@jgengine/core 0.10.0 → 0.12.0

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 (727) hide show
  1. package/CHANGELOG.md +39 -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/populationDirector.d.ts +103 -0
  21. package/dist/ai/populationDirector.js +190 -0
  22. package/dist/ai/pursuit.d.ts +56 -0
  23. package/dist/ai/pursuit.js +53 -0
  24. package/dist/ai/spawnDirector.d.ts +7 -2
  25. package/dist/ai/spawnDirector.js +18 -15
  26. package/dist/ai/spawnPoint.d.ts +3 -1
  27. package/dist/ai/spawnPoint.js +3 -1
  28. package/dist/ai/targetAcquisition.d.ts +84 -0
  29. package/dist/ai/targetAcquisition.js +92 -0
  30. package/dist/anim/easing.d.ts +19 -0
  31. package/dist/anim/easing.js +19 -0
  32. package/dist/anim/oscillator.d.ts +12 -0
  33. package/dist/anim/oscillator.js +25 -0
  34. package/dist/area/areaEffectField.d.ts +127 -0
  35. package/dist/area/areaEffectField.js +175 -0
  36. package/dist/area/stackPolicy.d.ts +47 -0
  37. package/dist/area/stackPolicy.js +99 -0
  38. package/dist/authoring.d.ts +2 -1
  39. package/dist/authoring.js +2 -1
  40. package/dist/board/laneBoard.d.ts +13 -0
  41. package/dist/board/laneBoard.js +13 -0
  42. package/dist/board/timelineBoard.d.ts +10 -0
  43. package/dist/board/timelineBoard.js +10 -0
  44. package/dist/combat/abilityKit.d.ts +18 -0
  45. package/dist/combat/abilityKit.js +24 -9
  46. package/dist/combat/animationState.d.ts +5 -0
  47. package/dist/combat/animationState.js +5 -0
  48. package/dist/combat/breakMeters.d.ts +10 -0
  49. package/dist/combat/breakMeters.js +10 -0
  50. package/dist/combat/castRunner.d.ts +5 -0
  51. package/dist/combat/castRunner.js +5 -0
  52. package/dist/combat/comboPoints.d.ts +5 -0
  53. package/dist/combat/comboPoints.js +5 -0
  54. package/dist/combat/comboString.d.ts +5 -0
  55. package/dist/combat/comboString.js +5 -0
  56. package/dist/combat/damageInterceptors.d.ts +192 -0
  57. package/dist/combat/damageInterceptors.js +251 -0
  58. package/dist/combat/damageMatchup.d.ts +68 -0
  59. package/dist/combat/damageMatchup.js +42 -0
  60. package/dist/combat/damageResolution.d.ts +63 -0
  61. package/dist/combat/damageResolution.js +50 -0
  62. package/dist/combat/death.d.ts +7 -1
  63. package/dist/combat/death.js +5 -0
  64. package/dist/combat/deathReason.d.ts +14 -0
  65. package/dist/combat/deathReason.js +1 -0
  66. package/dist/combat/defensiveWindow.d.ts +5 -0
  67. package/dist/combat/defensiveWindow.js +5 -0
  68. package/dist/combat/dotField.d.ts +5 -1
  69. package/dist/combat/dotField.js +5 -1
  70. package/dist/combat/downed.d.ts +5 -0
  71. package/dist/combat/downed.js +5 -0
  72. package/dist/combat/effects.d.ts +5 -0
  73. package/dist/combat/effects.js +5 -0
  74. package/dist/combat/encounterSequence.d.ts +258 -0
  75. package/dist/combat/encounterSequence.js +426 -0
  76. package/dist/combat/hitReaction.d.ts +57 -1
  77. package/dist/combat/hitReaction.js +45 -5
  78. package/dist/combat/magazine.d.ts +54 -0
  79. package/dist/combat/magazine.js +96 -0
  80. package/dist/combat/projectiles.d.ts +5 -0
  81. package/dist/combat/projectiles.js +32 -14
  82. package/dist/combat/receivedDamage.d.ts +117 -0
  83. package/dist/combat/receivedDamage.js +92 -0
  84. package/dist/combat/regenShield.d.ts +5 -1
  85. package/dist/combat/regenShield.js +5 -1
  86. package/dist/combat/renderCues.d.ts +51 -0
  87. package/dist/combat/renderCues.js +44 -0
  88. package/dist/combat/resourcePool.d.ts +5 -0
  89. package/dist/combat/resourcePool.js +5 -0
  90. package/dist/combat/rewardAllocation.d.ts +121 -0
  91. package/dist/combat/rewardAllocation.js +251 -0
  92. package/dist/combat/shotOrigin.d.ts +18 -1
  93. package/dist/combat/shotOrigin.js +39 -0
  94. package/dist/combat/statusApplication.d.ts +96 -0
  95. package/dist/combat/statusApplication.js +81 -0
  96. package/dist/combat/telegraph.d.ts +11 -2
  97. package/dist/combat/telegraph.js +11 -2
  98. package/dist/combat/thresholdCrossings.d.ts +85 -0
  99. package/dist/combat/thresholdCrossings.js +116 -0
  100. package/dist/combat.d.ts +35 -0
  101. package/dist/combat.js +35 -0
  102. package/dist/commands/commandRegistry.d.ts +11 -0
  103. package/dist/commands/commandRegistry.js +9 -2
  104. package/dist/crafting/crop.d.ts +18 -0
  105. package/dist/crafting/crop.js +18 -0
  106. package/dist/crafting/production.d.ts +5 -0
  107. package/dist/crafting/production.js +5 -0
  108. package/dist/devtools/controls.d.ts +38 -0
  109. package/dist/devtools/controls.js +181 -0
  110. package/dist/devtools/devtools.d.ts +5 -197
  111. package/dist/devtools/devtools.js +38 -774
  112. package/dist/devtools/discover.d.ts +32 -0
  113. package/dist/devtools/discover.js +240 -0
  114. package/dist/devtools/fallbackSeams.d.ts +50 -0
  115. package/dist/devtools/fallbackSeams.js +111 -0
  116. package/dist/devtools/frame.d.ts +15 -0
  117. package/dist/devtools/frame.js +247 -0
  118. package/dist/devtools/logs.d.ts +15 -0
  119. package/dist/devtools/logs.js +86 -0
  120. package/dist/devtools/overrides.d.ts +16 -0
  121. package/dist/devtools/overrides.js +66 -0
  122. package/dist/devtools/rewriteTunables.d.ts +17 -0
  123. package/dist/devtools/rewriteTunables.js +276 -0
  124. package/dist/devtools/saveEndpoint.d.ts +46 -0
  125. package/dist/devtools/saveEndpoint.js +48 -0
  126. package/dist/devtools/transformTunables.d.ts +3 -0
  127. package/dist/devtools/transformTunables.js +3 -0
  128. package/dist/devtools/tunableSchema.d.ts +31 -0
  129. package/dist/devtools/tunableSchema.js +31 -0
  130. package/dist/devtools/types.d.ts +212 -0
  131. package/dist/devtools/types.js +1 -0
  132. package/dist/economy/auctionBook.d.ts +122 -0
  133. package/dist/economy/auctionBook.js +213 -0
  134. package/dist/economy/currency.d.ts +12 -1
  135. package/dist/economy/currency.js +12 -1
  136. package/dist/economy/listingBook.d.ts +91 -0
  137. package/dist/economy/listingBook.js +144 -0
  138. package/dist/economy/priceHistory.d.ts +44 -0
  139. package/dist/economy/priceHistory.js +89 -0
  140. package/dist/economy/resourceLedger.d.ts +222 -0
  141. package/dist/economy/resourceLedger.js +353 -0
  142. package/dist/economy/sharedWallet.d.ts +14 -0
  143. package/dist/economy/sharedWallet.js +14 -0
  144. package/dist/economy/techTree.d.ts +12 -0
  145. package/dist/economy/techTree.js +12 -0
  146. package/dist/economy/unlockPoints.d.ts +92 -0
  147. package/dist/economy/unlockPoints.js +103 -0
  148. package/dist/economy/wallet.d.ts +26 -2
  149. package/dist/economy/wallet.js +35 -6
  150. package/dist/editor/commandApply.d.ts +5 -0
  151. package/dist/editor/commandApply.js +755 -0
  152. package/dist/editor/commands.d.ts +235 -7
  153. package/dist/editor/commands.js +82 -124
  154. package/dist/editor/directives.d.ts +94 -0
  155. package/dist/editor/directives.js +206 -0
  156. package/dist/editor/document.d.ts +194 -13
  157. package/dist/editor/document.js +1166 -19
  158. package/dist/editor/entityCatalog.d.ts +42 -0
  159. package/dist/editor/entityCatalog.js +101 -0
  160. package/dist/editor/environment.d.ts +74 -0
  161. package/dist/editor/environment.js +169 -0
  162. package/dist/editor/grid.d.ts +229 -0
  163. package/dist/editor/grid.js +366 -0
  164. package/dist/editor/gridAdapters.d.ts +80 -0
  165. package/dist/editor/gridAdapters.js +134 -0
  166. package/dist/editor/index.d.ts +98 -6
  167. package/dist/editor/index.js +13 -2
  168. package/dist/editor/liveSync.d.ts +127 -0
  169. package/dist/editor/liveSync.js +249 -0
  170. package/dist/editor/minimap.d.ts +31 -0
  171. package/dist/editor/minimap.js +73 -0
  172. package/dist/editor/runtimeInspector.d.ts +88 -0
  173. package/dist/editor/runtimeInspector.js +239 -0
  174. package/dist/editor/streamer.d.ts +66 -0
  175. package/dist/editor/streamer.js +68 -0
  176. package/dist/editor/types.d.ts +250 -1
  177. package/dist/editor/world.d.ts +136 -0
  178. package/dist/editor/world.js +303 -0
  179. package/dist/faction/reputation.d.ts +5 -0
  180. package/dist/faction/reputation.js +5 -0
  181. package/dist/format/distance.d.ts +17 -0
  182. package/dist/format/distance.js +18 -0
  183. package/dist/format/duration.d.ts +27 -0
  184. package/dist/format/duration.js +45 -0
  185. package/dist/format/speed.d.ts +17 -0
  186. package/dist/format/speed.js +25 -0
  187. package/dist/game/breeding.d.ts +161 -0
  188. package/dist/game/breeding.js +181 -0
  189. package/dist/game/cameraConfig.d.ts +451 -0
  190. package/dist/game/cameraConfig.js +1 -0
  191. package/dist/game/connectedPlayers.d.ts +6 -4
  192. package/dist/game/connectedPlayers.js +2 -2
  193. package/dist/game/cosmetics.d.ts +9 -0
  194. package/dist/game/cosmetics.js +16 -0
  195. package/dist/game/defineGame.d.ts +110 -5
  196. package/dist/game/defineGame.js +49 -4
  197. package/dist/game/defineSystem.d.ts +90 -0
  198. package/dist/game/defineSystem.js +47 -0
  199. package/dist/game/dialogue.d.ts +33 -0
  200. package/dist/game/dialogue.js +21 -0
  201. package/dist/game/events.d.ts +63 -13
  202. package/dist/game/events.js +5 -0
  203. package/dist/game/feed.d.ts +33 -0
  204. package/dist/game/feed.js +35 -2
  205. package/dist/game/gamePhase.d.ts +11 -0
  206. package/dist/game/gamePhase.js +16 -0
  207. package/dist/game/leaderboard.d.ts +5 -0
  208. package/dist/game/leaderboard.js +5 -0
  209. package/dist/game/loadout.d.ts +5 -0
  210. package/dist/game/loadout.js +5 -0
  211. package/dist/game/lootFilter.d.ts +2 -0
  212. package/dist/game/lootFilter.js +2 -0
  213. package/dist/game/lootPipeline.d.ts +164 -0
  214. package/dist/game/lootPipeline.js +216 -0
  215. package/dist/game/lootTable.d.ts +19 -2
  216. package/dist/game/lootTable.js +15 -5
  217. package/dist/game/objectives.d.ts +43 -0
  218. package/dist/game/objectives.js +36 -0
  219. package/dist/game/paramLayers.d.ts +148 -0
  220. package/dist/game/paramLayers.js +185 -0
  221. package/dist/game/ping.d.ts +5 -0
  222. package/dist/game/ping.js +5 -0
  223. package/dist/game/playableGame.d.ts +116 -432
  224. package/dist/game/playableGame.js +1 -1
  225. package/dist/game/progression.d.ts +35 -0
  226. package/dist/game/progression.js +19 -0
  227. package/dist/game/quest.d.ts +8 -0
  228. package/dist/game/quest.js +30 -3
  229. package/dist/game/race.d.ts +141 -0
  230. package/dist/game/race.js +169 -0
  231. package/dist/game/recordBook.d.ts +3 -1
  232. package/dist/game/recordBook.js +4 -1
  233. package/dist/game/ruleSelection.d.ts +75 -0
  234. package/dist/game/ruleSelection.js +127 -0
  235. package/dist/game/runDraft.d.ts +5 -0
  236. package/dist/game/runDraft.js +5 -0
  237. package/dist/game/saveStore.d.ts +111 -0
  238. package/dist/game/saveStore.js +312 -0
  239. package/dist/game/snapshotHistory.d.ts +67 -0
  240. package/dist/game/snapshotHistory.js +95 -0
  241. package/dist/game/social.d.ts +38 -1
  242. package/dist/game/social.js +71 -0
  243. package/dist/game/spawnPoints.d.ts +5 -0
  244. package/dist/game/spawnPoints.js +5 -0
  245. package/dist/game/systemRuntime.d.ts +50 -0
  246. package/dist/game/systemRuntime.js +157 -0
  247. package/dist/game/systemSchedule.d.ts +72 -0
  248. package/dist/game/systemSchedule.js +242 -0
  249. package/dist/game/toasts.d.ts +43 -0
  250. package/dist/game/toasts.js +44 -0
  251. package/dist/game/trade.d.ts +10 -0
  252. package/dist/game/trade.js +10 -0
  253. package/dist/game/tribe.d.ts +184 -0
  254. package/dist/game/tribe.js +432 -0
  255. package/dist/game/unlocks.d.ts +8 -0
  256. package/dist/game/unlocks.js +16 -0
  257. package/dist/game/vfxInstance.d.ts +138 -0
  258. package/dist/game/vfxInstance.js +96 -0
  259. package/dist/game/worldItem.d.ts +17 -4
  260. package/dist/game/worldItem.js +17 -4
  261. package/dist/gameplay.d.ts +93 -0
  262. package/dist/gameplay.js +93 -0
  263. package/dist/index.d.ts +5 -14
  264. package/dist/index.js +5 -14
  265. package/dist/input/actionBindings.d.ts +23 -6
  266. package/dist/input/actionBindings.js +23 -6
  267. package/dist/input/axisInput.d.ts +7 -2
  268. package/dist/input/axisInput.js +7 -2
  269. package/dist/input/controlGroups.d.ts +67 -0
  270. package/dist/input/controlGroups.js +41 -0
  271. package/dist/input/touchScheme.d.ts +82 -6
  272. package/dist/input/touchScheme.js +123 -10
  273. package/dist/interaction/lockpick.d.ts +61 -0
  274. package/dist/interaction/lockpick.js +168 -0
  275. package/dist/interaction/proximityPrompt.d.ts +2 -0
  276. package/dist/interaction/proximityPrompt.js +2 -0
  277. package/dist/interaction/qte.d.ts +5 -0
  278. package/dist/interaction/qte.js +5 -0
  279. package/dist/interaction/skillCheck.d.ts +5 -0
  280. package/dist/interaction/skillCheck.js +5 -0
  281. package/dist/inventory/encumbrance.d.ts +69 -0
  282. package/dist/inventory/encumbrance.js +68 -0
  283. package/dist/inventory/inventoryModel.d.ts +12 -0
  284. package/dist/inventory/inventoryModel.js +12 -0
  285. package/dist/inventory/shapedGrid.d.ts +16 -0
  286. package/dist/inventory/shapedGrid.js +16 -0
  287. package/dist/inventory/slotModel.d.ts +10 -0
  288. package/dist/inventory/slotModel.js +10 -0
  289. package/dist/item/durability.d.ts +5 -0
  290. package/dist/item/durability.js +6 -3
  291. package/dist/item/itemIdentity.d.ts +171 -0
  292. package/dist/item/itemIdentity.js +138 -0
  293. package/dist/item/itemInstanceRegistry.d.ts +32 -0
  294. package/dist/item/itemInstanceRegistry.js +34 -0
  295. package/dist/item/itemgen.d.ts +163 -0
  296. package/dist/item/itemgen.js +151 -0
  297. package/dist/item/modularItem.d.ts +5 -0
  298. package/dist/item/modularItem.js +5 -0
  299. package/dist/item/use.d.ts +5 -0
  300. package/dist/item/use.js +5 -0
  301. package/dist/item/useBehavior.d.ts +142 -0
  302. package/dist/item/useBehavior.js +105 -0
  303. package/dist/item/weapon.d.ts +5 -0
  304. package/dist/item/weapon.js +5 -0
  305. package/dist/math/scalar.d.ts +25 -0
  306. package/dist/math/scalar.js +47 -0
  307. package/dist/meta/changelog.d.ts +4 -1
  308. package/dist/meta/changelog.js +39 -2
  309. package/dist/movement/avoidance.d.ts +45 -0
  310. package/dist/movement/avoidance.js +123 -0
  311. package/dist/movement/cameraRig.d.ts +8 -0
  312. package/dist/movement/cameraRig.js +8 -0
  313. package/dist/movement/dash.d.ts +11 -0
  314. package/dist/movement/dash.js +11 -0
  315. package/dist/movement/formation.d.ts +135 -0
  316. package/dist/movement/formation.js +194 -0
  317. package/dist/movement/glideModel.d.ts +5 -0
  318. package/dist/movement/glideModel.js +5 -0
  319. package/dist/movement/grappleSwing.d.ts +5 -0
  320. package/dist/movement/grappleSwing.js +5 -0
  321. package/dist/movement/leaderTrail.d.ts +5 -0
  322. package/dist/movement/leaderTrail.js +5 -0
  323. package/dist/movement/movementModel.d.ts +50 -9
  324. package/dist/movement/movementModel.js +75 -29
  325. package/dist/movement/playerMovement.js +167 -12
  326. package/dist/movement/poseState.d.ts +13 -0
  327. package/dist/movement/poseState.js +16 -0
  328. package/dist/movement/steering.d.ts +8 -0
  329. package/dist/movement/steering.js +18 -0
  330. package/dist/multiplayer/combatSnapshot.d.ts +3 -0
  331. package/dist/multiplayer/combatSnapshot.js +16 -8
  332. package/dist/multiplayer/lagCompensation.d.ts +5 -0
  333. package/dist/multiplayer/lagCompensation.js +5 -0
  334. package/dist/multiplayer/presenceModel.d.ts +11 -1
  335. package/dist/multiplayer/presenceModel.js +17 -1
  336. package/dist/multiplayer/simultaneousCommit.d.ts +3 -0
  337. package/dist/multiplayer/simultaneousCommit.js +3 -0
  338. package/dist/multiplayer.d.ts +11 -0
  339. package/dist/multiplayer.js +11 -0
  340. package/dist/nav/pathFollow.d.ts +57 -0
  341. package/dist/nav/pathFollow.js +109 -0
  342. package/dist/orders/orderKinds.d.ts +156 -0
  343. package/dist/orders/orderKinds.js +197 -0
  344. package/dist/orders/orderQueue.d.ts +208 -0
  345. package/dist/orders/orderQueue.js +211 -0
  346. package/dist/physics/drivableVehicle.d.ts +31 -0
  347. package/dist/physics/drivableVehicle.js +16 -0
  348. package/dist/physics/flightDynamics.d.ts +82 -0
  349. package/dist/physics/flightDynamics.js +165 -0
  350. package/dist/physics/gravityField.d.ts +25 -0
  351. package/dist/physics/gravityField.js +41 -0
  352. package/dist/physics/kinematicVehicle.d.ts +108 -1
  353. package/dist/physics/kinematicVehicle.js +212 -15
  354. package/dist/physics/physicsWorld.d.ts +50 -12
  355. package/dist/physics/physicsWorld.js +120 -122
  356. package/dist/physics/radialImpulse.d.ts +25 -0
  357. package/dist/physics/radialImpulse.js +27 -0
  358. package/dist/physics/vehicleObstacles.d.ts +44 -0
  359. package/dist/physics/vehicleObstacles.js +115 -0
  360. package/dist/procedural.d.ts +3 -0
  361. package/dist/procedural.js +3 -0
  362. package/dist/progression/statGraph.d.ts +116 -0
  363. package/dist/progression/statGraph.js +318 -0
  364. package/dist/puzzle/cellGrid.d.ts +9 -0
  365. package/dist/puzzle/cellGrid.js +9 -0
  366. package/dist/puzzle/fallingPiece.d.ts +9 -0
  367. package/dist/puzzle/fallingPiece.js +9 -0
  368. package/dist/puzzle/nonogram.d.ts +39 -0
  369. package/dist/puzzle/nonogram.js +136 -0
  370. package/dist/random/nameGen.d.ts +5 -0
  371. package/dist/random/nameGen.js +5 -0
  372. package/dist/random/pick.d.ts +8 -0
  373. package/dist/random/pick.js +31 -0
  374. package/dist/random/rng.d.ts +26 -1
  375. package/dist/random/rng.js +32 -9
  376. package/dist/random/seedLink.d.ts +4 -0
  377. package/dist/random/seedLink.js +4 -0
  378. package/dist/relation/keyedValues.d.ts +54 -0
  379. package/dist/relation/keyedValues.js +115 -0
  380. package/dist/relation/thresholds.d.ts +62 -0
  381. package/dist/relation/thresholds.js +62 -0
  382. package/dist/render/color.d.ts +12 -0
  383. package/dist/render/color.js +26 -0
  384. package/dist/render/lookPreset.d.ts +41 -0
  385. package/dist/render/lookPreset.js +29 -0
  386. package/dist/render/postProcessing.d.ts +20 -0
  387. package/dist/render/postProcessing.js +21 -1
  388. package/dist/rules/predicate.d.ts +53 -0
  389. package/dist/rules/predicate.js +64 -0
  390. package/dist/rules/ruleEffects.d.ts +38 -0
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@@ -1,3 +1,4 @@
1
+ /** @internal */
1
2
  export function isPanelDraggable(state, id) {
2
3
  return state.panels[id] !== undefined && (state.editing || !state.locked);
3
4
  }
@@ -13,9 +14,11 @@ export const HUD_ANCHOR_FRACTIONS = {
13
14
  "bottom-right": { fx: 1, fy: 1 },
14
15
  };
15
16
  const HUD_ANCHORS = Object.keys(HUD_ANCHOR_FRACTIONS);
17
+ /** @internal */
16
18
  export function isHudAnchor(value) {
17
19
  return typeof value === "string" && value in HUD_ANCHOR_FRACTIONS;
18
20
  }
21
+ /** @internal */
19
22
  export function anchoredPlacement(anchor, inset) {
20
23
  const { fx, fy } = HUD_ANCHOR_FRACTIONS[anchor];
21
24
  return {
@@ -24,6 +27,7 @@ export function anchoredPlacement(anchor, inset) {
24
27
  dy: fy === 1 ? -inset.y : inset.y,
25
28
  };
26
29
  }
30
+ /** @internal */
27
31
  export function nearestAnchor(rect, viewport) {
28
32
  const cx = viewport.width > 0 ? (rect.x + rect.width / 2) / viewport.width : 0.5;
29
33
  const cy = viewport.height > 0 ? (rect.y + rect.height / 2) / viewport.height : 0.5;
@@ -39,6 +43,7 @@ export function nearestAnchor(rect, viewport) {
39
43
  }
40
44
  return best;
41
45
  }
46
+ /** @internal */
42
47
  export function clampRect(rect, viewport) {
43
48
  return {
44
49
  x: Math.max(0, Math.min(rect.x, viewport.width - rect.width)),
@@ -47,6 +52,7 @@ export function clampRect(rect, viewport) {
47
52
  height: rect.height,
48
53
  };
49
54
  }
55
+ /** @internal */
50
56
  export function placementFromRect(rect, viewport, snap = 1) {
51
57
  const clamped = clampRect(rect, viewport);
52
58
  const anchor = nearestAnchor(clamped, viewport);
@@ -60,6 +66,7 @@ export function placementFromRect(rect, viewport, snap = 1) {
60
66
  dy: Math.round(dy / step) * step,
61
67
  };
62
68
  }
69
+ /** @internal */
63
70
  export function rectFromPlacement(placement, size, viewport) {
64
71
  const { fx, fy } = HUD_ANCHOR_FRACTIONS[placement.anchor];
65
72
  return {
@@ -86,19 +93,93 @@ function parseSerialized(raw) {
86
93
  for (const [id, value] of Object.entries(panels)) {
87
94
  if (typeof value !== "object" || value === null)
88
95
  continue;
89
- const { anchor, dx, dy } = value;
96
+ const record = value;
97
+ const placementSource = record.placement ?? record;
98
+ const { anchor, dx, dy } = placementSource;
90
99
  if (!isHudAnchor(anchor))
91
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  continue;
92
101
  if (typeof dx !== "number" || !Number.isFinite(dx))
93
102
  continue;
94
103
  if (typeof dy !== "number" || !Number.isFinite(dy))
95
104
  continue;
96
- out.set(id, { anchor, dx, dy });
105
+ const override = { placement: { anchor, dx, dy } };
106
+ if (typeof record.width === "number" && Number.isFinite(record.width))
107
+ override.width = record.width;
108
+ if (typeof record.height === "number" && Number.isFinite(record.height))
109
+ override.height = record.height;
110
+ if (typeof record.visible === "boolean")
111
+ override.visible = record.visible;
112
+ if (typeof record.type === "string")
113
+ override.type = record.type;
114
+ out.set(id, override);
97
115
  }
98
116
  return out;
99
117
  }
118
+ const activeHudLayouts = new Set();
119
+ const activeHudLayoutListeners = new Set();
120
+ /** @internal Agent bridge seam — HudCanvas registers its store while mounted so headless drivers can reach canvas mode. */
121
+ export function registerActiveHudLayout(store) {
122
+ activeHudLayouts.add(store);
123
+ for (const listener of [...activeHudLayoutListeners])
124
+ listener();
125
+ return () => {
126
+ if (!activeHudLayouts.delete(store))
127
+ return;
128
+ for (const listener of [...activeHudLayoutListeners])
129
+ listener();
130
+ };
131
+ }
132
+ /** @internal */
133
+ export function listActiveHudLayouts() {
134
+ return [...activeHudLayouts];
135
+ }
136
+ /**
137
+ * @internal Notified whenever a `HudCanvas` mounts or unmounts (the active-layout set changes).
138
+ * Lets the editor's HUD-layout surface enable editing on layouts that mount after it opens.
139
+ */
140
+ export function subscribeActiveHudLayouts(listener) {
141
+ activeHudLayoutListeners.add(listener);
142
+ return () => {
143
+ activeHudLayoutListeners.delete(listener);
144
+ };
145
+ }
146
+ function panelToUi(panel) {
147
+ const layout = {
148
+ anchor: panel.placement.anchor,
149
+ dx: panel.placement.dx,
150
+ dy: panel.placement.dy,
151
+ };
152
+ if (panel.width !== undefined)
153
+ layout.width = panel.width;
154
+ if (panel.height !== undefined)
155
+ layout.height = panel.height;
156
+ if (panel.visible === false)
157
+ layout.visible = false;
158
+ if (panel.type !== undefined)
159
+ layout.type = panel.type;
160
+ return layout;
161
+ }
162
+ function overrideToUi(id, override) {
163
+ const layout = {
164
+ anchor: override.placement.anchor,
165
+ dx: override.placement.dx,
166
+ dy: override.placement.dy,
167
+ };
168
+ if (override.width !== undefined)
169
+ layout.width = override.width;
170
+ if (override.height !== undefined)
171
+ layout.height = override.height;
172
+ if (override.visible !== undefined)
173
+ layout.visible = override.visible;
174
+ if (override.type !== undefined)
175
+ layout.type = override.type;
176
+ void id;
177
+ return layout;
178
+ }
179
+ /** @internal */
100
180
  export function createHudLayout(options) {
101
181
  const snap = options?.snap ?? 1;
182
+ const onDocumentPatch = options?.onDocumentPatch;
102
183
  const defaults = new Map();
103
184
  const pending = new Map();
104
185
  let topZ = 0;
@@ -111,22 +192,37 @@ export function createHudLayout(options) {
111
192
  const setPanel = (panel) => {
112
193
  state = { ...state, panels: { ...state.panels, [panel.id]: panel } };
113
194
  };
195
+ const notifyDocument = (panel) => {
196
+ onDocumentPatch?.(panel.id, panelToUi(panel));
197
+ };
114
198
  return {
115
199
  getState: () => state,
116
200
  subscribe(listener) {
117
201
  listeners.add(listener);
118
202
  return () => listeners.delete(listener);
119
203
  },
120
- register(id, placement) {
121
- defaults.set(id, placement);
204
+ register(id, placement, registerOptions) {
205
+ const fallback = {
206
+ placement,
207
+ width: registerOptions?.width,
208
+ height: registerOptions?.height,
209
+ visible: registerOptions?.visible,
210
+ type: registerOptions?.type,
211
+ };
212
+ defaults.set(id, fallback);
122
213
  if (state.panels[id] !== undefined)
123
214
  return;
124
215
  const override = pending.get(id);
216
+ const source = override ?? fallback;
125
217
  setPanel({
126
218
  id,
127
- placement: override ?? placement,
219
+ placement: source.placement,
128
220
  z: ++topZ,
129
221
  moved: override !== undefined,
222
+ width: source.width ?? fallback.width,
223
+ height: source.height ?? fallback.height,
224
+ visible: source.visible ?? fallback.visible !== false,
225
+ type: source.type ?? fallback.type,
130
226
  });
131
227
  },
132
228
  move(id, rect, viewport) {
@@ -134,8 +230,32 @@ export function createHudLayout(options) {
134
230
  if (panel === undefined)
135
231
  return;
136
232
  const placement = placementFromRect(rect, viewport, snap);
137
- setPanel({ ...panel, placement, moved: true });
233
+ const next = { ...panel, placement, moved: true };
234
+ setPanel(next);
235
+ emit();
236
+ notifyDocument(next);
237
+ },
238
+ resize(id, size) {
239
+ const panel = state.panels[id];
240
+ if (panel === undefined)
241
+ return;
242
+ const width = Math.max(1, Math.round(size.width));
243
+ const height = Math.max(1, Math.round(size.height));
244
+ if (panel.width === width && panel.height === height)
245
+ return;
246
+ const next = { ...panel, width, height, moved: true };
247
+ setPanel(next);
138
248
  emit();
249
+ notifyDocument(next);
250
+ },
251
+ setVisible(id, visible) {
252
+ const panel = state.panels[id];
253
+ if (panel === undefined || panel.visible === visible)
254
+ return;
255
+ const next = { ...panel, visible, moved: true };
256
+ setPanel(next);
257
+ emit();
258
+ notifyDocument(next);
139
259
  },
140
260
  bringToFront(id) {
141
261
  const panel = state.panels[id];
@@ -163,9 +283,23 @@ export function createHudLayout(options) {
163
283
  pending.delete(panelId);
164
284
  const panel = state.panels[panelId];
165
285
  const fallback = defaults.get(panelId);
166
- if (panel === undefined || fallback === undefined || !panel.moved)
286
+ if (panel === undefined || fallback === undefined)
167
287
  continue;
168
- setPanel({ ...panel, placement: fallback, moved: false });
288
+ const hasAuthored = panel.moved ||
289
+ panel.width !== fallback.width ||
290
+ panel.height !== fallback.height ||
291
+ panel.visible !== (fallback.visible !== false);
292
+ if (!hasAuthored)
293
+ continue;
294
+ setPanel({
295
+ ...panel,
296
+ placement: fallback.placement,
297
+ width: fallback.width,
298
+ height: fallback.height,
299
+ visible: fallback.visible !== false,
300
+ type: fallback.type,
301
+ moved: false,
302
+ });
169
303
  changed = true;
170
304
  }
171
305
  if (changed)
@@ -174,14 +308,32 @@ export function createHudLayout(options) {
174
308
  serialize() {
175
309
  const panels = {};
176
310
  for (const panel of Object.values(state.panels)) {
177
- if (panel.moved)
178
- panels[panel.id] = panel.placement;
311
+ if (!panel.moved)
312
+ continue;
313
+ panels[panel.id] = {
314
+ anchor: panel.placement.anchor,
315
+ dx: panel.placement.dx,
316
+ dy: panel.placement.dy,
317
+ ...(panel.width === undefined ? {} : { width: panel.width }),
318
+ ...(panel.height === undefined ? {} : { height: panel.height }),
319
+ ...(panel.visible === false ? { visible: false } : {}),
320
+ ...(panel.type === undefined ? {} : { type: panel.type }),
321
+ };
179
322
  }
180
- for (const [id, placement] of pending) {
181
- if (state.panels[id] === undefined)
182
- panels[id] = placement;
323
+ for (const [id, override] of pending) {
324
+ if (state.panels[id] !== undefined)
325
+ continue;
326
+ panels[id] = {
327
+ anchor: override.placement.anchor,
328
+ dx: override.placement.dx,
329
+ dy: override.placement.dy,
330
+ ...(override.width === undefined ? {} : { width: override.width }),
331
+ ...(override.height === undefined ? {} : { height: override.height }),
332
+ ...(override.visible === undefined ? {} : { visible: override.visible }),
333
+ ...(override.type === undefined ? {} : { type: override.type }),
334
+ };
183
335
  }
184
- const data = { v: 1, panels };
336
+ const data = { v: 2, panels };
185
337
  return JSON.stringify(data);
186
338
  },
187
339
  hydrate(raw) {
@@ -191,17 +343,68 @@ export function createHudLayout(options) {
191
343
  if (parsed.size === 0)
192
344
  return;
193
345
  let changed = false;
194
- for (const [id, placement] of parsed) {
346
+ for (const [id, override] of parsed) {
195
347
  const panel = state.panels[id];
196
348
  if (panel === undefined) {
197
- pending.set(id, placement);
349
+ pending.set(id, override);
198
350
  continue;
199
351
  }
200
- setPanel({ ...panel, placement, moved: true });
352
+ setPanel({
353
+ ...panel,
354
+ placement: override.placement,
355
+ width: override.width ?? panel.width,
356
+ height: override.height ?? panel.height,
357
+ visible: override.visible ?? panel.visible,
358
+ type: override.type ?? panel.type,
359
+ moved: true,
360
+ });
201
361
  changed = true;
202
362
  }
203
363
  if (changed)
204
364
  emit();
205
365
  },
366
+ applyDocumentUi(ui) {
367
+ if (ui === undefined)
368
+ return;
369
+ let changed = false;
370
+ for (const [id, layout] of Object.entries(ui.panels)) {
371
+ const override = {
372
+ placement: { anchor: layout.anchor, dx: layout.dx, dy: layout.dy },
373
+ width: layout.width,
374
+ height: layout.height,
375
+ visible: layout.visible,
376
+ type: layout.type,
377
+ };
378
+ const panel = state.panels[id];
379
+ if (panel === undefined) {
380
+ pending.set(id, override);
381
+ continue;
382
+ }
383
+ setPanel({
384
+ ...panel,
385
+ placement: override.placement,
386
+ width: override.width ?? panel.width,
387
+ height: override.height ?? panel.height,
388
+ visible: override.visible ?? panel.visible,
389
+ type: override.type ?? panel.type,
390
+ moved: true,
391
+ });
392
+ changed = true;
393
+ }
394
+ if (changed)
395
+ emit();
396
+ },
397
+ toDocumentUi() {
398
+ const panels = {};
399
+ for (const panel of Object.values(state.panels)) {
400
+ if (panel.moved)
401
+ panels[panel.id] = panelToUi(panel);
402
+ }
403
+ for (const [id, override] of pending) {
404
+ if (state.panels[id] === undefined)
405
+ panels[id] = overrideToUi(id, override);
406
+ }
407
+ return { panels };
408
+ },
206
409
  };
207
410
  }
@@ -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
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+ * deterministic — no DOM reads — so it is SSR-safe and unit-testable, and the React tooltip is a thin
61
+ * shell over it.
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+ */
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+ export declare function placePopover(anchor: UiRect, content: UiSize, viewport: UiSize, options?: PopoverOptions): PopoverPlacement;
@@ -0,0 +1,82 @@
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+ /**
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+ * Headless model for HUD tooltips and popovers — the shared description seam games have been
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+ * hand-rolling with a bare DOM `title=` attribute. {@link actionTooltip} turns a
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+ * {@link ResolvedAction} into structured {@link TooltipContent} (title, cost, cooldown, blocking
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+ * notes), and {@link placePopover} is the pure, SSR-safe positioning math the React tooltip uses to
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+ * flip and clamp against the viewport. Both are rendering-agnostic.
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+ */
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+ /**
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+ * Build {@link TooltipContent} from a {@link ResolvedAction}: title from the label, the group as a
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+ * subtitle, the description as the body, and the blocking reasons as warning notes. The single place
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+ * an action's tooltip copy is assembled, so every renderer shows the same thing.
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+ */
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+ export function actionTooltip(action) {
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+ const content = { title: action.label };
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+ if (action.group !== undefined)
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+ content.subtitle = action.group;
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+ if (action.description !== undefined)
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+ content.body = action.description;
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+ if (action.hotkey !== undefined)
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+ content.hotkey = action.hotkey;
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+ if (action.costs.length > 0)
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+ content.costs = action.costs;
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+ if (action.cooldown !== null && !action.cooldown.ready)
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+ content.cooldown = action.cooldown;
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+ if (action.reasons.length > 0)
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+ content.notes = action.reasons.map((reason) => reason.message);
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+ return content;
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+ }
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+ const OPPOSITE = {
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+ top: "bottom",
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+ bottom: "top",
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+ left: "right",
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+ right: "left",
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+ };
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+ const clamp = (value, min, max) => Math.max(min, Math.min(max, max < min ? min : value));
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+ /** @internal Room in pixels between the anchor and the viewport edge on a given side. */
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+ function roomOn(side, anchor, viewport) {
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+ if (side === "top")
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+ return anchor.y;
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+ if (side === "bottom")
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+ return viewport.height - (anchor.y + anchor.height);
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+ if (side === "left")
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+ return anchor.x;
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+ return viewport.width - (anchor.x + anchor.width);
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+ }
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+ /** @internal The top-left of `content` placed on `side` of `anchor`, before viewport clamping. */
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+ function topLeftFor(side, anchor, content, gap) {
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+ if (side === "top") {
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+ return { left: anchor.x + anchor.width / 2 - content.width / 2, top: anchor.y - gap - content.height };
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+ }
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+ if (side === "bottom") {
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+ return { left: anchor.x + anchor.width / 2 - content.width / 2, top: anchor.y + anchor.height + gap };
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+ }
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+ if (side === "left") {
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+ return { left: anchor.x - gap - content.width, top: anchor.y + anchor.height / 2 - content.height / 2 };
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+ }
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+ return { left: anchor.x + anchor.width + gap, top: anchor.y + anchor.height / 2 - content.height / 2 };
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+ }
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+ /**
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+ * Position a popover/tooltip of `content` size against its `anchor` rectangle inside `viewport`:
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+ * open on the `preferred` side, flip to the opposite when that side lacks room and the opposite has
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+ * 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
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+ * shell over it.
65
+ */
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+ export function placePopover(anchor, content, viewport, options) {
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+ const gap = options?.gap ?? 8;
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+ const margin = options?.margin ?? 8;
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+ const preferred = options?.preferred ?? "top";
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+ const needed = preferred === "top" || preferred === "bottom" ? content.height : content.width;
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+ let side = preferred;
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+ const opposite = OPPOSITE[preferred];
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+ if (roomOn(preferred, anchor, viewport) < needed + gap && roomOn(opposite, anchor, viewport) > roomOn(preferred, anchor, viewport)) {
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+ side = opposite;
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+ }
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+ const { left, top } = topLeftFor(side, anchor, content, gap);
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+ return {
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+ side,
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+ left: clamp(left, margin, viewport.width - content.width - margin),
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+ top: clamp(top, margin, viewport.height - content.height - margin),
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+ };
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+ }