ /** @internal */
43
48
  export declare function sphereInFrustum(f: Frustum, cx: number, cy: number, cz: number, radius: number): boolean;
44
- /** Sphere broad-phase reject, then the tight AABB test. Both conservative. */
49
+ /** Sphere broad-phase reject, then the tight AABB test. Both conservative.
50
+ * @internal
51
+ */
45
52
  export declare function boundsInFrustum(f: Frustum, b: RenderBounds): boolean;
46
- /** Push every plane outward by `margin` (unit normals ⇒ d += margin) to form a preload/hysteresis region. */
53
+ /** Push every plane outward by `margin` (unit normals ⇒ d += margin) to form a preload/hysteresis region.
54
+ * @internal
55
+ */
47
56
  export declare function dilateFrustum(src: Frustum, margin: number, out: Frustum): Frustum;
@@ -1,5 +1,6 @@
1
1
  const WORLD_UP = [0, 1, 0];
2
2
  const ALT_UP = [1, 0, 0];
3
+ /** @internal */
3
4
  export function createFrustum() {
4
5
  return {
5
6
  planes: new Float64Array(24),
@@ -43,6 +44,7 @@ function planeFromCorners(planes, slot, corners, a, b, c, centroidX, centroidY,
43
44
  planes[slot * 4 + 2] = nz;
44
45
  planes[slot * 4 + 3] = d;
45
46
  }
47
+ /** @internal */
46
48
  export function updateFrustum(out, view) {
47
49
  const { position, target } = view;
48
50
  let fx = target[0] - position[0];
@@ -137,7 +139,9 @@ export function updateFrustum(out, view) {
137
139
  planeFromCorners(planes, 5, corners, 2, 3, 6, cX, cY, cZ); // bottom
138
140
  return out;
139
141
  }
140
- /** Conservative AABB-vs-frustum: never a false negative (may keep a corner-case that is truly outside). */
142
+ /** Conservative AABB-vs-frustum: never a false negative (may keep a corner-case that is truly outside).
143
+ * @internal
144
+ */
141
145
  export function aabbInFrustum(f, minX, minY, minZ, maxX, maxY, maxZ) {
142
146
  const planes = f.planes;
143
147
  for (let i = 0; i < 6; i += 1) {
@@ -150,6 +154,7 @@ export function aabbInFrustum(f, minX, minY, minZ, maxX, maxY, maxZ) {
150
154
  }
151
155
  return true;
152
156
  }
157
+ /** @internal */
153
158
  export function sphereInFrustum(f, cx, cy, cz, radius) {
154
159
  const planes = f.planes;
155
160
  for (let i = 0; i < 6; i += 1) {
@@ -159,13 +164,17 @@ export function sphereInFrustum(f, cx, cy, cz, radius) {
159
164
  }
160
165
  return true;
161
166
  }
162
- /** Sphere broad-phase reject, then the tight AABB test. Both conservative. */
167
+ /** Sphere broad-phase reject, then the tight AABB test. Both conservative.
168
+ * @internal
169
+ */
163
170
  export function boundsInFrustum(f, b) {
164
171
  if (!sphereInFrustum(f, b.centerX, b.centerY, b.centerZ, b.radius))
165
172
  return false;
166
173
  return aabbInFrustum(f, b.minX, b.minY, b.minZ, b.maxX, b.maxY, b.maxZ);
167
174
  }
168
- /** Push every plane outward by `margin` (unit normals ⇒ d += margin) to form a preload/hysteresis region. */
175
+ /** Push every plane outward by `margin` (unit normals ⇒ d += margin) to form a preload/hysteresis region.
176
+ * @internal
177
+ */
169
178
  export function dilateFrustum(src, margin, out) {
170
179
  const sp = src.planes;
171
180
  const op = out.planes;