@jgengine/core 0.11.0 → 0.13.0

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Files changed (256) hide show
  1. package/CHANGELOG.md +52 -0
  2. package/dist/ai/populationDirector.d.ts +103 -0
  3. package/dist/ai/populationDirector.js +190 -0
  4. package/dist/ai/pursuit.d.ts +56 -0
  5. package/dist/ai/pursuit.js +53 -0
  6. package/dist/authoring.d.ts +1 -1
  7. package/dist/authoring.js +1 -1
  8. package/dist/combat/effects.d.ts +11 -4
  9. package/dist/combat/effects.js +24 -17
  10. package/dist/combat/magazine.d.ts +13 -0
  11. package/dist/combat/magazine.js +27 -0
  12. package/dist/combat/vfxPresets.d.ts +176 -0
  13. package/dist/combat/vfxPresets.js +74 -0
  14. package/dist/combat/weaponFire.d.ts +114 -0
  15. package/dist/combat/weaponFire.js +96 -0
  16. package/dist/combat.d.ts +5 -2
  17. package/dist/combat.js +4 -1
  18. package/dist/devtools/controls.d.ts +38 -0
  19. package/dist/devtools/controls.js +181 -0
  20. package/dist/devtools/devtools.d.ts +5 -197
  21. package/dist/devtools/devtools.js +38 -774
  22. package/dist/devtools/discover.d.ts +32 -0
  23. package/dist/devtools/discover.js +240 -0
  24. package/dist/devtools/fallbackSeams.d.ts +50 -0
  25. package/dist/devtools/fallbackSeams.js +111 -0
  26. package/dist/devtools/frame.d.ts +15 -0
  27. package/dist/devtools/frame.js +247 -0
  28. package/dist/devtools/logs.d.ts +15 -0
  29. package/dist/devtools/logs.js +86 -0
  30. package/dist/devtools/overrides.d.ts +16 -0
  31. package/dist/devtools/overrides.js +66 -0
  32. package/dist/devtools/types.d.ts +212 -0
  33. package/dist/devtools/types.js +1 -0
  34. package/dist/devtools/urlFlags.d.ts +22 -0
  35. package/dist/devtools/urlFlags.js +62 -0
  36. package/dist/economy/auctionBook.d.ts +122 -0
  37. package/dist/economy/auctionBook.js +213 -0
  38. package/dist/economy/priceHistory.d.ts +44 -0
  39. package/dist/economy/priceHistory.js +89 -0
  40. package/dist/economy/unlockPoints.d.ts +92 -0
  41. package/dist/economy/unlockPoints.js +103 -0
  42. package/dist/editor/commandApply.d.ts +5 -0
  43. package/dist/editor/commandApply.js +755 -0
  44. package/dist/editor/commands.d.ts +48 -3
  45. package/dist/editor/commands.js +40 -754
  46. package/dist/editor/directives.d.ts +94 -0
  47. package/dist/editor/directives.js +206 -0
  48. package/dist/editor/document.d.ts +37 -2
  49. package/dist/editor/document.js +422 -6
  50. package/dist/editor/entityCatalog.d.ts +42 -0
  51. package/dist/editor/entityCatalog.js +101 -0
  52. package/dist/editor/environment.d.ts +74 -0
  53. package/dist/editor/environment.js +169 -0
  54. package/dist/editor/index.d.ts +26 -1
  55. package/dist/editor/index.js +8 -1
  56. package/dist/editor/minimap.d.ts +31 -0
  57. package/dist/editor/minimap.js +73 -0
  58. package/dist/editor/streamer.d.ts +66 -0
  59. package/dist/editor/streamer.js +68 -0
  60. package/dist/editor/types.d.ts +143 -0
  61. package/dist/editor/world.d.ts +136 -0
  62. package/dist/editor/world.js +303 -0
  63. package/dist/game/breeding.d.ts +161 -0
  64. package/dist/game/breeding.js +181 -0
  65. package/dist/game/cameraConfig.d.ts +451 -0
  66. package/dist/game/cameraConfig.js +1 -0
  67. package/dist/game/clipRoles.d.ts +51 -0
  68. package/dist/game/clipRoles.js +142 -0
  69. package/dist/game/defineGame.d.ts +16 -9
  70. package/dist/game/defineGame.js +14 -6
  71. package/dist/game/defineSystem.d.ts +2 -0
  72. package/dist/game/defineSystem.js +2 -0
  73. package/dist/game/events.d.ts +28 -0
  74. package/dist/game/partAnimation.d.ts +78 -0
  75. package/dist/game/partAnimation.js +147 -0
  76. package/dist/game/playableGame.d.ts +72 -440
  77. package/dist/game/playableGame.js +1 -1
  78. package/dist/game/progression.d.ts +35 -0
  79. package/dist/game/progression.js +22 -1
  80. package/dist/game/quest.js +1 -3
  81. package/dist/game/tribe.d.ts +184 -0
  82. package/dist/game/tribe.js +432 -0
  83. package/dist/gameplay.d.ts +3 -1
  84. package/dist/gameplay.js +3 -1
  85. package/dist/inventory/encumbrance.d.ts +69 -0
  86. package/dist/inventory/encumbrance.js +68 -0
  87. package/dist/inventory/inventoryModel.d.ts +24 -8
  88. package/dist/inventory/inventoryModel.js +47 -8
  89. package/dist/item/durability.js +1 -3
  90. package/dist/meta/changelog.d.ts +1 -1
  91. package/dist/meta/changelog.js +48 -1
  92. package/dist/movement/movementModel.d.ts +15 -1
  93. package/dist/movement/movementModel.js +33 -15
  94. package/dist/movement/playerMovement.js +102 -2
  95. package/dist/multiplayer/combatSnapshot.js +13 -8
  96. package/dist/multiplayer/presenceModel.d.ts +2 -0
  97. package/dist/multiplayer/presenceModel.js +8 -0
  98. package/dist/physics/drivableVehicle.d.ts +2 -0
  99. package/dist/physics/drivableVehicle.js +1 -1
  100. package/dist/physics/flightDynamics.d.ts +82 -0
  101. package/dist/physics/flightDynamics.js +165 -0
  102. package/dist/physics/gravityField.d.ts +25 -0
  103. package/dist/physics/gravityField.js +41 -0
  104. package/dist/physics/kinematicVehicle.d.ts +87 -0
  105. package/dist/physics/kinematicVehicle.js +193 -11
  106. package/dist/physics/physicsWorld.d.ts +26 -0
  107. package/dist/physics/physicsWorld.js +109 -117
  108. package/dist/physics/vehicleObstacles.d.ts +44 -0
  109. package/dist/physics/vehicleObstacles.js +115 -0
  110. package/dist/random/rng.d.ts +4 -1
  111. package/dist/random/rng.js +4 -1
  112. package/dist/runtime/adapter.d.ts +13 -0
  113. package/dist/runtime/adapter.js +13 -0
  114. package/dist/runtime/context/combat.d.ts +51 -0
  115. package/dist/runtime/context/combat.js +131 -0
  116. package/dist/runtime/context/combatFx.js +15 -5
  117. package/dist/runtime/context/deathLoot.d.ts +30 -0
  118. package/dist/runtime/context/deathLoot.js +39 -0
  119. package/dist/runtime/context/player.d.ts +48 -0
  120. package/dist/runtime/context/player.js +125 -0
  121. package/dist/runtime/context/scene.d.ts +60 -0
  122. package/dist/runtime/context/scene.js +329 -0
  123. package/dist/runtime/context/snapshotCodecs.d.ts +12 -0
  124. package/dist/runtime/context/snapshotCodecs.js +26 -0
  125. package/dist/runtime/descriptors/baseline.js +26 -3
  126. package/dist/runtime/descriptors/features.d.ts +5 -0
  127. package/dist/runtime/descriptors/features.js +20 -2
  128. package/dist/runtime/gameContext.d.ts +2 -428
  129. package/dist/runtime/gameContext.js +133 -500
  130. package/dist/runtime/gameContextTypes.d.ts +500 -0
  131. package/dist/runtime/gameContextTypes.js +1 -0
  132. package/dist/runtime/headlessRunner.d.ts +17 -2
  133. package/dist/runtime/headlessRunner.js +15 -0
  134. package/dist/runtime/hostPolicy.d.ts +51 -0
  135. package/dist/runtime/hostPolicy.js +68 -0
  136. package/dist/runtime/hostedGameRunner.d.ts +3 -1
  137. package/dist/runtime/hostedGameRunner.js +1 -0
  138. package/dist/runtime/hostedWorldSession.d.ts +3 -1
  139. package/dist/runtime/hostedWorldSession.js +1 -0
  140. package/dist/runtime/worldSnapshot.d.ts +13 -1
  141. package/dist/runtime/worldSnapshot.js +15 -3
  142. package/dist/scene/assetCatalog.d.ts +7 -0
  143. package/dist/scene/assetSpace.js +1 -3
  144. package/dist/scene/authoredTriggers.d.ts +50 -0
  145. package/dist/scene/authoredTriggers.js +114 -0
  146. package/dist/scene/builtinSceneKinds.js +8 -3
  147. package/dist/scene/colliders.d.ts +79 -0
  148. package/dist/scene/colliders.js +170 -0
  149. package/dist/scene/collisionMesh.d.ts +94 -0
  150. package/dist/scene/collisionMesh.js +699 -0
  151. package/dist/scene/companion.d.ts +147 -0
  152. package/dist/scene/companion.js +193 -0
  153. package/dist/scene/entityStats.d.ts +7 -9
  154. package/dist/scene/entityStats.js +19 -15
  155. package/dist/scene/sceneKinds.d.ts +16 -0
  156. package/dist/scene/sceneKinds.js +4 -0
  157. package/dist/scene/sceneRaycast.js +15 -0
  158. package/dist/stats/spawnLevelStats.d.ts +110 -0
  159. package/dist/stats/spawnLevelStats.js +140 -0
  160. package/dist/stats/statModifiers.d.ts +16 -0
  161. package/dist/stats/statModifiers.js +30 -1
  162. package/dist/stats/statPool.d.ts +70 -0
  163. package/dist/stats/statPool.js +62 -0
  164. package/dist/store/changeSignal.d.ts +3 -0
  165. package/dist/store/changeSignal.js +2 -0
  166. package/dist/store/observableKeyedStore.d.ts +2 -0
  167. package/dist/store/observableKeyedStore.js +1 -0
  168. package/dist/survival/decayMeter.js +1 -3
  169. package/dist/survival/regionHealth.js +1 -3
  170. package/dist/ui/hudLayout.d.ts +5 -0
  171. package/dist/ui/hudLayout.js +17 -1
  172. package/dist/ui/panelModel.d.ts +120 -0
  173. package/dist/ui/panelModel.js +168 -0
  174. package/dist/ui.d.ts +1 -0
  175. package/dist/ui.js +1 -0
  176. package/dist/world/authoredEntities.d.ts +29 -0
  177. package/dist/world/authoredEntities.js +29 -0
  178. package/dist/world/authoredObjects.d.ts +15 -1
  179. package/dist/world/authoredObjects.js +13 -1
  180. package/dist/world/authoredSpawn.d.ts +39 -0
  181. package/dist/world/authoredSpawn.js +37 -0
  182. package/dist/world/buildSockets.d.ts +152 -0
  183. package/dist/world/buildSockets.js +188 -0
  184. package/dist/world/buildingLots.d.ts +84 -0
  185. package/dist/world/buildingLots.js +119 -0
  186. package/dist/world/buildings.d.ts +6 -0
  187. package/dist/world/cityBlocks.d.ts +152 -0
  188. package/dist/world/cityBlocks.js +670 -0
  189. package/dist/world/cityContent.d.ts +77 -0
  190. package/dist/world/cityContent.js +261 -0
  191. package/dist/world/cityGenerator.d.ts +41 -0
  192. package/dist/world/cityGenerator.js +58 -0
  193. package/dist/world/cityGeometry.d.ts +114 -0
  194. package/dist/world/cityGeometry.js +573 -0
  195. package/dist/world/cityKind.d.ts +314 -0
  196. package/dist/world/cityKind.js +1578 -0
  197. package/dist/world/environmentSummary.js +57 -1
  198. package/dist/world/features.d.ts +53 -5
  199. package/dist/world/features.js +15 -3
  200. package/dist/world/grassKind.js +2 -2
  201. package/dist/world/markers.d.ts +50 -4
  202. package/dist/world/markers.js +49 -0
  203. package/dist/world/massing.js +1 -1
  204. package/dist/world/minimapBake.d.ts +78 -0
  205. package/dist/world/minimapBake.js +208 -0
  206. package/dist/world/minimapTrack.d.ts +17 -0
  207. package/dist/world/minimapTrack.js +22 -0
  208. package/dist/world/place.d.ts +166 -0
  209. package/dist/world/place.js +96 -0
  210. package/dist/world/placeAsset.js +3 -1
  211. package/dist/world/poleLineKind.d.ts +40 -0
  212. package/dist/world/poleLineKind.js +97 -0
  213. package/dist/world/polyline.js +9 -2
  214. package/dist/world/resourceNode.d.ts +109 -0
  215. package/dist/world/resourceNode.js +140 -0
  216. package/dist/world/roads.d.ts +19 -2
  217. package/dist/world/roads.js +60 -3
  218. package/dist/world/scatter.js +2 -20
  219. package/dist/world/streetGenerator.d.ts +159 -0
  220. package/dist/world/streetGenerator.js +684 -0
  221. package/dist/world/streets.d.ts +103 -1
  222. package/dist/world/streets.js +273 -0
  223. package/dist/world/terraform.js +58 -88
  224. package/dist/world/terrain.d.ts +65 -1
  225. package/dist/world/terrain.js +119 -2
  226. package/dist/world.d.ts +14 -5
  227. package/dist/world.js +12 -3
  228. package/package.json +1 -1
  229. package/skills/game-design/SKILL.md +28 -0
  230. package/skills/game-design/agents/openai.yaml +4 -0
  231. package/skills/game-design/references/application-playbook.md +170 -0
  232. package/skills/game-design/references/field-guide.md +288 -0
  233. package/skills/jgengine/SKILL.md +8 -4
  234. package/skills/jgengine/api.md +182 -81
  235. package/skills/jgengine/capabilities.md +104 -2
  236. package/skills/jgengine/recipes/minimal-game.md +88 -0
  237. package/skills/jgengine-combat/SKILL.md +19 -1
  238. package/skills/jgengine-combat/api.md +75 -2
  239. package/skills/jgengine-combat/capabilities.md +61 -1
  240. package/skills/jgengine-combat/recipes/portable-damage-effects.md +197 -0
  241. package/skills/jgengine-combat/recipes/portable-runtime-state.md +154 -0
  242. package/skills/jgengine-combat/recipes/portable-stat-pools.md +122 -0
  243. package/skills/jgengine-combat/recipes/portable-weapon-plumbing.md +156 -0
  244. package/skills/jgengine-combat/recipes/visible-attacks.md +81 -0
  245. package/skills/jgengine-combat/reference.md +33 -4
  246. package/skills/jgengine-gameplay/SKILL.md +8 -0
  247. package/skills/jgengine-gameplay/api.md +182 -26
  248. package/skills/jgengine-gameplay/capabilities.md +96 -2
  249. package/skills/jgengine-gameplay/recipes/portable-xp-leveling.md +168 -0
  250. package/skills/jgengine-gameplay/reference-systems.md +10 -5
  251. package/skills/jgengine-world/SKILL.md +13 -0
  252. package/skills/jgengine-world/api.md +453 -21
  253. package/skills/jgengine-world/capabilities.md +112 -2
  254. package/skills/jgengine-world/recipes/commanding-entities.md +128 -0
  255. package/skills/jgengine-world/reference.md +43 -4
  256. package/skills/jgengine/reference-cartridge.md +0 -72
@@ -0,0 +1,197 @@
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+ # Apply damage to caller-owned resources
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+
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+ Use this recipe when an existing JavaScript/TypeScript game wants JGengine's
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+ damage math, ordered interceptors, status resolution, shield spillover, and
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+ lethal result without adopting `GameContext`, the entity store, renderer, React,
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+ or JGengine's game loop.
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+
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+ ## Install and focused imports
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+
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+ ```sh
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+ bun add @jgengine/core
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+ ```
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+
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+ ```ts
15
+ import {
16
+ createEffectSystem,
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+ type ReceiveMap,
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+ } from "@jgengine/core/combat/effects";
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+ import {
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+ createDamageClamp,
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+ resolveDamage,
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+ } from "@jgengine/core/combat/damageInterceptors";
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+ import { resolveDamageHit } from "@jgengine/core/combat/damageResolution";
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+ import {
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+ createStatPool,
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+ type StatPool,
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+ type StatPoolAccess,
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+ } from "@jgengine/core/stats/statPool";
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+ import { seededRng } from "@jgengine/core/random/rng";
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+ ```
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+
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+ ## Caller-owned state and adapter
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+
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+ This example uses an immutable store-shaped object. A Redux, Zustand, ECS, or
35
+ custom store can implement the same two methods without copying its entities
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+ into JGengine.
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+
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+ ```ts
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+ interface UnitState {
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+ pools: Record<string, StatPool>;
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+ receive: ReceiveMap;
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+ statuses: Record<string, unknown>;
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+ }
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+
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+ interface ExistingSave {
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+ units: Record<string, UnitState>;
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+ }
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+
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+ let save: ExistingSave = {
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+ units: {
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+ enemy_7: {
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+ pools: {
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+ shield: createStatPool({ current: 25, max: 25 }),
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+ vitality: createStatPool({ current: 80, max: 80 }),
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+ },
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+ receive: { damage: { order: ["shield", "vitality"] } },
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+ statuses: {},
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+ },
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+ },
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+ };
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+
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+ const statPools: StatPoolAccess = {
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+ get(ownerId, statId) {
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+ return save.units[ownerId]?.pools[statId] ?? null;
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+ },
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+ set(ownerId, statId, next) {
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+ const unit = save.units[ownerId];
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+ if (unit === undefined) return false;
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+ save = {
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+ ...save,
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+ units: {
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+ ...save.units,
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+ [ownerId]: { ...unit, pools: { ...unit.pools, [statId]: next } },
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+ },
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+ };
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+ return true;
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+ },
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+ };
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+ ```
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+
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+ `set` receives a complete plain replacement pool. The SDK never asks for the
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+ store itself and never mutates an entity object behind the adapter.
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+
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+ ## Build the effect committer
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+
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+ ```ts
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+ const existingEventQueue: unknown[] = [];
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+ const existingEvents = {
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+ emit(name: string, payload: unknown) {
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+ existingEventQueue.push({ name, payload });
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+ },
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+ };
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+
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+ const effects = createEffectSystem({
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+ resolveReceive: (unitId) => save.units[unitId]?.receive,
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+ statPools,
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+ getStat: (_itemId, _statId) => null,
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+ spatial: {
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+ inRadius: (_center, _radius) => [],
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+ hasLineOfSight: (_from, _to) => true,
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+ positionOf: (_unitId) => undefined,
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+ },
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+ onLethal(unitId, context) {
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+ existingEvents.emit("unit-defeated", { unitId, context });
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+ },
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+ });
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+ ```
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+
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+ The spatial adapter is only used by area effects. Connect those three methods
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+ to the existing project's spatial index and line-of-sight query when needed;
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+ single-target effects do no world scan.
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+
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+ ## Resolve and apply a hit
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+
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+ Keep resolution and commitment explicit. The pure stages return provenance and
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+ status state; authority decides what to persist and then routes final
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+ applications into the structural effect committer.
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+
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+ ```ts
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+ const seededRandom = seededRng("shot-2048");
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+ const simulationNowMs = 4_000;
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+
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+ const hit = resolveDamageHit({
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+ channel: "arc",
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+ impact: 40,
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+ source: "player",
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+ target: "enemy_7",
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+ targetTraits: ["shielded"],
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+ status: { status: "charged", chance: 0.35, durationMs: 2_000 },
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+ rng: seededRandom, // caller-owned deterministic stream
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+ });
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+
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+ const intercepted = resolveDamage(
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+ [createDamageClamp({ id: "per-hit-cap", maxPerHit: 30 })],
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+ {
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+ source: "player",
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+ target: "enemy_7",
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+ amount: hit.impact,
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+ tag: hit.channel,
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+ },
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+ { nowMs: simulationNowMs }, // caller-owned deterministic clock
142
+ );
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+
144
+ for (const application of intercepted.applications) {
145
+ effects.applyEffect({
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+ from: application.source,
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+ to: application.target,
148
+ effect: "damage",
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+ via: { amount: application.amount },
150
+ });
151
+ }
152
+
153
+ if (hit.status?.instance !== null && hit.status?.instance !== undefined) {
154
+ save.units.enemy_7!.statuses[hit.status.instance.status] = hit.status.instance;
155
+ }
156
+ ```
157
+
158
+ `intercepted.provenance` records each ordered policy decision. `hit.matchup`,
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+ `hit.received`, and `hit.status` retain the pure resolution evidence. The effect
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+ result lists exact per-pool deltas in the receive order and reports lethality
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+ when the final pool reaches its minimum.
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+
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+ ## Save and restore
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+
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+ The authoritative pools and returned status instances are already plain data:
166
+
167
+ ```ts
168
+ const encoded = JSON.stringify(save);
169
+ save = JSON.parse(encoded) as ExistingSave;
170
+ ```
171
+
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+ Recreate the small adapters over the restored store. Interceptor functions and
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+ catalog rules are configuration, so re-supply them rather than serializing
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+ closures. Persist any stateful interceptor records separately when their API
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+ exposes serializable state.
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+
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+ ## Ownership
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+
179
+ The existing project retains entity identity, resource names, store updates,
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+ save schema, status collection, authority, spatial queries, death/despawn,
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+ events, clock, RNG, content, presentation, and its update loop. JGengine owns
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+ the pure resolution stages, bounded ordered interception, pool spillover math,
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+ and inspectable results.
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+
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+ ## Common traps
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+
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+ - Use positive effect magnitudes to drain pools and negative magnitudes to
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+ restore them; the receive rule determines which named pools participate.
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+ - Put shields or other absorbers before the final lethal pool in `order`.
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+ - Pass final interceptor applications to `applyEffect`; do not apply the
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+ pre-interceptor impact as well.
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+ - Persist the returned status `instance`; `resolveDamageHit` is intentionally
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+ pure and does not hide a status store.
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+ - Use a bounded spatial index for `inRadius`; do not add a full-world scan per
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+ area effect.
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+ - Keep audio, particles, hit flashes, animations, camera shake, and models in
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+ the existing project. Drive them from the returned results and provenance.
@@ -0,0 +1,154 @@
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+ # Save and restore closure-backed combat runtimes
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+
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+ Use this recipe when an existing project wants JGengine's convenient magazine
4
+ or stat-modifier runtime but keeps its own save system, clock, entities, and
5
+ authority. Both runtimes expose detached plain snapshots; no JGengine store or
6
+ `GameContext` is required.
7
+
8
+ ## Install and focused imports
9
+
10
+ ```sh
11
+ bun add @jgengine/core
12
+ ```
13
+
14
+ ```ts
15
+ import {
16
+ createMagazine,
17
+ type MagazineSnapshot,
18
+ } from "@jgengine/core/combat/magazine";
19
+ import {
20
+ createStats,
21
+ type StatsSnapshot,
22
+ } from "@jgengine/core/stats/statModifiers";
23
+ ```
24
+
25
+ ## Caller-owned save data
26
+
27
+ ```ts
28
+ type VehicleStat = "speed" | "handling";
29
+
30
+ interface VehicleRuntimeSave {
31
+ magazine: MagazineSnapshot;
32
+ stats: StatsSnapshot<VehicleStat>;
33
+ }
34
+
35
+ interface ExistingSave {
36
+ nowMs: number;
37
+ vehicle: VehicleRuntimeSave;
38
+ sharedAmmo: number;
39
+ }
40
+ ```
41
+
42
+ The project owns this schema and decides when it is written, replicated,
43
+ rolled back, replayed, or transferred to a worker.
44
+
45
+ ## Run and snapshot
46
+
47
+ ```ts
48
+ let nowMs = 4_000;
49
+ let sharedAmmo = 18;
50
+
51
+ const magazine = createMagazine({
52
+ capacity: 6,
53
+ reloadMs: 900,
54
+ reserve: {
55
+ current: () => sharedAmmo,
56
+ spend(amount) {
57
+ if (amount > sharedAmmo) return false;
58
+ sharedAmmo -= amount;
59
+ return true;
60
+ },
61
+ gain(amount) {
62
+ sharedAmmo += amount;
63
+ },
64
+ },
65
+ });
66
+
67
+ const stats = createStats<VehicleStat>(
68
+ { speed: 12, handling: 8 },
69
+ { now: () => nowMs },
70
+ );
71
+ stats.addSource("boost", { speed: { multiply: 1.25 } }, { expiresAtMs: 7_000 });
72
+
73
+ magazine.fire(2);
74
+ magazine.startReload();
75
+ magazine.tick(0.3);
76
+
77
+ const save: ExistingSave = {
78
+ nowMs,
79
+ vehicle: {
80
+ magazine: magazine.snapshot(),
81
+ stats: stats.snapshot(),
82
+ },
83
+ sharedAmmo,
84
+ };
85
+
86
+ const serialized = JSON.stringify(save);
87
+ ```
88
+
89
+ Snapshots are detached from the live closures. Mutating or continuing the
90
+ runtime after this point does not rewrite `save`.
91
+
92
+ ## Restore and resume
93
+
94
+ ```ts
95
+ const decoded = JSON.parse(serialized) as ExistingSave;
96
+ nowMs = decoded.nowMs;
97
+ sharedAmmo = decoded.sharedAmmo; // restore caller-owned reserve first
98
+
99
+ const resumedMagazine = createMagazine({
100
+ capacity: 6,
101
+ reloadMs: 900,
102
+ loaded: 0,
103
+ reserve: {
104
+ current: () => sharedAmmo,
105
+ spend(amount) {
106
+ if (amount > sharedAmmo) return false;
107
+ sharedAmmo -= amount;
108
+ return true;
109
+ },
110
+ gain(amount) {
111
+ sharedAmmo += amount;
112
+ },
113
+ },
114
+ });
115
+ if (!resumedMagazine.restore(decoded.vehicle.magazine)) {
116
+ throw new Error("magazine save does not match its reserve configuration");
117
+ }
118
+
119
+ const resumedStats = createStats<VehicleStat>(
120
+ { speed: 0, handling: 0 },
121
+ { now: () => nowMs },
122
+ );
123
+ resumedStats.restore(decoded.vehicle.stats);
124
+
125
+ resumedMagazine.tick(0.6); // finishes the same in-progress 900ms reload
126
+ nowMs = 7_000;
127
+ resumedStats.get("speed"); // injected clock expires the boost deterministically
128
+ ```
129
+
130
+ For a self-managed numeric magazine reserve, the magazine snapshot contains
131
+ and restores that reserve directly. For a caller-owned `MagazineReserve`, save
132
+ and restore the caller's reserve first; `restore` returns `false` rather than
133
+ partially changing loaded/reload state when it cannot reconcile the reserve.
134
+
135
+ ## Ownership
136
+
137
+ The existing project owns save versioning, entity identity, clock value,
138
+ reserve state, networking/rollback policy, content, and when ticks occur.
139
+ JGengine owns the closure convenience methods, snapshot encoding shape,
140
+ detached copies, and deterministic continuation once the caller supplies the
141
+ same config and clock.
142
+
143
+ ## Common traps
144
+
145
+ - Re-supply immutable configuration such as magazine capacity/reload duration
146
+ and the stat id set when rebuilding a runtime; snapshots contain mutable
147
+ state, not content catalogs.
148
+ - Restore externally-owned reserve data before calling `Magazine.restore`.
149
+ - Persist the injected clock alongside expiring modifier snapshots or convert
150
+ expiry timestamps in the project's migration layer.
151
+ - Do not keep a live snapshot object as mutable state. Restore it into a runtime
152
+ and take a fresh snapshot for the next save.
153
+ - Check the boolean returned by `Magazine.restore`; reserve-kind mismatches and
154
+ unreconcilable external reserves are rejected without partial magazine state.
@@ -0,0 +1,122 @@
1
+ # Use JGengine stat pools with an existing save model
2
+
3
+ Use this recipe when a project already owns its entities and persistence but
4
+ needs deterministic bounded resources such as shields, energy, stamina, XP, or
5
+ durability. Resource names and meaning remain caller data; the portable
6
+ contract has no privileged health field.
7
+
8
+ ## Install
9
+
10
+ ```sh
11
+ bun add @jgengine/core
12
+ ```
13
+
14
+ Import the focused, renderer-free module:
15
+
16
+ ```ts
17
+ import {
18
+ applyStatPoolDelta,
19
+ createStatPool,
20
+ type StatPool,
21
+ type StatPoolAccess,
22
+ } from "@jgengine/core/stats/statPool";
23
+ ```
24
+
25
+ `@jgengine/core` has no runtime dependencies and does not require a JGengine
26
+ entity store, game loop, renderer, React provider, or backend.
27
+
28
+ ## Minimal adapter
29
+
30
+ Suppose the existing project saves resources inline on its own units:
31
+
32
+ ```ts
33
+ interface UnitSave {
34
+ id: string;
35
+ resources: Record<string, StatPool>;
36
+ }
37
+
38
+ interface WorldSave {
39
+ units: Record<string, UnitSave>;
40
+ }
41
+
42
+ const world: WorldSave = {
43
+ units: {
44
+ rover: {
45
+ id: "rover",
46
+ resources: {
47
+ energy: createStatPool({ current: 8, max: 10 }),
48
+ durability: createStatPool({ max: 40 }),
49
+ },
50
+ },
51
+ },
52
+ };
53
+
54
+ const resources: StatPoolAccess = {
55
+ get(ownerId, statId) {
56
+ return world.units[ownerId]?.resources[statId] ?? null;
57
+ },
58
+ set(ownerId, statId, next) {
59
+ const unit = world.units[ownerId];
60
+ if (unit !== undefined) unit.resources[statId] = next;
61
+ },
62
+ };
63
+ ```
64
+
65
+ The adapter performs structural reads and complete replacement writes. It does
66
+ not expose the caller's store implementation or hand mutation authority to the
67
+ engine.
68
+
69
+ ## Apply a resource change
70
+
71
+ ```ts
72
+ const spent = applyStatPoolDelta(resources, "rover", "energy", -3);
73
+
74
+ if (spent.status === "ok") {
75
+ console.log(spent.pool.current); // 5
76
+ console.log(spent.applied); // -3 (after clamping)
77
+ console.log(spent.hitMin); // false
78
+ }
79
+ ```
80
+
81
+ Positive amounts increase a pool and negative amounts decrease it. The result
82
+ records the previous and next values, the exact clamped amount, and whether a
83
+ bound was reached. Missing owners or stat ids return a rejected result without
84
+ writing.
85
+
86
+ For reducer-style stores, call the pure `changeStatPool(pool, amount)` or
87
+ `patchStatPool(pool, patch)` transition inside the project's existing action
88
+ and commit the returned `pool` through that store's normal update path.
89
+
90
+ ## Save and restore
91
+
92
+ `StatPool` is plain JSON data, so keep it in the project's existing save:
93
+
94
+ ```ts
95
+ const serialized = JSON.stringify(world);
96
+ const restored = JSON.parse(serialized) as WorldSave;
97
+ ```
98
+
99
+ After restore, point the same adapter at `restored`. There is no second JGengine
100
+ snapshot to reconcile, no registry to rebuild, and no required migration away
101
+ from the caller's schema. If the existing schema uses different field names,
102
+ translate only at `get`/`set`.
103
+
104
+ ## Ownership
105
+
106
+ The existing project owns resource ids, entity ids, storage layout,
107
+ persistence, replication, authority, UI, scheduling, and the decision to apply
108
+ a change. JGengine owns normalization, clamping, pure transitions, and the
109
+ small structural access contract. Native JGengine entity stats implement the
110
+ same portable behavior through their existing API.
111
+
112
+ ## Common traps
113
+
114
+ - Do not copy caller resources into a parallel `StatValueMap`; adapt the state
115
+ where it already lives.
116
+ - Do not mutate the object returned by `get`. Commit the complete returned
117
+ `pool` through `set` or the caller's reducer/action.
118
+ - Pool changes are signed: positive restores/fills, negative spends/drains.
119
+ - Keep formulas, regeneration schedules, damage meaning, and resource names in
120
+ caller code. A stat pool only enforces bounds.
121
+ - Persist `current`, `max`, and `min` together so a restored value is clamped
122
+ against the same bounds.
@@ -0,0 +1,156 @@
1
+ # Fire a weapon with your own Three.js raycaster
2
+
3
+ Use this recipe when an existing Three.js/JavaScript game wants JGengine's fire
4
+ cadence, magazine/reload, and deterministic damage resolution but keeps its own
5
+ models, animations, muzzle flash, audio, input, camera, aiming, and — crucially —
6
+ its own raycaster and entity list. There is no default gun: you compose generic
7
+ primitives. No `GameContext`, entity store, renderer, or React is required.
8
+
9
+ ## Install and focused imports
10
+
11
+ ```sh
12
+ bun add @jgengine/core three
13
+ ```
14
+
15
+ ```ts
16
+ import {
17
+ createWeaponRuntime,
18
+ type WeaponRuntime,
19
+ } from "@jgengine/core/combat";
20
+ import type { DamageHitInput } from "@jgengine/core/combat";
21
+ import * as THREE from "three";
22
+ ```
23
+
24
+ ## Caller-owned aim, entities, and raycaster
25
+
26
+ The engine never touches your scene. You own the raycast; it returns whatever hit
27
+ shape you like.
28
+
29
+ ```ts
30
+ interface Enemy {
31
+ id: string;
32
+ mesh: THREE.Object3D;
33
+ armored: boolean;
34
+ }
35
+
36
+ const enemies: Enemy[] = loadEnemies();
37
+ const raycaster = new THREE.Raycaster();
38
+
39
+ function raycastFromCamera(camera: THREE.Camera): Enemy[] {
40
+ raycaster.setFromCamera(new THREE.Vector2(0, 0), camera); // center-screen shot
41
+ const meshes = enemies.map((e) => e.mesh);
42
+ const intersects = raycaster.intersectObjects(meshes, true);
43
+ const first = intersects[0];
44
+ if (first === undefined) return [];
45
+ const enemy = enemies.find((e) => e.mesh === first.object || e.mesh === first.object.parent);
46
+ return enemy === undefined ? [] : [enemy];
47
+ }
48
+ ```
49
+
50
+ ## Compose the weapon runtime
51
+
52
+ `cadenceMs`, `magazine`, and `ready` are plain data; `resolveHits` runs your
53
+ raycaster and `damageFor` maps a hit to a portable damage input (return `null` to
54
+ skip damage, e.g. a wall). Derive `cadenceMs` from a rounds-per-second fire rate
55
+ with `1000 / roundsPerSecond`.
56
+
57
+ ```ts
58
+ const rifle: WeaponRuntime<THREE.Camera, Enemy> = createWeaponRuntime({
59
+ cadenceMs: 1000 / 8, // 8 rounds/sec
60
+ magazine: { capacity: 30, reloadMs: 1800, reserve: 120 },
61
+ resolveHits: (camera) => raycastFromCamera(camera),
62
+ damageFor: (enemy): DamageHitInput => ({
63
+ channel: "kinetic",
64
+ impact: 24,
65
+ target: enemy.id,
66
+ targetTraits: enemy.armored ? ["armored"] : [],
67
+ matchup: { entries: { kinetic: { armored: { impact: 0.5 } } } },
68
+ }),
69
+ });
70
+ ```
71
+
72
+ ## Fire, tick, and apply results
73
+
74
+ ```ts
75
+ // Your input handler:
76
+ function onTriggerDown(camera: THREE.Camera): void {
77
+ const result = rifle.fire(camera);
78
+ if (result.status === "fired") {
79
+ playMuzzleFlash();
80
+ for (const hit of result.resolutions) {
81
+ // Apply the resolved impact to YOUR health store, spawn YOUR hit spark, etc.
82
+ applyDamageToMyEntities(hit); // hit.impact, hit.channel, hit.status, hit.received
83
+ }
84
+ } else if (result.status === "empty") {
85
+ rifle.startReload();
86
+ playReloadAnim();
87
+ } // "cooling" and "reloading" are silent no-ops you can ignore or feed to the HUD
88
+ }
89
+
90
+ // Your frame loop:
91
+ function update(dtSeconds: number): void {
92
+ rifle.tick(dtSeconds); // advances cadence + reload timers
93
+ hud.setAmmo(rifle.magazine?.loaded() ?? Infinity, rifle.magazine?.reserve() ?? null);
94
+ hud.setReload(rifle.magazine?.reloadFraction() ?? 0);
95
+ }
96
+ ```
97
+
98
+ `resolveHits` and `damageFor` are only called on a `"fired"` result, so a blocked
99
+ trigger pull never touches your raycaster or ammo.
100
+
101
+ ## Bring your own ammo economy
102
+
103
+ Point the magazine's `reserve` at a caller-owned pool with a `MagazineReserve`
104
+ adapter instead of a plain number, so reloads draw from your shared inventory:
105
+
106
+ ```ts
107
+ import type { MagazineReserve } from "@jgengine/core/combat";
108
+
109
+ const backpack = { rifleAmmo: 240 };
110
+ const reserve: MagazineReserve = {
111
+ current: () => backpack.rifleAmmo,
112
+ spend: (n) => (n <= backpack.rifleAmmo ? ((backpack.rifleAmmo -= n), true) : false),
113
+ gain: (n) => { backpack.rifleAmmo += n; },
114
+ };
115
+ // magazine: { capacity: 30, reloadMs: 1800, reserve }
116
+ ```
117
+
118
+ ## Save and restore
119
+
120
+ The magazine exposes `loaded()`/`reserve()`/`reloadFraction()` and the cadence
121
+ exposes `elapsedMs()`/`restore()` for HUD and snapshots:
122
+
123
+ ```ts
124
+ const snapshot = {
125
+ cadenceMs: rifle.cadence.elapsedMs(),
126
+ loaded: rifle.magazine?.loaded() ?? null,
127
+ };
128
+ // After load: recreate the runtime from the same config, then:
129
+ rifle.cadence.restore(snapshot.cadenceMs);
130
+ ```
131
+
132
+ Recreate the magazine at its saved `loaded` via `MagazineConfig.loaded`. (Full
133
+ magazine snapshot/restore lands with the serializable-runtime-state slice.)
134
+
135
+ ## Ownership
136
+
137
+ The existing project keeps entities, meshes, the raycaster, aim, input, camera,
138
+ muzzle flash, audio, animation, the health/damage sink, ammo inventory, weapon
139
+ content and stats, and when the trigger fires. JGengine owns fire-rate gating,
140
+ magazine/reload bookkeeping, and deterministic damage resolution (matchup,
141
+ receiver modifiers, status rolls) with full provenance.
142
+
143
+ ## Common traps
144
+
145
+ - `fire()` gates in order **reloading → cooling → empty**; a `"cooling"` result
146
+ means the cadence, not the magazine, blocked the shot. Tick before expecting
147
+ `"empty"`.
148
+ - Only a `"fired"` result spends a round and resets cadence; blocked attempts are
149
+ free, so you can call `fire()` every input frame.
150
+ - Firing does not auto-reload or fire-cancel a reload; call `startReload()` /
151
+ `cancelReload()` from your own input policy.
152
+ - `damageFor` returning `null` keeps the hit in `result.hits` but produces no
153
+ `DamageHitResolution` — use it for terrain/props your raycast also returns.
154
+ - Pass a seeded `rng` in the config for deterministic status rolls in multiplayer
155
+ authority, replays, or tests; per-hit `DamageHitInput.rng` overrides it.
156
+ - Convert fire rate to `cadenceMs` with `1000 / roundsPerSecond`, not the reverse.