@jgengine/core 0.15.0 → 0.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +32 -0
- package/dist/game/playableGame.d.ts +36 -0
- package/dist/meta/changelog.d.ts +1 -1
- package/dist/meta/changelog.js +23 -1
- package/dist/multiplayer.d.ts +1 -0
- package/dist/multiplayer.js +1 -0
- package/dist/runtime/context/objectSlots.d.ts +60 -0
- package/dist/runtime/context/objectSlots.js +103 -0
- package/dist/runtime/context/player.d.ts +3 -1
- package/dist/runtime/context/player.js +1 -0
- package/dist/runtime/context/scene.d.ts +9 -0
- package/dist/runtime/context/scene.js +14 -0
- package/dist/runtime/descriptors/baseline.d.ts +3 -1
- package/dist/runtime/descriptors/baseline.js +11 -0
- package/dist/runtime/gameContext.js +6 -0
- package/dist/runtime/gameContextTypes.d.ts +13 -0
- package/dist/runtime/hostPersistence.js +9 -5
- package/dist/runtime/objectRows.d.ts +17 -0
- package/dist/runtime/objectRows.js +35 -0
- package/dist/runtime/snapshot.d.ts +15 -0
- package/dist/runtime/snapshot.js +12 -0
- package/dist/scene/objectStore.d.ts +26 -0
- package/dist/scene/objectStore.js +51 -9
- package/dist/world/buildingKit.d.ts +110 -0
- package/dist/world/buildingKit.js +93 -0
- package/dist/world/buildings.d.ts +25 -3
- package/dist/world/buildings.js +39 -5
- package/dist/world/cityKind.d.ts +6 -0
- package/dist/world/cityKind.js +3 -0
- package/dist/world/environmentSummary.js +13 -3
- package/dist/world/features.d.ts +7 -1
- package/dist/world/features.js +1 -0
- package/dist/world.d.ts +1 -0
- package/dist/world.js +1 -0
- package/package.json +1 -1
- package/skills/jgengine/api.md +15 -3
- package/skills/jgengine/capabilities.md +12 -0
- package/skills/jgengine-gameplay/api.md +2 -1
- package/skills/jgengine-world/SKILL.md +5 -0
- package/skills/jgengine-world/api.md +21 -2
- package/skills/jgengine-world/capabilities.md +16 -0
- package/skills/jgengine-world/recipes/building-kit.md +78 -0
package/dist/world.d.ts
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@@ -50,6 +50,7 @@ export { StructureGraph, type CollapseEvent, type StructureMaterial } from "./ph
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export { Glide, Grapple } from "./physics/traversal.js";
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export { DEFAULT_GRIP_CURVE, createVehicleBody, sampleGripCurve, type GripCurve } from "./physics/vehicleBody.js";
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export { createVehicleObstacleClamp, type VehicleImpact, type VehicleObstacleClamp, } from "./physics/vehicleObstacles.js";
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export { type ObjectSlotRejection, type ObjectSlotResult, type ObjectSlotTransfer, type SceneObjectSlots, } from "./runtime/context/objectSlots.js";
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export { createAssetCatalog, type AssetCatalog, type ModelAssetRef, type ModelDims } from "./scene/assetCatalog.js";
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export { partsBounds, registerAssetGenerator, type GeneratedAsset, type GeneratedPart } from "./scene/assetGenerator.js";
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export { applyRotationPolicy, headingToRotationY, normalizeDegrees, parseAssetSpace, parseRotationPolicy, resolveAnchorOffset, resolveFacingRotationY, rotatedFootprint, rotationYToHeading, snapHeading, toEngineUnits, validateAssetSpace, type AssetAnchor, type AssetSpace, type AssetSpaceIssue, type PlacementRotationPolicy, } from "./scene/assetSpace.js";
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package/dist/world.js
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@@ -50,6 +50,7 @@ export { StructureGraph } from "./physics/structure.js";
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export { Glide, Grapple } from "./physics/traversal.js";
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export { DEFAULT_GRIP_CURVE, createVehicleBody, sampleGripCurve } from "./physics/vehicleBody.js";
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export { createVehicleObstacleClamp, } from "./physics/vehicleObstacles.js";
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export {} from "./runtime/context/objectSlots.js";
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export { createAssetCatalog } from "./scene/assetCatalog.js";
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export { partsBounds, registerAssetGenerator } from "./scene/assetGenerator.js";
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export { applyRotationPolicy, headingToRotationY, normalizeDegrees, parseAssetSpace, parseRotationPolicy, resolveAnchorOffset, resolveFacingRotationY, rotatedFootprint, rotationYToHeading, snapHeading, toEngineUnits, validateAssetSpace, } from "./scene/assetSpace.js";
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package/package.json
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{
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"name": "@jgengine/core",
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"version": "0.
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"version": "0.16.0",
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"description": "jgengine core — pure-TypeScript game framework SDK (npm @jgengine/core). Entity stores, commands, combat, inventory, multiplayer seams. Zero dependencies. Not an ECS. Agent skills ship in the tarball. https://jgengine.com",
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"keywords": [
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"jgengine",
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package/skills/jgengine/api.md
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.
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- `VERSION` (const): const VERSION: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/authoring
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.
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- `VERSION` (const): const VERSION: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/runtime/adapter
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- `CommandValidationError` (type): type CommandValidationError = { reason: string } — ⚠ undocumented
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- `RunCommandResult` (type): type RunCommandResult = | { ok: true; snapshot: GameRuntimeSnapshot } | { ok: false; reason: string } — ⚠ undocumented
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## @jgengine/core/runtime/context/objectSlots
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- `ObjectSlotRejection` (type): type ObjectSlotRejection = | "unknown-object" | "no-slot-inventory" | "unknown-inventory" | "no-space" | "wrong-kind" | "slot-occupied" | "invalid-slot" | "insufficient" — Why an object slot mutation was refused — the instance, its catalog entry, the player inventory, or the declared `accepts`/capacity.
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- `ObjectSlotResult` (type): type ObjectSlotResult = { status: "ok" } | { status: "rejected"; reason: ObjectSlotRejection } — Outcome of an object slot mutation: applied, or refused with a reason and no state change on either side.
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- `ObjectSlotTransfer` (interface): interface ObjectSlotTransfer — Which player inventory a transfer moves between, and what it moves.
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- `SceneObjectSlots` (interface): interface SceneObjectSlots — Per-instance container contents for placed objects whose catalog entry declares `slotInventory` — the engine side of "install a GPU into a rack", "put an item in a chest". Contents live on `SceneObject.slots`, so they replicate and save with the object rather than needing a game-owned table keyed by `instanceId`, and every mutation is validated against the declared `accepts` and stack limits.
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## @jgengine/core/runtime/gameContext
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- `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
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- `MotionIntentBatch` (interface): interface MotionIntentBatch — ⚠ undocumented
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- `MotionIntents` (interface): interface MotionIntents — Seam for game code to reach the motion the shell's FrameDriver otherwise owns privately (#162.4). Game code calls `impulse`, `pushHorizontal`, `setVerticalVelocity`, and/or `setY` from `onTick` or commands; the shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated. `setY` wins over physics for that frame; impulses add to the velocity the driver is about to integrate; a later `setVerticalVelocity` replaces that velocity outright. Horizontal pushes compose with the walk controller (#282.4): they add to its horizontal velocity and decay naturally as it re-blends toward input — knockback, dashes, explosion shoves without raw `setPose` offsets.
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## @jgengine/core/runtime/objectRows
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- `fromRuntimeObjectRow` (function): function fromRuntimeObjectRow(row: RuntimeObjectRow): SceneObject — Inverse of {@link toRuntimeObjectRow}: rebuild the live placed object a host persisted.
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- `toRuntimeObjectRow` (function): function toRuntimeObjectRow(object: SceneObject): RuntimeObjectRow — Convert a live placed object into its persisted row — the bridge between `ctx.scene.object` and `GameRuntimeSnapshot.server.objects`/`chunks[].objects`. Per-instance `state` is carried as `flags`. Presentation overrides (`visual`, `animation`) are catalog- and authoring-resolved and deliberately stay off the persisted row — put anything a command must own in `state`.
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## @jgengine/core/runtime/perContext
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- `perContext` (function): function perContext<T>(init: (ctx: GameContext) => T): (ctx: GameContext) => T — Per-`GameContext` lazy state, keyed by context identity through a `WeakMap` so it is reclaimed when the context is — the seam a game uses instead of a module-global `Map`, which is process-global and bleeds across worlds when one host serves several `serverId`s (#632). `init` runs once per distinct context on first access; the same context always resolves to the same value. This mirrors the engine's built-in per-ctx pattern (`ctx.player.motion`, `stepPlayerMovement`).
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- `RuntimeChunkRow` (type): type RuntimeChunkRow = { chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeEntityRow` (type): type RuntimeEntityRow = { instanceId: string; catalogId: string; position?: [number, number, number]; rotationY?: number; parentSpace?: string; group?: string; stats?: Record<string, { current: number; max: number; min?: number }>; targetInstanceId?: string | null; userId?: string; } — ⚠ undocumented
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- `RuntimeInventorySlot` (type): type RuntimeInventorySlot = { item: string; count: number; slot?: number; } — ⚠ undocumented
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; flags?: Record<string, unknown>;
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; /** Opaque per-instance state; the persisted name for `SceneObject.state`. */ flags?: Record<string, unknown>; /** Container contents for a catalog `slotInve… — The persisted form of a placed `SceneObject`: identity, placement, per-instance state, and slot contents. Convert with `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`runtime/objectRows`).
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- `RuntimePlayerRow` (type): type RuntimePlayerRow = { userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeProfileRow` (type): type RuntimeProfileRow = { userId: string; gameId: string; player: RuntimePlayerRow; updatedAt: number; } — ⚠ undocumented
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- `RuntimeServerRow` (type): type RuntimeServerRow = { entities: RuntimeEntityRow[]; objects: RuntimeObjectRow[]; session: Record<string, unknown>; feeds?: Record<string, unknown[]>; } — ⚠ undocumented
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- `ws` (function) · `import { ws } from "@jgengine/core/runtime/adapter"`
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## object-slot-inventory — placed objects hold validated per-instance container contents that replicate and save with the placement
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- `SceneObjectSlots` (interface) · `import { SceneObjectSlots } from "@jgengine/core/runtime/context/objectSlots"`
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## placed-object-rehydrate — rebuild live placed objects, with their state and slot contents, from persisted snapshot rows
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- `fromRuntimeObjectRow` (function) · `import { fromRuntimeObjectRow } from "@jgengine/core/runtime/objectRows"`
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## placed-object-rows — a placed object's per-instance state and container contents convert to and from the persisted snapshot row a host stores
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- `toRuntimeObjectRow` (function) · `import { toRuntimeObjectRow } from "@jgengine/core/runtime/objectRows"`
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## render-fallback-diagnostics — Enable/disable the dev-only placeholder-fallback probe.
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- `armFallbackSeams` (function) · `import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams"`
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- `EntitySpriteConfig` (interface): interface EntitySpriteConfig — ⚠ undocumented
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- `FirstPersonCameraConfig` (interface): interface FirstPersonCameraConfig — ⚠ undocumented
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- `GameCameraConfig` (interface): interface GameCameraConfig — Camera tuning for the shell's rig stack: pick the rig via `rig`, then tune it through its matching config block. All fields optional — the default is the third-person orbit rig.
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- `GameCaptureConfig` (interface): interface GameCaptureConfig — How a
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- `GameCaptureConfig` (interface): interface GameCaptureConfig — How a game makes itself screenshottable: the commands that reach live play or a named screen, the framings worth re-capturing, and the progress metrics a bot playtest samples. Declaring these once is what lets a capture host reproduce a view instead of re-deriving it by hand every run.
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- `GameCaptureView` (interface): interface GameCaptureView — How a screenshot host reaches live gameplay in this game — the data behind `shoot --mode play`.
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- `HemisphereLightingConfig` (interface): interface HemisphereLightingConfig — ⚠ undocumented
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- `InspectionCameraConfig` (interface): interface InspectionCameraConfig — Model-viewer / inspection rig (#207.7) — orbit + pan + anchored zoom around a fixed point, never reads player input.
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- `InspectionZoomAnchor` (type): type InspectionZoomAnchor = "target" | "cursor" | "center" — How scroll-zoom re-anchors the view for the inspection rig (#207.7): - `target` — dolly toward the orbit target (classic OrbitControls behavior). - `cursor` — dolly toward the point under the pointer. - `center` — dolly toward the viewport center; equivalent to `target` for an OrbitControls-driven rig, since the camera always faces `target` and that point already projects to the exact center of the viewport.
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For a *connected* walkthrough that wires several primitives into a running loop, read the goal-oriented recipes under [recipes/](recipes/) — organized by composition seam (what connects to what), never by genre. Start there before reading a game's source to learn how pieces fit; a hybrid game is just a different composition of the same primitives.
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- [recipes/commanding-entities.md](recipes/commanding-entities.md) — select → order → tick → resolve: direct command over a group of entities (the command loop behind squad control, base-defense, herding, autobattle, or a mutating game's real-time phase).
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- [recipes/building-kit.md](recipes/building-kit.md) — bind the facade generator's part slots to real models: one massing, swappable art per style, blocks where the kit is silent.
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## Canonical workflows
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Choose input intent, controller/motor, collision/navigation, and camera as separate seams. Commands express game intent; world systems resolve motion. Interaction targets come from bounded spatial/sensor queries, not full-world scans.
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### Stateful placed objects
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Per-instance state belongs on the placement, not in a game-owned map keyed by `instanceId`. Set `SceneObject.state` (opaque) through `ctx.scene.object.setState`/`patchState`; declare `slotInventory` on the catalog entry and mutate contents through `ctx.scene.object.slots`, which enforces the declared capacity and `accepts`. Both replicate and save with the object through the always-on `objects` snapshot module, and `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`@jgengine/core/multiplayer`) convert to and from the host's persisted rows.
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### AI and navigation
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Compose perception, selection, planning/behavior, movement, and lifecycle independently. Inject randomness and scheduling. Use spatial indexes, interest tiers, or bounded candidate sets for scale.
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- `BoundsSpec` (type): type BoundsSpec = | { readonly kind: "sphere"; readonly radius: number; readonly offset?: Vec3 } | { readonly kind: "aabb"; readonly half: Vec3; readonly offset?: Vec3 } | { readonly kind: "rect"; readonly halfWidth: number; readonly halfDepth: number; readonly halfHeight?: number; readonly offset?:… — How a renderable declares its extent. AABB, bounding sphere, and 2D rectangle cover the common cases; `point` is the degenerate zero-size default for objects that never override. `offset` shifts the volume from the object origin (e.g. a tall model whose pivot is at its feet).
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- `BoxFormationOptions` (interface): interface BoxFormationOptions — Options for {@link boxFormation}.
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- `BuildRole` (type): type BuildRole = "owner" | "editor" | "viewer" — ⚠ undocumented
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along"> — ⚠ undocumented
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along" | "kit"> — ⚠ undocumented
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- `BuildingIndex` (interface): interface BuildingIndex — ⚠ undocumented
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- `BuildingPaletteOverrides` (type): type BuildingPaletteOverrides = Partial<BuildingPalette> — ⚠ undocumented
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- `BuildingStyle` (type): type BuildingStyle = | "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial" — ⚠ undocumented
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- `NoiseFieldConfig` (interface): interface NoiseFieldConfig — Configuration for {@link noiseField}: seed, amplitude, and fractal noise shaping.
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- `NoiseVoice` (interface): interface NoiseVoice — A filtered white-noise burst — impacts, whooshes, breath, crackle. Realised from a shared 1s noise buffer at a randomised playback rate and start offset, decaying exponentially to silence at `duration * decay`.
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- `NoteEvent` (interface): interface NoteEvent — One scheduled note in a theme, positioned on the loop's quarter-note grid.
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- `ObjectSlotRejection` (type): type ObjectSlotRejection = | "unknown-object" | "no-slot-inventory" | "unknown-inventory" | "no-space" | "wrong-kind" | "slot-occupied" | "invalid-slot" | "insufficient" — Why an object slot mutation was refused — the instance, its catalog entry, the player inventory, or the declared `accepts`/capacity.
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- `ObjectSlotResult` (type): type ObjectSlotResult = { status: "ok" } | { status: "rejected"; reason: ObjectSlotRejection } — Outcome of an object slot mutation: applied, or refused with a reason and no state change on either side.
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- `ObjectSlotTransfer` (interface): interface ObjectSlotTransfer — Which player inventory a transfer moves between, and what it moves.
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- `ObjectVisual` (interface): interface ObjectVisual — ⚠ undocumented
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- `OceanEnvironmentDescriptor` (type): type OceanEnvironmentDescriptor = { kind: "ocean" } & Required< Pick<OceanEnvironmentConfig, "bounds" | "level" | "waveHeight" | "waveScale" | "waveSpeed" | "color"> > & Pick<OceanEnvironmentConfig, "position" | "levelAt"> — ⚠ undocumented
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- `Order` (interface): interface Order<TPayload = unknown> — One issued order. Fully serializable: `kind` is a registry key (not a closure), `payload` is the caller's plain data, and `state` is the kind's own plain progress scratch (e.g. a patrol waypoint index) written during `start`/`update`. Never holds functions, so the whole queue round-trips through `JSON`/`structuredClone`.
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- `SceneKindObject` (interface): interface SceneKindObject — The raw document object a resolver receives — shape shared by markers, volumes, and paths.
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- `SceneKindResolveContext` (interface): interface SceneKindResolveContext — Ground sampler + options a resolver may read (terrain height/normal snap).
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- `SceneObject` (interface): interface SceneObject — ⚠ undocumented
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- `SceneObjectSlots` (interface): interface SceneObjectSlots — Per-instance container contents for placed objects whose catalog entry declares `slotInventory` — the engine side of "install a GPU into a rack", "put an item in a chest". Contents live on `SceneObject.slots`, so they replicate and save with the object rather than needing a game-owned table keyed by `instanceId`, and every mutation is validated against the declared `accepts` and stack limits.
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1954
1958
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- `SceneRaycastApi` (interface): interface SceneRaycastApi — ⚠ undocumented
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1955
1959
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- `SceneRaycastHit` (interface): interface SceneRaycastHit — ⚠ undocumented
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1956
1960
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- `ScreenEffect` (interface): interface ScreenEffect — A live effect in the current composite: its label, color, region, and the eased opacity `0..1` to draw *right now*. These objects are pooled and reused across {@link ScreenEffectsController.composite} calls — read them, don't retain.
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@@ -2490,6 +2494,18 @@
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2490
2494
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- `BuildingIndex` (interface): interface BuildingIndex — ⚠ undocumented
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2491
2495
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- `buildingIndex` (function): function buildingIndex(buildings: readonly GeneratedBuilding[]): BuildingIndex — ⚠ undocumented
|
|
2492
2496
|
|
|
2497
|
+
## @jgengine/core/world/buildingKit
|
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2498
|
+
|
|
2499
|
+
- `BuildingKit` (interface): interface BuildingKit — Binds a building's generated part slots to models. A kit is plain serializable data — scene documents can carry one — and is deliberately unopinionated about art direction: the engine ships the seam, games ship the bindings.
|
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2500
|
+
- `BuildingKitBinding` (type): type BuildingKitBinding = | { readonly type: "model"; readonly part: BuildingKitPart; readonly fit: BuildingKitFit } | { readonly type: "box" } | { readonly type: "omit" } — What a renderer should do with one generated part.
|
|
2501
|
+
- `BuildingKitFit` (type): type BuildingKitFit = "stretch" | "contain" | "cover" | "native" — How a kit model's native bounds are mapped onto the slot box `BuildingPartPlacement.scale` describes.
|
|
2502
|
+
- `BuildingKitInput` (interface): interface BuildingKitInput — The authoring shape {@link defineBuildingKit} normalizes into a {@link BuildingKit}.
|
|
2503
|
+
- `BuildingKitPart` (interface): interface BuildingKitPart — One bindable variant for a building part slot. `model` is an opaque reference the host resolves (an asset id, a pack-relative path, or a URL) — core never loads anything.
|
|
2504
|
+
- `BuildingKitPartInput` (type): type BuildingKitPartInput = string | BuildingKitPart — A variant as authored: a bare model reference, or the full {@link BuildingKitPart} when it needs fit or transform tuning.
|
|
2505
|
+
- `buildingKitVariantCounts` (function): function buildingKitVariantCounts(kit: BuildingKit): Partial<BuildingVariantCounts> — The variant counts a kit actually supplies, shaped for `BuildingConfigInput.variants`. Feed this into `generateBuilding` so seeded picks spread across exactly the models the kit binds instead of indexing past them and wrapping unevenly.
|
|
2506
|
+
- `defineBuildingKit` (function): function defineBuildingKit(input: BuildingKitInput): BuildingKit — Validates and normalizes a kit description, accepting bare model strings as single-field variants. Throws on empty variant lists so a typo fails at authoring time rather than silently falling back to untextured boxes.
|
|
2507
|
+
- `resolveBuildingKitPart` (function): function resolveBuildingKitPart(kit: BuildingKit | undefined, kind: BuildingPartKind, slot?: BuildingKitSlot): BuildingKitBinding — Resolves one generated part against a kit. Pass the placement's `kind` and its `kit` slot; the slot's `variant` wraps around the bound list, so a kit may carry any number of variants independent of the generator's `variants` counts.
|
|
2508
|
+
|
|
2493
2509
|
## @jgengine/core/world/buildingLots
|
|
2494
2510
|
|
|
2495
2511
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- `BuildingLotOptions` (interface): interface BuildingLotOptions — Options for {@link deriveBuildingLots}.
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@@ -2523,6 +2539,9 @@
|
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2523
2539
|
- `DEFAULT_BUILDING_STYLE` (const): const DEFAULT_BUILDING_STYLE: BuildingStyle — ⚠ undocumented
|
|
2524
2540
|
- `GeneratedBuilding` (interface): interface GeneratedBuilding — ⚠ undocumented
|
|
2525
2541
|
- `Vec3` (type): type Vec3 = readonly [number, number, number] — ⚠ undocumented
|
|
2542
|
+
- `createBuildingConfig` (function): function createBuildingConfig(input: BuildingConfigInput = {}): BuildingConfig — Fill a partial building description out to a complete {@link BuildingConfig}, clamping counts and probabilities. Use it to inspect or adjust the resolved shape before generating.
|
|
2543
|
+
- `generateBuilding` (function): function generateBuilding(input: BuildingConfigInput = {}): GeneratedBuilding — Generate one building as a flat list of placed facade parts: bays × floors per facade, a ground row, corners, and a roof, with every decorative part rolled from `probabilities` and every part tagged with a `kit` slot the renderer binds to a model (see `world/buildingKit`). Deterministic from `seed`.
|
|
2544
|
+
- `generateBuildingDistrict` (function): function generateBuildingDistrict(config: BuildingGridConfig): GeneratedBuilding[] — Generate a grid of buildings on lots sized by `lotSize` and separated by `streetWidth`, each with its floor count rolled from `floorRange`.
|
|
2526
2545
|
|
|
2527
2546
|
## @jgengine/core/world/carve
|
|
2528
2547
|
|
|
@@ -2732,7 +2751,7 @@
|
|
|
2732
2751
|
- `BiomeSky` (interface): interface BiomeSky — Per-band sky/light override cross-faded along z by `createBiomeSkySampler`; unset fields fall through to the base sky.
|
|
2733
2752
|
- `BiomesWorldConfig` (interface): interface BiomesWorldConfig extends WorldGridConfig — ⚠ undocumented
|
|
2734
2753
|
- `BuildingEnvironmentConfig` (interface): interface BuildingEnvironmentConfig — ⚠ undocumented
|
|
2735
|
-
- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along"> — ⚠ undocumented
|
|
2754
|
+
- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along" | "kit"> — ⚠ undocumented
|
|
2736
2755
|
- `BuildingFrontageConfig` (interface): interface BuildingFrontageConfig — Street-aware placement for `building()`: instead of a grid scattered around `position`, lots are stepped along each road's frontage, offset by a consistent setback (a curb + sidewalk strip), and turned so every building FRONT faces its road. `footprint` (`w` = frontage width, `d` = depth) and `spacing` (along-road gap) are shared with the grid mode. Deterministic and bounded by `maxLots`.
|
|
2737
2756
|
- `BuildingFrontageRoad` (interface): interface BuildingFrontageRoad — One road a `building({ along })` frontage lines with buildings: centerline + full width.
|
|
2738
2757
|
- `EnvironmentArea` (interface): interface EnvironmentArea extends WorldBounds — ⚠ undocumented
|
|
@@ -122,6 +122,18 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
|
|
|
122
122
|
|
|
123
123
|
- `createBuildSocketCatalog` (function) · `import { createBuildSocketCatalog } from "@jgengine/core/world/buildSockets"`
|
|
124
124
|
|
|
125
|
+
## building-generator — generate seeded buildings as placed facade parts — bays, floors, roof, decor
|
|
126
|
+
|
|
127
|
+
- `createBuildingConfig` (function) · `import { createBuildingConfig } from "@jgengine/core/world/buildings"`
|
|
128
|
+
- `generateBuilding` (function) · `import { generateBuilding } from "@jgengine/core/world/buildings"`
|
|
129
|
+
- `generateBuildingDistrict` (function) · `import { generateBuildingDistrict } from "@jgengine/core/world/buildings"`
|
|
130
|
+
|
|
131
|
+
## building-kit — bind generated facade part slots to real models instead of untextured blocks
|
|
132
|
+
|
|
133
|
+
- `buildingKitVariantCounts` (function) · `import { buildingKitVariantCounts } from "@jgengine/core/world/buildingKit"`
|
|
134
|
+
- `defineBuildingKit` (function) · `import { defineBuildingKit } from "@jgengine/core/world/buildingKit"`
|
|
135
|
+
- `resolveBuildingKitPart` (function) · `import { resolveBuildingKitPart } from "@jgengine/core/world/buildingKit"`
|
|
136
|
+
|
|
125
137
|
## building-lots — derive street-facing building lots from road frontage
|
|
126
138
|
|
|
127
139
|
- `deriveBuildingLots` (function) · `import { deriveBuildingLots } from "@jgengine/core/world/buildingLots"`
|
|
@@ -354,6 +366,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
|
|
|
354
366
|
|
|
355
367
|
- `defineMoveOrder` (function) · `import { defineMoveOrder } from "@jgengine/core/world"`
|
|
356
368
|
|
|
369
|
+
## object-slot-inventory — placed objects hold validated per-instance container contents that replicate and save with the placement
|
|
370
|
+
|
|
371
|
+
- `SceneObjectSlots` (interface) · `import { SceneObjectSlots } from "@jgengine/core/world"`
|
|
372
|
+
|
|
357
373
|
## order-queue — serializable per-entity command queue with lifecycle, preemption, and pluggable order kinds
|
|
358
374
|
|
|
359
375
|
- `createOrderQueue` (function) · `import { createOrderQueue } from "@jgengine/core/world"`
|
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
# Recipe — dressing generated buildings with a model kit
|
|
2
|
+
|
|
3
|
+
**What this wires:** the facade generator already emits every part slot a
|
|
4
|
+
building needs — walls, windows, storefronts, awnings, roof clutter. A
|
|
5
|
+
`BuildingKit` binds those slots to real GLBs, so the same massing renders as
|
|
6
|
+
untextured blocks, as a clean prefab town, or as a ruin, purely by swapping the
|
|
7
|
+
bound art.
|
|
8
|
+
|
|
9
|
+
## Bind a pack to slots
|
|
10
|
+
|
|
11
|
+
```ts
|
|
12
|
+
import { defineBuildingKit } from "@jgengine/core/world/buildingKit";
|
|
13
|
+
|
|
14
|
+
const kit = defineBuildingKit({
|
|
15
|
+
id: "settlement-clean",
|
|
16
|
+
parts: {
|
|
17
|
+
wall: ["/models/pack/Wall_Straight.glb", "/models/pack/Wall_Flat.glb"],
|
|
18
|
+
window: ["/models/pack/Wall_Window.glb"],
|
|
19
|
+
storefront: ["/models/pack/Door_Metal.glb"],
|
|
20
|
+
airConditioner: [{ model: "/models/pack/Vent_Big.glb", fit: "contain" }],
|
|
21
|
+
},
|
|
22
|
+
omit: ["clothesline"],
|
|
23
|
+
});
|
|
24
|
+
```
|
|
25
|
+
|
|
26
|
+
A bare string is shorthand for `{ model }`. `fit` decides how the model meets
|
|
27
|
+
its slot box: `stretch` (default) fills the bay — right for tiling panels;
|
|
28
|
+
`contain` keeps a prop's proportions. `defineBuildingKit` throws on an empty
|
|
29
|
+
variant list, so a typo fails at authoring time instead of rendering nothing.
|
|
30
|
+
|
|
31
|
+
Resolve `model` through your game's asset catalog rather than typing URLs, and a
|
|
32
|
+
missing id fails at boot:
|
|
33
|
+
|
|
34
|
+
```ts
|
|
35
|
+
const url = assets.resolve("pack/Wall_Straight")?.url;
|
|
36
|
+
```
|
|
37
|
+
|
|
38
|
+
## Hand it to the world
|
|
39
|
+
|
|
40
|
+
```ts
|
|
41
|
+
import { building } from "@jgengine/core/world/features";
|
|
42
|
+
|
|
43
|
+
building({ position: [0, 0], count: 8, style: "desert", kit });
|
|
44
|
+
```
|
|
45
|
+
|
|
46
|
+
Kinds the kit leaves unbound keep the engine's untextured block, so a partial
|
|
47
|
+
kit is a valid kit — bind walls and windows first, add roof clutter later.
|
|
48
|
+
Kinds listed in `omit` render nothing at all: use it for parts the setting
|
|
49
|
+
rejects, not for parts you have not got around to.
|
|
50
|
+
|
|
51
|
+
## Two kits, one generator
|
|
52
|
+
|
|
53
|
+
Bind a second kit with broken panels and welded-shut doors, pass it to the
|
|
54
|
+
zones that should read as derelict, and the generator, seeds, and layout stay
|
|
55
|
+
identical. That split is the point of the seam — style is art binding, not a
|
|
56
|
+
second code path.
|
|
57
|
+
|
|
58
|
+
## Spread the seeded picks
|
|
59
|
+
|
|
60
|
+
The generator's `variants` counts decide which slot index each bay asks for. If
|
|
61
|
+
a kit binds a different number of models than the config assumes, picks wrap
|
|
62
|
+
unevenly and one wall model dominates. When you drive the generator directly,
|
|
63
|
+
feed the kit's own counts back in:
|
|
64
|
+
|
|
65
|
+
```ts
|
|
66
|
+
import { buildingKitVariantCounts } from "@jgengine/core/world/buildingKit";
|
|
67
|
+
import { generateBuilding } from "@jgengine/core/world/buildings";
|
|
68
|
+
|
|
69
|
+
generateBuilding({ seed: "town-1", variants: buildingKitVariantCounts(kit) });
|
|
70
|
+
```
|
|
71
|
+
|
|
72
|
+
## Common traps
|
|
73
|
+
|
|
74
|
+
- Do not bind `roof` to a wall-sized plate; the roof slot is one slab spanning
|
|
75
|
+
the whole footprint, not a tiling bay.
|
|
76
|
+
- `contain` for anything that must not distort (vents, crates, signs);
|
|
77
|
+
`stretch` for panels authored to fill a bay.
|
|
78
|
+
- `omit` and "unbound" are different outcomes — unbound still draws a block.
|