@jgengine/core 0.16.0 → 0.18.0

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@@ -41,6 +41,26 @@ export function projectByVisibleIds(byId, visible) {
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  out[id] = value;
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  return out;
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  }
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+ /** Where a viewer is standing, read off the replicated entity set; `undefined` when it has no entity yet.
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+ * @internal host projection plumbing
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+ */
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+ export function viewerOrigin(world, viewer) {
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+ const entities = (world["entities"] ?? []);
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+ return entities.find((entity) => entity.id === viewer.userId)?.position;
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+ }
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+ /**
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+ * Cull placed objects to a viewer's area of interest. Placed objects are the one large spatial set a
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+ * world grows without bound — a datacenter of racks, a city of props — so without this every viewer
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+ * downloads every placement. Fails open (full list) when the viewer has no locatable entity, matching
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+ * {@link projectEntitiesForViewer}.
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+ * @internal host projection plumbing
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+ */
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+ export function projectObjectsForViewer(objects, origin, radius) {
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+ if (origin === undefined)
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+ return objects;
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+ const radiusSquared = radius * radius;
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+ return objects.filter((object) => distanceSquared(object.position, origin) <= radiusSquared);
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+ }
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  /**
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  * Narrow a `userId → state` record to only the viewer's own entry — the projection for private
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  * per-user state (inventory, wallets) so one client never receives another player's private data.
@@ -1,8 +1,11 @@
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  import { seededRng } from "../random/rng.js";
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  import { advancePathFollow, createPathFollow, pathFollowSeek, } from "../nav/pathFollow.js";
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+ import { resolveWalkerStep } from "../movement/solidObstacles.js";
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  import { perContext } from "../runtime/perContext.js";
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  const DEFAULT_WANDER_SPEED = 1.5;
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  const WANDER_ARRIVAL = 0.6;
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+ /** Below this share of its intended step a wanderer counts as blocked and re-rolls its target. */
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+ const WANDER_BLOCKED_FRACTION = 0.25;
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  function patrolOf(entity) {
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  return entity.behaviors.find((b) => b.kind === "patrol") ?? null;
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  }
@@ -72,18 +75,37 @@ function stepWander(ctx, id, nav, dt) {
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  if (dist < 1e-6)
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  return;
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  const step = Math.min(dist, speed * dt);
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- const nx = px + (dx / dist) * step;
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- const nz = pz + (dz / dist) * step;
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+ const desired = resolveWalkerStep(ctx, entity.position, (dx / dist) * step, (dz / dist) * step);
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+ const nx = px + desired.stepX;
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+ const nz = pz + desired.stepZ;
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+ // A wanderer pinned against a solid picks a fresh target next tick instead of grinding into it.
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+ if (Math.hypot(desired.stepX, desired.stepZ) < step * WANDER_BLOCKED_FRACTION)
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+ nav.target = null;
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  ctx.scene.entity.setPose(id, {
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  position: [nx, ctx.world.groundHeightAt(nx, nz), nz],
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  rotationY: Math.atan2(dx, dz),
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  dt,
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  });
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  }
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+ /**
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+ * Pose a patroller at its path point, with the *move* to that point slid against solids. The path state
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+ * still advances on its own clock — the route is authored, and rewinding it on contact would stall the
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+ * whole patrol behind one prop — but the entity can no longer end a tick inside geometry the player
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+ * cannot walk through. A route drawn through a building shows up as an NPC pressed against its wall,
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+ * which is the authoring bug made visible rather than hidden.
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+ */
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  function posePatrol(ctx, id, nav, dt) {
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  const [x, y, z] = nav.state.position;
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+ const entity = ctx.scene.entity.get(id);
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+ let px = x;
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+ let pz = z;
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+ if (entity !== null) {
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+ const step = resolveWalkerStep(ctx, entity.position, x - entity.position[0], z - entity.position[2]);
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+ px = entity.position[0] + step.stepX;
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+ pz = entity.position[2] + step.stepZ;
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+ }
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  ctx.scene.entity.setPose(id, {
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- position: nav.groundClamp ? [x, ctx.world.groundHeightAt(x, z), z] : [x, y, z],
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+ position: nav.groundClamp ? [px, ctx.world.groundHeightAt(px, pz), pz] : [px, y, pz],
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  rotationY: nav.state.heading,
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  dt,
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  });
@@ -17,6 +17,12 @@ export interface MoveTowardOptions {
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  speed: number;
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  stopDistance?: number;
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  dt: number;
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+ /**
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+ * Slide the step against the solid geometry that blocks the player instead of lerping through it
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+ * (default `true` wherever the runtime wires a resolver). Set `false` for a mover that is meant to
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+ * ignore the world — a flier, a camera rig, a decorative drift.
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+ */
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+ avoidSolids?: boolean;
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  }
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  export interface SpatialGridOptions {
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  cellSize: number;
@@ -37,6 +43,16 @@ export interface SpatialApiOptions {
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  grid?: SpatialGridOptions | false;
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  /** When this number changes between queries, the grid rebuilds without an explicit `invalidate()`. */
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  getVersion?: () => number;
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+ /**
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+ * Slide a horizontal step against the scene's solid geometry, returning the step actually allowed.
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+ * Wired by the runtime to the same blocking-collider query the player resolver reads, so a chaser
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+ * calling `moveToward` stops at the wall the player stops at. Omitted (tests, bare indexes) leaves
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+ * `moveToward` a pure lerp.
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+ */
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+ resolveStep?: (position: EntityPosition, stepX: number, stepZ: number) => {
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+ stepX: number;
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+ stepZ: number;
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+ };
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  }
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  export interface SpatialApi {
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  distance(aInstanceId: string, bInstanceId: string): number | null;
@@ -23,7 +23,7 @@ function packCell(cx, cz) {
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  }
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  const DEFAULT_CELL_SIZE = 8;
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  export function createSpatialApi(options) {
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- const { resolvePosition, candidates, occluder, getVersion } = options;
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+ const { resolvePosition, candidates, occluder, getVersion, resolveStep } = options;
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  const gridConfig = options.grid === false ? undefined : (options.grid ?? { cellSize: DEFAULT_CELL_SIZE });
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  const cellSize = gridConfig?.cellSize;
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  let gridIndex = null;
@@ -198,7 +198,7 @@ export function createSpatialApi(options) {
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  invalidate() {
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  gridDirty = true;
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  },
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- moveToward(instanceId, target, { speed, stopDistance = 0, dt }) {
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+ moveToward(instanceId, target, { speed, stopDistance = 0, dt, avoidSolids = true }) {
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  const current = resolvePosition(instanceId);
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  const destination = resolveTarget(target);
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  if (current === undefined || destination === undefined)
@@ -209,10 +209,13 @@ export function createSpatialApi(options) {
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  return current;
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  const step = Math.min(speed * dt, remaining);
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  const scale = step / total;
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+ const stepX = (destination[0] - current[0]) * scale;
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+ const stepZ = (destination[2] - current[2]) * scale;
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+ const slid = avoidSolids && resolveStep !== undefined ? resolveStep(current, stepX, stepZ) : { stepX, stepZ };
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  return [
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- current[0] + (destination[0] - current[0]) * scale,
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+ current[0] + slid.stepX,
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  current[1] + (destination[1] - current[1]) * scale,
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- current[2] + (destination[2] - current[2]) * scale,
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+ current[2] + slid.stepZ,
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  ];
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  },
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  };
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@jgengine/core",
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- "version": "0.16.0",
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+ "version": "0.18.0",
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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",
@@ -6,7 +6,7 @@
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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: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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+ - `VERSION` (const): const VERSION: "0.18.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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  ## @jgengine/core/authoring
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@@ -228,7 +228,7 @@
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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: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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+ - `VERSION` (const): const VERSION: "0.18.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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  ## @jgengine/core/runtime/adapter
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@@ -260,7 +260,8 @@
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  ## @jgengine/core/runtime/commandRunner
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- - `CommandDef` (type): type CommandDef<TInput = unknown> = { validate: ( snapshot: GameRuntimeSnapshot, input: TInput, actorUserId: string, ) => CommandValidationError | null; apply: ( snapshot: GameRuntimeSnapshot, input: TInput, actorUserId: string, ) => GameRuntimeSnapshot; } — ⚠ undocumented
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+ - `CommandDef` (type): type CommandDef<TInput = unknown> = { /** * What this command reads and writes, derived from its own input. A host that hydrates through a * scope loads only this slice instead of the whole world, and refuses the command if `apply` then * dirties a player or chunk the scope did not name — writing an… — ⚠ undocumented
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+ - `CommandScope` (type): type CommandScope = { /** Member ids to hydrate; omit for the whole roster. */ players?: readonly string[]; /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */ chunkKeys?: readonly string[]; } — Which slice of a server has to be hydrated before some work runs against it. Both fields default to "everything", which costs a read per member plus one per chunk — the cost that makes a large shared world unaffordable per mutation. Narrow them when the caller knows what it will touch.
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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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@@ -334,13 +335,13 @@
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  ## @jgengine/core/runtime/gameRuntime
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- - `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; hydrate: (input: HydrateInput) => GameRuntimeSnapshot; runCommand: ( snapshot: GameRuntimeSnapshot, actorUserId: string, commandName: string, input: unknown, ) => ReturnType<typeof runCommand>; tick: (snapshot: GameRuntimeSnapshot, dtSeconds: nu… — ⚠ undocumented
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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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  - `RuntimeLoopContext` (type): type RuntimeLoopContext = RuntimeInitContext & { player: { userId: string; isNew: boolean; }; } — ⚠ undocumented
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  - `RuntimeWorldContext` (type): type RuntimeWorldContext = RuntimeInitContext & { playerIds: readonly string[]; } — ⚠ undocumented
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- - `ServerLoopHooks` (type): type ServerLoopHooks = { onInit?: (ctx: RuntimeInitContext) => void; onNewPlayer?: (ctx: RuntimeLoopContext) => void; onTick?: (ctx: RuntimeWorldContext, dtSeconds: number) => void; } — ⚠ undocumented
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+ - `ServerLoopHooks` (type): type ServerLoopHooks = { onInit?: (ctx: RuntimeInitContext) => void; onNewPlayer?: (ctx: RuntimeLoopContext) => void; onTick?: (ctx: RuntimeWorldContext, dtSeconds: number) => void; /** * What `onNewPlayer` touches, so a join hydrates that instead of the whole world. Only consulted * when `onNewPlay… — ⚠ undocumented
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  ## @jgengine/core/runtime/headlessRunner
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@@ -365,21 +366,28 @@
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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[]; } — ⚠ undocumented
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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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@@ -470,7 +478,7 @@
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  - `JoinServerResult` (type): type JoinServerResult = { serverId: string; isNew: boolean; } — ⚠ undocumented
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  - `LiveGameBackend` (type): type LiveGameBackend<TPresenceRow = unknown, TPresenceLocation = unknown, TGameId extends string = string> = GameBackend<TPresenceRow, TPresenceLocation, TGameId> & { presenceSync: PresenceSync; pushFeedEntry: (args: { serverId: string; action: string; entry: unknown }) => Promise<void>; chatSyncFor… — ⚠ undocumented
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  - `MultiplayerSession` (type): type MultiplayerSession = { gameId: string; userId: string; backend: LiveGameBackend; feedActions: string[]; } — ⚠ undocumented
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- - `PresencePoseRow` (type): type PresencePoseRow = { userId: string; position: { x: number; y: number; z: number }; rotationY: number; rotationPitch: number; lastSeenAt: number; } — ⚠ undocumented
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+ - `PresencePoseRow` (type): type PresencePoseRow = { userId: string; /** Set when the host tracks presence per session, so one user can hold two rows. */ sessionId?: string; /** Actor class, e.g. `"player"` / `"agent"` — a host may clamp each differently. */ kind?: string; /** Display name carried on the row, so a nameplate ne… — ⚠ undocumented
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  - `PresenceSync` (type): type PresenceSync = { subscribe: (serverId: string, onChange: (rows: PresencePoseRow[]) => void) => FeedUnsubscribe; syncPose: (serverId: string, pose: PlayerPose) => void; } — ⚠ undocumented
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  - `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; } — ⚠ undocumented
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  - `TransportRunCommandResult` (type): type TransportRunCommandResult = | { ok: true } | { ok: false; reason: string } — ⚠ undocumented
@@ -495,6 +503,20 @@
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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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+
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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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+
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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.
@@ -48,6 +48,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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  - `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
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51
+ ## host-join-target — choose or refuse an auto-matched server under a matchmaking mode
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+
53
+ - `selectJoinTarget` (function) · `import { selectJoinTarget } from "@jgengine/core/runtime/hostPolicy"`
54
+
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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"`
@@ -146,6 +150,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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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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+
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+ - `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
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+
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+ ## world-chunk-write — mutate a snapshot's chunk and have the host persist it
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+
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+ - `setChunk` (function) · `import { setChunk } from "@jgengine/core/runtime/worldChunks"`
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+
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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"`
@@ -587,6 +587,12 @@
587
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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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+
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+ - `ObstacleReach` (interface): interface ObstacleReach — Largest blocking-collider extent in the scene, split so tower height cannot inflate the XZ query.
593
+ - `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.
594
+ - `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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+
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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.
@@ -496,6 +496,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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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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+
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+ - `solidObstaclesNear` (function) · `import { solidObstaclesNear } from "@jgengine/core/movement/solidObstacles"`
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+
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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"`
@@ -593,6 +597,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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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
601
+
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+ - `resolveWalkerStep` (function) · `import { resolveWalkerStep } from "@jgengine/core/movement/solidObstacles"`
603
+
596
604
  ## wave-runner — observable serializable wave/spawn runner over the seeded spawn director — WAVE N, wave progress, budget/alert readout, onSpawn sink, snapshot/restore
597
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  - `createWaveRunner` (function) · `import { createWaveRunner } from "@jgengine/core/world"`