@jgengine/core 0.16.0 → 0.17.0
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 +30 -0
- package/dist/meta/changelog.d.ts +1 -1
- package/dist/meta/changelog.js +27 -1
- package/dist/movement/playerMovement.js +6 -172
- package/dist/movement/solidObstacles.d.ts +87 -0
- package/dist/movement/solidObstacles.js +208 -0
- package/dist/runtime/context/scene.js +11 -0
- package/dist/runtime/gameContext.js +4 -1
- package/dist/runtime/gameRuntime.d.ts +6 -0
- package/dist/runtime/gameRuntime.js +1 -0
- package/dist/runtime/hostPersistence.d.ts +27 -2
- package/dist/runtime/hostPersistence.js +59 -7
- package/dist/runtime/hostPolicy.d.ts +54 -0
- package/dist/runtime/hostPolicy.js +53 -0
- package/dist/runtime/worldChunks.d.ts +39 -0
- package/dist/runtime/worldChunks.js +83 -0
- package/dist/runtime/worldProjection.d.ts +16 -2
- package/dist/runtime/worldProjection.js +20 -0
- package/dist/scene/behaviorRuntime.js +25 -3
- package/dist/scene/spatial.d.ts +16 -0
- package/dist/scene/spatial.js +7 -4
- package/package.json +1 -1
- package/skills/jgengine/api.md +25 -4
- package/skills/jgengine/capabilities.md +12 -0
- package/skills/jgengine-world/api.md +6 -0
- package/skills/jgengine-world/capabilities.md +8 -0
package/skills/jgengine/api.md
CHANGED
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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: "0.17.0" — 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: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/runtime/adapter
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## @jgengine/core/runtime/gameRuntime
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- `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig;
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- `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a full read/write every second while… — ⚠ undocumented
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- `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; save: SaveConfig; commands: Record<string, CommandDef>; loop?: ServerLoopHooks; } — ⚠ undocumented
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- `HydrateInput` (type): type HydrateInput = { gameId: string; serverId: string; serverRow: RuntimeServerRow; playersByUserId: Record<string, RuntimePlayerRow>; chunksByKey: Record<string, RuntimeChunkRow>; revision?: number; } — ⚠ undocumented
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- `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void; } — ⚠ undocumented
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- `OPEN_SERVER_LISTING_MAX` (const): const OPEN_SERVER_LISTING_MAX: 100 — ⚠ undocumented
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- `PlayerProfileRecord` (type): type PlayerProfileRecord = { userId: string; gameId: string; playerState: RuntimePlayerRow; revision: number; updatedAt: number; } — ⚠ undocumented
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- `ServerListing` (type): type ServerListing = { serverId: string; status: GameServerStatus; memberCount: number; slotsPerServer: number; mode?: string; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; updatedAt: number; } — ⚠ undocumented
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- `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[];
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- `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; /** * Which fields of the server row the plan actually moved. A store that pays per written field — * or whose subscribers r… — ⚠ undocumented
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- `SessionAttributes` (type): type SessionAttributes = { label?: string; mode?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; } — ⚠ undocumented
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- `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented
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- `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
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- `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
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- `isSnapshotClean` (function): function isSnapshotClean(snapshot: GameRuntimeSnapshot): boolean — True when a snapshot carries no unwritten mutation — nothing for a persist to do.
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## @jgengine/core/runtime/hostPolicy
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- `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Hard ceiling on `slotsPerServer` for a single hosted server row.
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- `JoinCandidate` (type): type JoinCandidate = { memberUserIds: readonly string[]; slotsPerServer: number; visibility?: SessionVisibility | undefined; createdAt: number; } — A row `selectJoinTarget` can choose between — the matchmaking-relevant fields of a server record.
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- `JoinTarget` (type): type JoinTarget<T extends JoinCandidate> = | { kind: "join"; row: T } | { kind: "create" } | { kind: "refuse"; reason: string } — What a join should do with the candidate rows it found.
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- `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
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- `canJoinPrivateServer` (function): function canJoinPrivateServer(args: { isMember: boolean; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Private-server join-code gate. Existing members always pass; non-members must present a matching `joinCode` (loose-normalized via {@link normalizeJoinCode}). Callers still decide whether the server is private — this only answers the code/membership half.
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- `isAutoJoinCandidate` (function): function isAutoJoinCandidate(args: { memberUserIds: readonly string[]; slotsPerServer: number; visibility: SessionVisibility | undefined; userId: string; }): boolean — Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity. Private rooms are never auto-picked (join-by-code / direct id only).
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- `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
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- `isPrivateJoinBlocked` (function): function isPrivateJoinBlocked(args: { visibility: SessionVisibility | undefined; memberUserIds: readonly string[]; userId: string; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Whether a private-visibility server blocks this join (non-member without a matching code). Public / undefined visibility never blocks.
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- `isServerFull` (function): function isServerFull(memberUserIds: readonly string[], slotsPerServer: number, userId: string): boolean — True when the server has no free slots for a non-member. Existing members never count as "full" so rejoin/leave cycles keep working.
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- `isServerMember` (function): function isServerMember(memberUserIds: readonly string[], userId: string): boolean — Whether `userId` is already on the server's member roster.
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- `selectJoinTarget` (function): function selectJoinTarget<T extends JoinCandidate>(rows: readonly T[], args: { userId: string; mode?: MatchmakingMode; /** Capacity to judge rows against — the host's current option, when it supersedes the stored value. */ slotsPerServer?: number; }): JoinTarget<T> — Resolve an auto-match join against the game's joinable rows under a {@link MatchmakingMode}. Reach for it instead of hand-rolling the "find a room with space, else make one" scan, which is where a singleton world silently shards into per-player copies.
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- `statusAfterLeave` (function): function statusAfterLeave(remainingMemberCount: number, currentStatus: GameServerStatus): GameServerStatus — Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
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- `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true } | { ok: false; reason: string } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
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- `withJoinedMember` (function): function withJoinedMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a successful join: unchanged when already a member, else appended.
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- `withoutMember` (function): function withoutMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a leave: `userId` removed; order of remaining members preserved.
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- `WorldHostConnection` (interface): interface WorldHostConnection — One client's link on the host side: routes its upstream frames into the shared session, pushes it sync frames.
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- `WorldServerFrame` (type): type WorldServerFrame = | { t: "baseline"; revision: number; snapshot: WorldSnapshot } | { t: "diff"; diff: WorldDiff } — Host→client frame: the full baseline a joiner needs, then per-tick diffs. What a transport marshals downstream.
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## @jgengine/core/runtime/worldChunks
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- `ChunkCoord` (type): type ChunkCoord = { cx: number; cz: number } — Integer cell coordinates of a chunk on the ground plane.
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- `DEFAULT_CHUNK_SIZE` (const): const DEFAULT_CHUNK_SIZE: 64 — Default edge length, in world units, of one persisted world chunk.
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- `chunkCoordAt` (function): function chunkCoordAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): ChunkCoord — Chunk coordinates containing a world position at `size` units per cell.
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- `chunkKeyAt` (function): function chunkKeyAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): string — Chunk key containing a world position at `size` units per cell.
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- `chunkKeyOf` (function): function chunkKeyOf(coord: ChunkCoord): string — Chunk key for a cell — the canonical `"cx,cz"` string a `jgWorldChunks` row is stored under. Games used to invent this mapping each time, which made two systems in one game disagree about which row a position belongs to.
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- `chunkKeysInRadius` (function): function chunkKeysInRadius(center: readonly [number, number, number], radius: number, size: number = DEFAULT_CHUNK_SIZE): string[] — Every chunk key whose cell intersects a radius around a world position — the key list a viewer's bounded hydration or client chunk query asks for, instead of loading a whole world.
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- `createEmptyChunkRow` (function): function createEmptyChunkRow(chunkKey: string): RuntimeChunkRow — An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
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- `deleteChunk` (function): function deleteChunk(snapshot: GameRuntimeSnapshot, chunkKey: string): GameRuntimeSnapshot — Drop a chunk from a snapshot and mark the key dirty so the host deletes its stored row.
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- `parseChunkKey` (function): function parseChunkKey(key: string): ChunkCoord | null — Parse a `chunkKeyOf` string back to coordinates; `null` for anything not in that form.
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- `setChunk` (function): function setChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, chunk: RuntimeChunkRow): GameRuntimeSnapshot — Write a chunk into a snapshot and mark it dirty, so the next persist actually stores it. The engine never writes `dirty.chunks` for a raw `snapshot.chunks[key] = …` assignment, so a command that mutated the map by hand silently never saved that chunk.
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- `updateChunk` (function): function updateChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, update: (chunk: RuntimeChunkRow) => RuntimeChunkRow): GameRuntimeSnapshot — Read-modify-write a chunk (creating it empty when absent), marking it dirty.
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## @jgengine/core/runtime/worldMirror
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- `WorldMirror` (interface): interface WorldMirror — The client end of host-authoritative replication: folds a host's baseline + {@link WorldDiff} stream onto a local {@link GameContext}. It keeps the last full {@link WorldSnapshot}, advances it with each diff, and pushes the result through `ctx.hydrate` — so the client mirrors exactly the subsystems its own game opted into and silently ignores host modules it lacks. This is the inverse of a {@link HostedWorldSession}; the transport in between (loopback, ws, Convex) is irrelevant.
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- `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
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## host-join-target — choose or refuse an auto-matched server under a matchmaking mode
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- `selectJoinTarget` (function) · `import { selectJoinTarget } from "@jgengine/core/runtime/hostPolicy"`
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## host-listing-filter — exclude private sessions from public browse results
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- `isListablePublicly` (function) · `import { isListablePublicly } from "@jgengine/core/runtime/hostPolicy"`
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- `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
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## world-chunk-key — map world positions to persisted chunk keys at a declared cell size
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- `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
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## world-chunk-write — mutate a snapshot's chunk and have the host persist it
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- `setChunk` (function) · `import { setChunk } from "@jgengine/core/runtime/worldChunks"`
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## world-convergence — derive environment coordinate content from the scene document
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- `environmentContentFromDocument` (function) · `import { environmentContentFromDocument } from "@jgengine/shell/gameKit"`
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- `PoseState` (interface): interface PoseState — ⚠ undocumented
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- `createPoseState` (function): function createPoseState(resolveAllowed: (instanceId: string) => PoseAllowedStates | null | undefined): PoseState — Stance/pose transitions — stand, crouch, prone — that change the hitbox and movement.
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## @jgengine/core/movement/solidObstacles
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- `ObstacleReach` (interface): interface ObstacleReach — Largest blocking-collider extent in the scene, split so tower height cannot inflate the XZ query.
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- `resolveWalkerStep` (function): function resolveWalkerStep(ctx: GameContext, position: EntityPosition, stepX: number, stepZ: number, options: { radius?: number; stepUpHeight?: number } = {}): { stepX: number; stepZ: number } — Slide a walker's horizontal step against the same solid geometry that stops the player, returning the X/Z it may actually take this tick. A step into a wall is cut on the blocked axis and preserved on the other, exactly as {@link stepPlayerMovement} resolves the player's.
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- `solidObstaclesNear` (function): function solidObstaclesNear(ctx: GameContext, position: EntityPosition, reachX: number, reachZ: number, height = WALKER_HEIGHT): CollisionObstacle[] — Every blocking physical obstacle overlapping the box `position` ± `reachX`/`reachZ`, read from the scene's resolved colliders.
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## @jgengine/core/movement/steering
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- `YawVectorXZ` (type): type YawVectorXZ = readonly [number, number] — Yaw-frame steering math. The engine's heading convention is `forward = (sin yaw, cos yaw)` on the XZ plane with +Y up, which makes a positive yaw increment rotate counterclockwise seen from above — a turn to the entity's LEFT on screen. Every hand-written `heading += steer * rate * dt` therefore turns the wrong way; integrate steering through `steerYaw` instead.
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- `SOIL_KIND` (const) · `import { SOIL_KIND } from "@jgengine/core/world"`
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## solid-obstacles — the one blocking-geometry query the player resolver and NPC movers share
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- `solidObstaclesNear` (function) · `import { solidObstaclesNear } from "@jgengine/core/movement/solidObstacles"`
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## spatial-region-box — sample uniformly within an axis-aligned 3D box
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- `boxRegion` (function) · `import { boxRegion } from "@jgengine/core/world"`
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- `VolumetricCloudsConfig` (interface) · `import { VolumetricCloudsConfig } from "@jgengine/core/world"`
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## walker-solid-step — slide an NPC's step against the geometry that blocks the player
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- `resolveWalkerStep` (function) · `import { resolveWalkerStep } from "@jgengine/core/movement/solidObstacles"`
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## wave-runner — observable serializable wave/spawn runner over the seeded spawn director — WAVE N, wave progress, budget/alert readout, onSpawn sink, snapshot/restore
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- `createWaveRunner` (function) · `import { createWaveRunner } from "@jgengine/core/world"`
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