@jgengine/core 0.9.0 → 0.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (631) hide show
  1. package/CHANGELOG.md +34 -3
  2. package/LICENSE +203 -661
  3. package/README.md +1 -1
  4. package/dist/ai/crowd.d.ts +55 -0
  5. package/dist/ai/crowd.js +114 -0
  6. package/dist/ai/flock.d.ts +5 -2
  7. package/dist/ai/flock.js +5 -2
  8. package/dist/ai/groupAssist.d.ts +1 -0
  9. package/dist/ai/groupAssist.js +1 -0
  10. package/dist/ai/heatSystem.d.ts +76 -0
  11. package/dist/ai/heatSystem.js +97 -0
  12. package/dist/ai/interestScheduler.d.ts +107 -0
  13. package/dist/ai/interestScheduler.js +118 -0
  14. package/dist/ai/jobBoard.d.ts +1 -0
  15. package/dist/ai/jobBoard.js +1 -0
  16. package/dist/ai/laneSelect.d.ts +5 -2
  17. package/dist/ai/laneSelect.js +5 -2
  18. package/dist/ai/mobBrain.d.ts +1 -0
  19. package/dist/ai/mobBrain.js +1 -0
  20. package/dist/ai/spawnDirector.d.ts +19 -1
  21. package/dist/ai/spawnDirector.js +53 -26
  22. package/dist/ai/spawnPoint.d.ts +7 -0
  23. package/dist/ai/spawnPoint.js +7 -0
  24. package/dist/ai/targetAcquisition.d.ts +84 -0
  25. package/dist/ai/targetAcquisition.js +92 -0
  26. package/dist/anim/easing.d.ts +19 -0
  27. package/dist/anim/easing.js +19 -0
  28. package/dist/anim/oscillator.d.ts +12 -0
  29. package/dist/anim/oscillator.js +25 -0
  30. package/dist/area/areaEffectField.d.ts +127 -0
  31. package/dist/area/areaEffectField.js +175 -0
  32. package/dist/area/stackPolicy.d.ts +47 -0
  33. package/dist/area/stackPolicy.js +99 -0
  34. package/dist/audio/audioFalloff.d.ts +5 -2
  35. package/dist/audio/music.d.ts +53 -0
  36. package/dist/audio/music.js +34 -0
  37. package/dist/audio/synth.d.ts +60 -0
  38. package/dist/audio/synth.js +8 -0
  39. package/dist/authoring.d.ts +15 -0
  40. package/dist/authoring.js +15 -0
  41. package/dist/board/laneBoard.d.ts +13 -0
  42. package/dist/board/laneBoard.js +13 -0
  43. package/dist/board/timelineBoard.d.ts +10 -0
  44. package/dist/board/timelineBoard.js +10 -0
  45. package/dist/combat/abilityKit.d.ts +18 -0
  46. package/dist/combat/abilityKit.js +24 -9
  47. package/dist/combat/animationState.d.ts +5 -0
  48. package/dist/combat/animationState.js +5 -0
  49. package/dist/combat/breakMeters.d.ts +10 -0
  50. package/dist/combat/breakMeters.js +10 -0
  51. package/dist/combat/castRunner.d.ts +5 -0
  52. package/dist/combat/castRunner.js +5 -0
  53. package/dist/combat/comboPoints.d.ts +5 -0
  54. package/dist/combat/comboPoints.js +5 -0
  55. package/dist/combat/comboString.d.ts +5 -0
  56. package/dist/combat/comboString.js +5 -0
  57. package/dist/combat/damageInterceptors.d.ts +192 -0
  58. package/dist/combat/damageInterceptors.js +251 -0
  59. package/dist/combat/damageMatchup.d.ts +68 -0
  60. package/dist/combat/damageMatchup.js +42 -0
  61. package/dist/combat/damageResolution.d.ts +63 -0
  62. package/dist/combat/damageResolution.js +50 -0
  63. package/dist/combat/death.d.ts +7 -1
  64. package/dist/combat/death.js +5 -0
  65. package/dist/combat/deathReason.d.ts +14 -0
  66. package/dist/combat/deathReason.js +1 -0
  67. package/dist/combat/defensiveWindow.d.ts +5 -0
  68. package/dist/combat/defensiveWindow.js +5 -0
  69. package/dist/combat/dotField.d.ts +47 -0
  70. package/dist/combat/dotField.js +52 -0
  71. package/dist/combat/downed.d.ts +5 -0
  72. package/dist/combat/downed.js +5 -0
  73. package/dist/combat/effects.d.ts +5 -0
  74. package/dist/combat/effects.js +5 -0
  75. package/dist/combat/encounterSequence.d.ts +258 -0
  76. package/dist/combat/encounterSequence.js +426 -0
  77. package/dist/combat/hitReaction.d.ts +57 -1
  78. package/dist/combat/hitReaction.js +45 -5
  79. package/dist/combat/magazine.d.ts +54 -0
  80. package/dist/combat/magazine.js +96 -0
  81. package/dist/combat/projectiles.d.ts +7 -2
  82. package/dist/combat/projectiles.js +48 -17
  83. package/dist/combat/receivedDamage.d.ts +117 -0
  84. package/dist/combat/receivedDamage.js +92 -0
  85. package/dist/combat/regenShield.d.ts +39 -0
  86. package/dist/combat/regenShield.js +49 -0
  87. package/dist/combat/renderCues.d.ts +51 -0
  88. package/dist/combat/renderCues.js +44 -0
  89. package/dist/combat/resourcePool.d.ts +5 -0
  90. package/dist/combat/resourcePool.js +5 -0
  91. package/dist/combat/rewardAllocation.d.ts +121 -0
  92. package/dist/combat/rewardAllocation.js +251 -0
  93. package/dist/combat/shotOrigin.d.ts +30 -1
  94. package/dist/combat/shotOrigin.js +70 -2
  95. package/dist/combat/statusApplication.d.ts +96 -0
  96. package/dist/combat/statusApplication.js +81 -0
  97. package/dist/combat/telegraph.d.ts +11 -2
  98. package/dist/combat/telegraph.js +11 -2
  99. package/dist/combat/thresholdCrossings.d.ts +85 -0
  100. package/dist/combat/thresholdCrossings.js +116 -0
  101. package/dist/combat.d.ts +34 -0
  102. package/dist/combat.js +34 -0
  103. package/dist/commands/commandRegistry.d.ts +11 -0
  104. package/dist/commands/commandRegistry.js +9 -2
  105. package/dist/crafting/crop.d.ts +18 -0
  106. package/dist/crafting/crop.js +18 -0
  107. package/dist/crafting/production.d.ts +5 -0
  108. package/dist/crafting/production.js +5 -0
  109. package/dist/devtools/rewriteTunables.d.ts +17 -0
  110. package/dist/devtools/rewriteTunables.js +276 -0
  111. package/dist/devtools/saveEndpoint.d.ts +46 -0
  112. package/dist/devtools/saveEndpoint.js +48 -0
  113. package/dist/devtools/transformTunables.d.ts +3 -0
  114. package/dist/devtools/transformTunables.js +3 -0
  115. package/dist/devtools/tunableSchema.d.ts +31 -0
  116. package/dist/devtools/tunableSchema.js +31 -0
  117. package/dist/economy/currency.d.ts +12 -1
  118. package/dist/economy/currency.js +12 -1
  119. package/dist/economy/listingBook.d.ts +91 -0
  120. package/dist/economy/listingBook.js +144 -0
  121. package/dist/economy/resourceLedger.d.ts +222 -0
  122. package/dist/economy/resourceLedger.js +353 -0
  123. package/dist/economy/sharedWallet.d.ts +14 -0
  124. package/dist/economy/sharedWallet.js +14 -0
  125. package/dist/economy/techTree.d.ts +12 -0
  126. package/dist/economy/techTree.js +12 -0
  127. package/dist/economy/wallet.d.ts +26 -2
  128. package/dist/economy/wallet.js +35 -6
  129. package/dist/editor/commands.d.ts +248 -0
  130. package/dist/editor/commands.js +865 -0
  131. package/dist/editor/document.d.ts +186 -0
  132. package/dist/editor/document.js +884 -0
  133. package/dist/editor/grid.d.ts +229 -0
  134. package/dist/editor/grid.js +366 -0
  135. package/dist/editor/gridAdapters.d.ts +80 -0
  136. package/dist/editor/gridAdapters.js +134 -0
  137. package/dist/editor/index.d.ts +97 -0
  138. package/dist/editor/index.js +10 -0
  139. package/dist/editor/liveSync.d.ts +127 -0
  140. package/dist/editor/liveSync.js +249 -0
  141. package/dist/editor/runtimeInspector.d.ts +88 -0
  142. package/dist/editor/runtimeInspector.js +239 -0
  143. package/dist/editor/types.d.ts +175 -0
  144. package/dist/editor/types.js +29 -0
  145. package/dist/faction/reputation.d.ts +5 -0
  146. package/dist/faction/reputation.js +5 -0
  147. package/dist/format/distance.d.ts +17 -0
  148. package/dist/format/distance.js +18 -0
  149. package/dist/format/duration.d.ts +27 -0
  150. package/dist/format/duration.js +45 -0
  151. package/dist/format/speed.d.ts +17 -0
  152. package/dist/format/speed.js +25 -0
  153. package/dist/game/connectedPlayers.d.ts +30 -0
  154. package/dist/game/connectedPlayers.js +21 -0
  155. package/dist/game/cosmetics.d.ts +9 -0
  156. package/dist/game/cosmetics.js +16 -0
  157. package/dist/game/defineGame.d.ts +141 -2
  158. package/dist/game/defineGame.js +39 -1
  159. package/dist/game/defineSystem.d.ts +88 -0
  160. package/dist/game/defineSystem.js +45 -0
  161. package/dist/game/dialogue.d.ts +33 -0
  162. package/dist/game/dialogue.js +21 -0
  163. package/dist/game/events.d.ts +50 -13
  164. package/dist/game/events.js +5 -0
  165. package/dist/game/feed.d.ts +33 -0
  166. package/dist/game/feed.js +35 -2
  167. package/dist/game/gamePhase.d.ts +11 -0
  168. package/dist/game/gamePhase.js +16 -0
  169. package/dist/game/keyValueStore.d.ts +25 -0
  170. package/dist/game/keyValueStore.js +61 -0
  171. package/dist/game/leaderboard.d.ts +5 -0
  172. package/dist/game/leaderboard.js +5 -0
  173. package/dist/game/levelSequence.d.ts +24 -2
  174. package/dist/game/levelSequence.js +51 -2
  175. package/dist/game/loadout.d.ts +5 -0
  176. package/dist/game/loadout.js +5 -0
  177. package/dist/game/lootFilter.d.ts +2 -0
  178. package/dist/game/lootFilter.js +2 -0
  179. package/dist/game/lootPipeline.d.ts +164 -0
  180. package/dist/game/lootPipeline.js +216 -0
  181. package/dist/game/lootTable.d.ts +21 -0
  182. package/dist/game/lootTable.js +15 -4
  183. package/dist/game/modelAnimation.d.ts +8 -0
  184. package/dist/game/modelAnimation.js +18 -0
  185. package/dist/game/objectives.d.ts +43 -0
  186. package/dist/game/objectives.js +36 -0
  187. package/dist/game/paramLayers.d.ts +148 -0
  188. package/dist/game/paramLayers.js +185 -0
  189. package/dist/game/ping.d.ts +5 -0
  190. package/dist/game/ping.js +5 -0
  191. package/dist/game/playableGame.d.ts +160 -12
  192. package/dist/game/quest.d.ts +8 -0
  193. package/dist/game/quest.js +29 -0
  194. package/dist/game/race.d.ts +141 -0
  195. package/dist/game/race.js +169 -0
  196. package/dist/game/recordBook.d.ts +5 -5
  197. package/dist/game/recordBook.js +4 -1
  198. package/dist/game/ruleSelection.d.ts +75 -0
  199. package/dist/game/ruleSelection.js +127 -0
  200. package/dist/game/runDraft.d.ts +5 -0
  201. package/dist/game/runDraft.js +5 -0
  202. package/dist/game/saveStore.d.ts +111 -0
  203. package/dist/game/saveStore.js +312 -0
  204. package/dist/game/snapshotHistory.d.ts +67 -0
  205. package/dist/game/snapshotHistory.js +95 -0
  206. package/dist/game/social.d.ts +38 -1
  207. package/dist/game/social.js +71 -0
  208. package/dist/game/spawnPoints.d.ts +5 -0
  209. package/dist/game/spawnPoints.js +5 -0
  210. package/dist/game/systemRuntime.d.ts +50 -0
  211. package/dist/game/systemRuntime.js +157 -0
  212. package/dist/game/systemSchedule.d.ts +72 -0
  213. package/dist/game/systemSchedule.js +242 -0
  214. package/dist/game/toasts.d.ts +43 -0
  215. package/dist/game/toasts.js +44 -0
  216. package/dist/game/trade.d.ts +10 -0
  217. package/dist/game/trade.js +10 -0
  218. package/dist/game/unlocks.d.ts +8 -0
  219. package/dist/game/unlocks.js +16 -0
  220. package/dist/game/vfxInstance.d.ts +138 -0
  221. package/dist/game/vfxInstance.js +96 -0
  222. package/dist/game/worldItem.d.ts +17 -4
  223. package/dist/game/worldItem.js +17 -4
  224. package/dist/gameplay.d.ts +91 -0
  225. package/dist/gameplay.js +91 -0
  226. package/dist/index.d.ts +5 -7
  227. package/dist/index.js +5 -7
  228. package/dist/input/actionBindings.d.ts +24 -5
  229. package/dist/input/actionBindings.js +23 -5
  230. package/dist/input/axisInput.d.ts +13 -1
  231. package/dist/input/axisInput.js +22 -1
  232. package/dist/input/controlGroups.d.ts +67 -0
  233. package/dist/input/controlGroups.js +41 -0
  234. package/dist/input/touchScheme.d.ts +82 -6
  235. package/dist/input/touchScheme.js +123 -10
  236. package/dist/interaction/contextMenu.d.ts +1 -0
  237. package/dist/interaction/contextMenu.js +1 -0
  238. package/dist/interaction/lockpick.d.ts +61 -0
  239. package/dist/interaction/lockpick.js +168 -0
  240. package/dist/interaction/proximityPrompt.d.ts +5 -1
  241. package/dist/interaction/proximityPrompt.js +5 -3
  242. package/dist/interaction/qte.d.ts +5 -0
  243. package/dist/interaction/qte.js +5 -0
  244. package/dist/interaction/skillCheck.d.ts +5 -0
  245. package/dist/interaction/skillCheck.js +5 -0
  246. package/dist/inventory/inventoryModel.d.ts +12 -0
  247. package/dist/inventory/inventoryModel.js +12 -0
  248. package/dist/inventory/shapedGrid.d.ts +16 -0
  249. package/dist/inventory/shapedGrid.js +16 -0
  250. package/dist/inventory/slotModel.d.ts +10 -0
  251. package/dist/inventory/slotModel.js +10 -0
  252. package/dist/item/durability.d.ts +5 -0
  253. package/dist/item/durability.js +5 -0
  254. package/dist/item/itemIdentity.d.ts +171 -0
  255. package/dist/item/itemIdentity.js +138 -0
  256. package/dist/item/itemInstanceRegistry.d.ts +32 -0
  257. package/dist/item/itemInstanceRegistry.js +34 -0
  258. package/dist/item/itemgen.d.ts +163 -0
  259. package/dist/item/itemgen.js +151 -0
  260. package/dist/item/modularItem.d.ts +5 -0
  261. package/dist/item/modularItem.js +5 -0
  262. package/dist/item/use.d.ts +5 -0
  263. package/dist/item/use.js +5 -0
  264. package/dist/item/useBehavior.d.ts +142 -0
  265. package/dist/item/useBehavior.js +105 -0
  266. package/dist/item/weapon.d.ts +5 -0
  267. package/dist/item/weapon.js +5 -0
  268. package/dist/math/scalar.d.ts +25 -0
  269. package/dist/math/scalar.js +47 -0
  270. package/dist/meta/changelog.d.ts +4 -1
  271. package/dist/meta/changelog.js +36 -1
  272. package/dist/movement/avoidance.d.ts +45 -0
  273. package/dist/movement/avoidance.js +123 -0
  274. package/dist/movement/cameraRig.d.ts +8 -0
  275. package/dist/movement/cameraRig.js +8 -0
  276. package/dist/movement/dash.d.ts +11 -0
  277. package/dist/movement/dash.js +11 -0
  278. package/dist/movement/formation.d.ts +135 -0
  279. package/dist/movement/formation.js +194 -0
  280. package/dist/movement/glideModel.d.ts +5 -0
  281. package/dist/movement/glideModel.js +5 -0
  282. package/dist/movement/grappleSwing.d.ts +5 -0
  283. package/dist/movement/grappleSwing.js +5 -0
  284. package/dist/movement/leaderTrail.d.ts +5 -0
  285. package/dist/movement/leaderTrail.js +5 -0
  286. package/dist/movement/movementModel.d.ts +38 -7
  287. package/dist/movement/movementModel.js +54 -13
  288. package/dist/movement/playerMovement.d.ts +41 -0
  289. package/dist/movement/playerMovement.js +236 -0
  290. package/dist/movement/poseState.d.ts +13 -0
  291. package/dist/movement/poseState.js +16 -0
  292. package/dist/movement/steering.d.ts +8 -0
  293. package/dist/movement/steering.js +18 -0
  294. package/dist/multiplayer/combatSnapshot.d.ts +3 -0
  295. package/dist/multiplayer/combatSnapshot.js +3 -0
  296. package/dist/multiplayer/lagCompensation.d.ts +5 -0
  297. package/dist/multiplayer/lagCompensation.js +5 -0
  298. package/dist/multiplayer/presenceModel.d.ts +9 -1
  299. package/dist/multiplayer/presenceModel.js +9 -1
  300. package/dist/multiplayer/simultaneousCommit.d.ts +3 -0
  301. package/dist/multiplayer/simultaneousCommit.js +3 -0
  302. package/dist/multiplayer.d.ts +11 -0
  303. package/dist/multiplayer.js +11 -0
  304. package/dist/nav/pathFollow.d.ts +57 -0
  305. package/dist/nav/pathFollow.js +109 -0
  306. package/dist/orders/orderKinds.d.ts +156 -0
  307. package/dist/orders/orderKinds.js +197 -0
  308. package/dist/orders/orderQueue.d.ts +208 -0
  309. package/dist/orders/orderQueue.js +211 -0
  310. package/dist/physics/drivableVehicle.d.ts +29 -0
  311. package/dist/physics/drivableVehicle.js +16 -0
  312. package/dist/physics/kinematicVehicle.d.ts +21 -1
  313. package/dist/physics/kinematicVehicle.js +23 -8
  314. package/dist/physics/physicsWorld.d.ts +24 -12
  315. package/dist/physics/physicsWorld.js +11 -5
  316. package/dist/physics/radialImpulse.d.ts +25 -0
  317. package/dist/physics/radialImpulse.js +27 -0
  318. package/dist/procedural.d.ts +3 -0
  319. package/dist/procedural.js +3 -0
  320. package/dist/progression/statGraph.d.ts +116 -0
  321. package/dist/progression/statGraph.js +318 -0
  322. package/dist/puzzle/cellGrid.d.ts +9 -0
  323. package/dist/puzzle/cellGrid.js +9 -0
  324. package/dist/puzzle/fallingPiece.d.ts +9 -0
  325. package/dist/puzzle/fallingPiece.js +9 -0
  326. package/dist/puzzle/nonogram.d.ts +39 -0
  327. package/dist/puzzle/nonogram.js +136 -0
  328. package/dist/random/nameGen.d.ts +5 -0
  329. package/dist/random/nameGen.js +5 -0
  330. package/dist/random/pick.d.ts +8 -0
  331. package/dist/random/pick.js +31 -0
  332. package/dist/random/rng.d.ts +24 -0
  333. package/dist/random/rng.js +30 -8
  334. package/dist/random/seedLink.d.ts +4 -0
  335. package/dist/random/seedLink.js +4 -0
  336. package/dist/relation/keyedValues.d.ts +54 -0
  337. package/dist/relation/keyedValues.js +115 -0
  338. package/dist/relation/thresholds.d.ts +62 -0
  339. package/dist/relation/thresholds.js +62 -0
  340. package/dist/render/color.d.ts +12 -0
  341. package/dist/render/color.js +26 -0
  342. package/dist/render/lookPreset.d.ts +41 -0
  343. package/dist/render/lookPreset.js +29 -0
  344. package/dist/render/postProcessing.d.ts +76 -0
  345. package/dist/render/postProcessing.js +21 -0
  346. package/dist/rules/predicate.d.ts +53 -0
  347. package/dist/rules/predicate.js +64 -0
  348. package/dist/rules/ruleEffects.d.ts +38 -0
  349. package/dist/rules/ruleEffects.js +37 -0
  350. package/dist/rules/triggeredRules.d.ts +160 -0
  351. package/dist/rules/triggeredRules.js +241 -0
  352. package/dist/runtime/adapter.d.ts +58 -0
  353. package/dist/runtime/adapter.js +54 -5
  354. package/dist/runtime/cameraDirector.d.ts +1 -0
  355. package/dist/runtime/cameraDirector.js +1 -0
  356. package/dist/runtime/commandRunner.d.ts +1 -0
  357. package/dist/runtime/commandRunner.js +1 -0
  358. package/dist/runtime/context/combatFx.d.ts +23 -0
  359. package/dist/runtime/context/combatFx.js +161 -0
  360. package/dist/runtime/context/registries.d.ts +13 -0
  361. package/dist/runtime/context/registries.js +84 -0
  362. package/dist/runtime/context/worldItems.d.ts +21 -0
  363. package/dist/runtime/context/worldItems.js +37 -0
  364. package/dist/runtime/descriptors/baseline.d.ts +48 -0
  365. package/dist/runtime/descriptors/baseline.js +134 -0
  366. package/dist/runtime/descriptors/features.d.ts +74 -0
  367. package/dist/runtime/descriptors/features.js +281 -0
  368. package/dist/runtime/gameContext.d.ts +163 -19
  369. package/dist/runtime/gameContext.js +385 -339
  370. package/dist/runtime/gameRuntime.d.ts +1 -0
  371. package/dist/runtime/gameRuntime.js +1 -0
  372. package/dist/runtime/headlessRunner.d.ts +60 -0
  373. package/dist/runtime/headlessRunner.js +44 -0
  374. package/dist/runtime/hostPersistence.d.ts +12 -0
  375. package/dist/runtime/hostPersistence.js +12 -0
  376. package/dist/runtime/hostedGameRunner.d.ts +54 -0
  377. package/dist/runtime/hostedGameRunner.js +85 -0
  378. package/dist/runtime/hostedWorldSession.d.ts +73 -0
  379. package/dist/runtime/hostedWorldSession.js +64 -0
  380. package/dist/runtime/inputSnapshot.d.ts +21 -3
  381. package/dist/runtime/inputSnapshot.js +8 -2
  382. package/dist/runtime/motionIntents.d.ts +12 -1
  383. package/dist/runtime/motionIntents.js +26 -1
  384. package/dist/runtime/perContext.d.ts +15 -0
  385. package/dist/runtime/perContext.js +21 -0
  386. package/dist/runtime/runtimeSave.d.ts +79 -0
  387. package/dist/runtime/runtimeSave.js +105 -0
  388. package/dist/runtime/save.d.ts +4 -0
  389. package/dist/runtime/save.js +4 -0
  390. package/dist/runtime/snapshot.d.ts +7 -0
  391. package/dist/runtime/snapshot.js +7 -0
  392. package/dist/runtime/visibility.d.ts +2 -1
  393. package/dist/runtime/visibility.js +2 -1
  394. package/dist/runtime/worldChannel.d.ts +62 -0
  395. package/dist/runtime/worldChannel.js +114 -0
  396. package/dist/runtime/worldMirror.d.ts +36 -0
  397. package/dist/runtime/worldMirror.js +44 -0
  398. package/dist/runtime/worldProjection.d.ts +47 -0
  399. package/dist/runtime/worldProjection.js +52 -0
  400. package/dist/runtime/worldReplication.d.ts +69 -0
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  402. package/dist/runtime/worldSnapshot.d.ts +44 -0
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  404. package/dist/scene/assetCatalog.d.ts +22 -0
  405. package/dist/scene/assetCatalog.js +4 -0
  406. package/dist/scene/assetDiagnostics.d.ts +69 -0
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  410. package/dist/scene/assetSpace.d.ts +137 -0
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  412. package/dist/scene/authoredTriggers.d.ts +169 -0
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  414. package/dist/scene/behaviorRuntime.d.ts +75 -0
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  416. package/dist/scene/behaviors.d.ts +14 -2
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  418. package/dist/scene/bodyBind.d.ts +60 -0
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  420. package/dist/scene/builtinSceneKinds.d.ts +5 -0
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  422. package/dist/scene/colliders.d.ts +18 -0
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  424. package/dist/scene/entityStats.d.ts +13 -0
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  427. package/dist/scene/entityStore.js +75 -0
  428. package/dist/scene/facing.d.ts +18 -0
  429. package/dist/scene/facing.js +26 -0
  430. package/dist/scene/modelSockets.d.ts +33 -0
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  432. package/dist/scene/objectQuery.d.ts +2 -0
  433. package/dist/scene/objectQuery.js +2 -0
  434. package/dist/scene/objectStore.d.ts +4 -0
  435. package/dist/scene/objectStore.js +6 -0
  436. package/dist/scene/possession.d.ts +8 -0
  437. package/dist/scene/possession.js +14 -0
  438. package/dist/scene/roster.d.ts +3 -0
  439. package/dist/scene/roster.js +12 -0
  440. package/dist/scene/sceneKinds.d.ts +240 -0
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  442. package/dist/scene/sceneOwnership.d.ts +169 -0
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  444. package/dist/scene/selectionBookmarks.d.ts +93 -0
  445. package/dist/scene/selectionBookmarks.js +122 -0
  446. package/dist/scene/vehicleSeat.d.ts +68 -0
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  448. package/dist/sensor/concealment.d.ts +3 -0
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  450. package/dist/sensor/freezeMonitor.d.ts +1 -0
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  605. package/skills/jgengine/SKILL.md +51 -0
  606. package/skills/jgengine/api.md +434 -0
  607. package/skills/jgengine/capabilities.md +29 -0
  608. package/skills/jgengine/reference-cartridge.md +72 -0
  609. package/skills/jgengine-combat/SKILL.md +34 -0
  610. package/skills/jgengine-combat/api.md +549 -0
  611. package/skills/jgengine-combat/capabilities.md +169 -0
  612. package/skills/jgengine-combat/reference.md +98 -0
  613. package/skills/jgengine-gameplay/SKILL.md +39 -0
  614. package/skills/jgengine-gameplay/api.md +1794 -0
  615. package/skills/jgengine-gameplay/capabilities.md +378 -0
  616. package/skills/jgengine-gameplay/reference-systems.md +60 -0
  617. package/skills/jgengine-world/SKILL.md +38 -0
  618. package/skills/jgengine-world/api.md +2652 -0
  619. package/skills/jgengine-world/capabilities.md +370 -0
  620. package/skills/jgengine-world/reference.md +222 -0
  621. package/dist/cartridge/runtime.d.ts +0 -15
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  623. package/dist/cartridge/spec.d.ts +0 -188
  624. package/dist/cartridge/spec.js +0 -19
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  630. package/dist/store/features.js +0 -23
  631. package/llms.txt +0 -4983
@@ -1,3 +1,5 @@
1
+ import { withPathProfiles } from "./pathTerrain.js";
2
+ import { nearestOnPath } from "./roads.js";
1
3
  function clamp01(value) {
2
4
  return value < 0 ? 0 : value > 1 ? 1 : value;
3
5
  }
@@ -13,6 +15,9 @@ function hash2(ix, iz, seed) {
13
15
  h ^= h >>> 12;
14
16
  return (h >>> 0) / 4294967295;
15
17
  }
18
+ /** Smoothly interpolated 2D value noise in `[-1, 1]` for the given seed.
19
+ * @internal
20
+ */
16
21
  export function valueNoise(x, z, seed) {
17
22
  const x0 = Math.floor(x);
18
23
  const z0 = Math.floor(z);
@@ -28,6 +33,9 @@ export function valueNoise(x, z, seed) {
28
33
  const bottom = lerp(v01, v11, sx);
29
34
  return lerp(top, bottom, sz) * 2 - 1;
30
35
  }
36
+ /** Layers `valueNoise` octaves per `config` into a single normalized noise sample.
37
+ * @internal
38
+ */
31
39
  export function fractalNoise(x, z, config) {
32
40
  let amplitude = 1;
33
41
  let frequency = config.frequency;
@@ -44,6 +52,7 @@ export function fractalNoise(x, z, config) {
44
52
  }
45
53
  return norm === 0 ? 0 : sum / norm;
46
54
  }
55
+ /** @internal */
47
56
  export function seedFrom(value, fallback) {
48
57
  if (typeof value === "number")
49
58
  return value | 0;
@@ -57,6 +66,9 @@ export function seedFrom(value, fallback) {
57
66
  }
58
67
  return fallback;
59
68
  }
69
+ /** Derives a `TerrainField.sampleNormal` from a height sampler via finite-difference gradients.
70
+ * @internal
71
+ */
60
72
  export function withNormal(sampleHeight) {
61
73
  const epsilon = 0.75;
62
74
  return (x, z) => {
@@ -81,9 +93,15 @@ export const FLAT_FIELD = {
81
93
  sampleHeight: () => 0,
82
94
  sampleNormal: () => [0, 1, 0],
83
95
  };
96
+ /** A flat, zero-height `TerrainField` for arenas with no elevation.
97
+ * @internal
98
+ */
84
99
  export function flatField() {
85
100
  return FLAT_FIELD;
86
101
  }
102
+ /** Builds a `TerrainField` whose height is fractal noise shaped by `config`.
103
+ * @internal
104
+ */
87
105
  export function noiseField(config = {}) {
88
106
  const fractal = {
89
107
  seed: seedFrom(config.seed, 1337),
@@ -100,6 +118,7 @@ export function noiseField(config = {}) {
100
118
  waterLevel: config.waterLevel,
101
119
  });
102
120
  }
121
+ /** @internal */
103
122
  export function rollingField(config = {}) {
104
123
  return noiseField({
105
124
  seed: config.seed ?? "rolling",
@@ -120,6 +139,9 @@ function smoothstep(edge0, edge1, value) {
120
139
  const t = clamp01((value - edge0) / (edge1 - edge0));
121
140
  return t * t * (3 - 2 * t);
122
141
  }
142
+ /** Builds a `TerrainField` with a flat spawn plateau, rolling hills, and a basin, for combat arenas.
143
+ * @internal
144
+ */
123
145
  export function arenaField(config = {}) {
124
146
  const seed = seedFrom(config.seed ?? "arena", 7);
125
147
  const rolling = {
@@ -148,11 +170,18 @@ export function arenaField(config = {}) {
148
170
  };
149
171
  return fieldFromHeight(sampleHeight, { bounds: config.bounds, waterLevel: ARENA_WATER_LEVEL });
150
172
  }
173
+ /** @internal */
151
174
  export function groundFieldFor(world) {
152
175
  if (world !== undefined && world.kind === "environment")
153
176
  return resolveEnvironmentField(world);
154
177
  return flatField();
155
178
  }
179
+ /** Whether a world declares real terrain (base heightfield or islands) rather than a flat plane — gates terrain-floor sampling in the movement controllers.
180
+ * @internal
181
+ */
182
+ export function hasEnvironmentTerrain(world) {
183
+ return world?.kind === "environment" && (world.terrain !== undefined || (world.islands?.length ?? 0) > 0);
184
+ }
156
185
  /** Ground height between islands when no base terrain exists — deep enough to read as a fall into the void, finite so physics stays sane. */
157
186
  export const ISLAND_VOID_HEIGHT = -256;
158
187
  function islandContains(descriptor, x, z) {
@@ -163,7 +192,8 @@ function islandContains(descriptor, x, z) {
163
192
  * Composes a base terrain and any number of bounded islands into one world field: inside an island's
164
193
  * rect the island's own field (sampled in island-local coordinates) wins, elsewhere the base terrain
165
194
  * answers, and with no base the gap is `ISLAND_VOID_HEIGHT` void. Later islands win overlaps.
166
- */
195
+ * @internal
196
+ */
167
197
  export function composeIslandFields(base, islands, voidHeight = ISLAND_VOID_HEIGHT) {
168
198
  if (islands.length === 0)
169
199
  return base ?? flatField();
@@ -198,14 +228,95 @@ export function composeIslandFields(base, islands, voidHeight = ISLAND_VOID_HEIG
198
228
  ...(base?.waterLevel === undefined ? {} : { waterLevel: base.waterLevel }),
199
229
  };
200
230
  }
201
- /** The full ground field for an environment world: base `terrain` composed with any `islands`. */
231
+ /** Bilinear offset sampled from an editor {@link TerraformSnapshot}'s vertex grid at a world point. */
232
+ function sampleSnapshotOffset(snapshot, x, z) {
233
+ const { bounds, cols, rows, offsets } = snapshot;
234
+ const vertsX = cols + 1;
235
+ const spanX = Math.max(bounds.maxX - bounds.minX, snapshot.cellSize);
236
+ const spanZ = Math.max(bounds.maxZ - bounds.minZ, snapshot.cellSize);
237
+ const fx = clamp01((x - bounds.minX) / spanX) * cols;
238
+ const fz = clamp01((z - bounds.minZ) / spanZ) * rows;
239
+ const x0 = Math.min(cols, Math.floor(fx));
240
+ const z0 = Math.min(rows, Math.floor(fz));
241
+ const x1 = Math.min(cols, x0 + 1);
242
+ const z1 = Math.min(rows, z0 + 1);
243
+ const tx = fx - x0;
244
+ const tz = fz - z0;
245
+ const v00 = offsets[z0 * vertsX + x0] ?? 0;
246
+ const v10 = offsets[z0 * vertsX + x1] ?? 0;
247
+ const v01 = offsets[z1 * vertsX + x0] ?? 0;
248
+ const v11 = offsets[z1 * vertsX + x1] ?? 0;
249
+ const top = v00 + (v10 - v00) * tx;
250
+ const bottom = v01 + (v11 - v01) * tx;
251
+ return top + (bottom - top) * tz;
252
+ }
253
+ /**
254
+ * Layers an authored sculpt snapshot's offsets over a base field — the editor-to-runtime ground seam.
255
+ * @internal — reached through `environment({ sculpt })`; not called directly by games.
256
+ */
257
+ export function sculptedField(base, snapshot) {
258
+ const sampleHeight = (x, z) => base.sampleHeight(x, z) + sampleSnapshotOffset(snapshot, x, z);
259
+ return {
260
+ sampleHeight,
261
+ sampleNormal: withNormal(sampleHeight),
262
+ ...(base.bounds === undefined ? {} : { bounds: base.bounds }),
263
+ ...(base.waterLevel === undefined ? {} : { waterLevel: base.waterLevel }),
264
+ };
265
+ }
266
+ /**
267
+ * Levels a base field toward each clearance zone's center height within its radius (feathered) — so
268
+ * spawns, plots, and paths sit on flat ground even when a mound is nearby. The strongest overlapping
269
+ * zone wins. Pairs with scatter's avoid: one clearance zone both flattens ground and repels foliage.
270
+ * @internal — reached through `environment({ clearings })`; not called directly by games.
271
+ */
272
+ export function flattenFieldAround(base, zones) {
273
+ if (zones.length === 0)
274
+ return base;
275
+ const sampleHeight = (x, z) => {
276
+ let best = 0;
277
+ let target = 0;
278
+ for (const zone of zones) {
279
+ const dist = Math.hypot(x - zone.x, z - zone.z);
280
+ if (dist >= zone.radius)
281
+ continue;
282
+ const feather = Math.max(0, zone.feather ?? 0);
283
+ const inner = zone.radius - feather;
284
+ const t = dist <= inner || feather <= 0 ? 1 : (zone.radius - dist) / feather;
285
+ if (t > best) {
286
+ best = t;
287
+ target = base.sampleHeight(zone.x, zone.z);
288
+ }
289
+ }
290
+ const height = base.sampleHeight(x, z);
291
+ return best > 0 ? height + (target - height) * best : height;
292
+ };
293
+ return {
294
+ sampleHeight,
295
+ sampleNormal: withNormal(sampleHeight),
296
+ ...(base.bounds === undefined ? {} : { bounds: base.bounds }),
297
+ ...(base.waterLevel === undefined ? {} : { waterLevel: base.waterLevel }),
298
+ };
299
+ }
300
+ /**
301
+ * The full ground field for an environment world: base `terrain` composed with any `islands`, then
302
+ * any authored `sculpt` snapshot, then any `clearings` flattened on top — so an editor-sculpted
303
+ * heightfield drives both the rendered mesh and player collision, and gameplay spots stay level,
304
+ * through the one seam every consumer already reads.
305
+ * @internal
306
+ */
202
307
  export function resolveEnvironmentField(feature) {
203
308
  const base = feature.terrain === undefined ? null : resolveTerrainField(feature.terrain);
204
- if (feature.islands === undefined || feature.islands.length === 0)
205
- return base ?? flatField();
206
- return composeIslandFields(base, feature.islands);
309
+ const composed = feature.islands === undefined || feature.islands.length === 0
310
+ ? base ?? flatField()
311
+ : composeIslandFields(base, feature.islands);
312
+ const sculpted = feature.sculpt === undefined ? composed : sculptedField(composed, feature.sculpt);
313
+ return feature.clearings === undefined || feature.clearings.length === 0
314
+ ? sculpted
315
+ : flattenFieldAround(sculpted, feature.clearings);
207
316
  }
208
- /** Local slope from the field's normal — the input for gravity-roll, ski acceleration, and slide checks (#284.6). */
317
+ /** Local slope from the field's normal — the input for gravity-roll, ski acceleration, and slide checks (#284.6).
318
+ * @internal
319
+ */
209
320
  export function sampleSlope(field, x, z) {
210
321
  const [nx, ny, nz] = field.sampleNormal(x, z);
211
322
  const horizontal = Math.hypot(nx, nz);
@@ -219,7 +330,8 @@ export function sampleSlope(field, x, z) {
219
330
  /**
220
331
  * Downhill force/acceleration from the local slope: direction × sin(slope angle) × `scale`.
221
332
  * Add it to any integrator's XZ velocity each tick (`scale` ≈ gravity for a free-rolling body).
222
- */
333
+ * @internal
334
+ */
223
335
  export function slopeForce(field, x, z, scale = 9.8) {
224
336
  const [nx, , nz] = field.sampleNormal(x, z);
225
337
  if (Math.hypot(nx, nz) < 1e-9)
@@ -236,6 +348,46 @@ export const TERRAIN_MATERIAL_PALETTES = {
236
348
  highland: { low: "#414f33", high: "#a3a86b", waterline: "#365f63" },
237
349
  slate: { low: "#2f3540", high: "#7d8896", waterline: "#26404f" },
238
350
  };
351
+ const DEFAULT_TERRAIN_DETAIL = {
352
+ rockColor: "#6f7175",
353
+ sandColor: "#c2b283",
354
+ snowColor: "#eef3f7",
355
+ rockSlopeStart: 0.42,
356
+ snowHeight: 26,
357
+ detailScale: 5,
358
+ macroScale: 45,
359
+ roughness: 0.9,
360
+ strength: 1,
361
+ };
362
+ const DEFAULT_TERRAIN_MATERIAL_REPEAT = 4;
363
+ const DEFAULT_TERRAIN_MATERIAL_STRENGTH = 1;
364
+ /** Fill a `TerrainDetailConfig` with defaults; `waterLevel` falls back to the terrain's own water level.
365
+ * @internal
366
+ */
367
+ export function resolveTerrainDetail(config, terrainWaterLevel = 0) {
368
+ return {
369
+ rockColor: config.rockColor ?? DEFAULT_TERRAIN_DETAIL.rockColor,
370
+ sandColor: config.sandColor ?? DEFAULT_TERRAIN_DETAIL.sandColor,
371
+ snowColor: config.snowColor ?? DEFAULT_TERRAIN_DETAIL.snowColor,
372
+ rockSlopeStart: config.rockSlopeStart ?? DEFAULT_TERRAIN_DETAIL.rockSlopeStart,
373
+ snowHeight: config.snowHeight ?? DEFAULT_TERRAIN_DETAIL.snowHeight,
374
+ detailScale: config.detailScale ?? DEFAULT_TERRAIN_DETAIL.detailScale,
375
+ macroScale: config.macroScale ?? DEFAULT_TERRAIN_DETAIL.macroScale,
376
+ roughness: config.roughness ?? DEFAULT_TERRAIN_DETAIL.roughness,
377
+ strength: clamp01(config.strength ?? DEFAULT_TERRAIN_DETAIL.strength),
378
+ waterLevel: config.waterLevel ?? terrainWaterLevel,
379
+ ...(config.material === undefined
380
+ ? {}
381
+ : {
382
+ material: {
383
+ maps: config.material.maps,
384
+ repeat: config.material.repeat ?? DEFAULT_TERRAIN_MATERIAL_REPEAT,
385
+ strength: clamp01(config.material.strength ?? DEFAULT_TERRAIN_MATERIAL_STRENGTH),
386
+ },
387
+ }),
388
+ };
389
+ }
390
+ /** @internal */
239
391
  export function resolveTerrainPalette(descriptor = {}) {
240
392
  const material = descriptor.material ?? DEFAULT_TERRAIN_MATERIAL;
241
393
  const preset = TERRAIN_MATERIAL_PALETTES[material];
@@ -277,36 +429,170 @@ function mixPalette(from, to, t) {
277
429
  waterline: mixHex(from.waterline, to.waterline, t),
278
430
  };
279
431
  }
432
+ function createBandValueSampler(bands, fallback, resolve, mix) {
433
+ if (bands.length === 0)
434
+ return () => fallback;
435
+ const resolved = bands
436
+ .map((band) => ({ z: band.z, fade: band.fade ?? 64, value: resolve(band) }))
437
+ .sort((a, b) => a.z - b.z);
438
+ const first = resolved[0];
439
+ const last = resolved[resolved.length - 1];
440
+ return (z) => {
441
+ if (z <= first.z)
442
+ return first.value;
443
+ if (z >= last.z)
444
+ return last.value;
445
+ for (let i = 0; i < resolved.length - 1; i += 1) {
446
+ const lower = resolved[i];
447
+ const upper = resolved[i + 1];
448
+ if (z < lower.z || z > upper.z)
449
+ continue;
450
+ const boundary = (lower.z + upper.z) / 2;
451
+ const half = Math.min(lower.fade, upper.fade) / 2;
452
+ if (z <= boundary - half)
453
+ return lower.value;
454
+ if (z >= boundary + half)
455
+ return upper.value;
456
+ return mix(lower.value, upper.value, smoothstep(boundary - half, boundary + half, z));
457
+ }
458
+ return fallback;
459
+ };
460
+ }
280
461
  /**
281
- * Per-position palette sampler over the descriptor's base `material`/`colors` plus its
282
- * `materialRegions` — the multi-biome coloring seam. Regions paint fully inside `radius`
283
- * and blend back to the surrounding palette across `falloff`; later regions win overlaps.
284
- */
462
+ * Per-z palette sampler over a descriptor's `biomeBands` — ordered zones that cross-fade their
463
+ * ground palette across a `fade`-wide window centered on the midpoint z between adjacent centers.
464
+ * Below the first / above the last band clamps to that band's palette. Returns `fallback` when no
465
+ * bands are declared. Pure math, unit-testable independent of rendering.
466
+ * @internal
467
+ */
468
+ export function createBiomeBandSampler(bands, fallback) {
469
+ return createBandValueSampler(bands, fallback, resolveTerrainPalette, mixPalette);
470
+ }
471
+ function mixBiomeFog(from, to, t) {
472
+ if (t <= 0)
473
+ return from;
474
+ if (t >= 1)
475
+ return to;
476
+ return {
477
+ color: mixHex(from.color, to.color, t),
478
+ near: lerp(from.near, to.near, t),
479
+ far: lerp(from.far, to.far, t),
480
+ density: lerp(from.density, to.density, t),
481
+ };
482
+ }
483
+ /**
484
+ * Per-z fog sampler over a descriptor's `biomeBands` — cross-fades each band's `fog` (unset fields
485
+ * falling through to `fallback`) across the same `fade` window as the ground sampler, so fog color and
486
+ * range track the camera's z. Bands with no `fog` resolve to `fallback`. Pure math, unit-testable.
487
+ * @internal
488
+ */
489
+ export function createBiomeFogSampler(bands, fallback) {
490
+ return createBandValueSampler(bands, fallback, (band) => band.fog === undefined
491
+ ? fallback
492
+ : {
493
+ color: band.fog.color ?? fallback.color,
494
+ near: band.fog.near ?? fallback.near,
495
+ far: band.fog.far ?? fallback.far,
496
+ density: band.fog.density ?? fallback.density,
497
+ }, mixBiomeFog);
498
+ }
499
+ function mixBiomeSky(from, to, t) {
500
+ if (t <= 0)
501
+ return from;
502
+ if (t >= 1)
503
+ return to;
504
+ return {
505
+ horizonColor: mixHex(from.horizonColor, to.horizonColor, t),
506
+ zenithColor: mixHex(from.zenithColor, to.zenithColor, t),
507
+ sunIntensity: lerp(from.sunIntensity, to.sunIntensity, t),
508
+ ambientIntensity: lerp(from.ambientIntensity, to.ambientIntensity, t),
509
+ };
510
+ }
511
+ /**
512
+ * Per-z sky sampler over a descriptor's `biomeBands` — cross-fades each band's `sky` (unset fields
513
+ * falling through to `fallback`) across the same `fade` window as the ground sampler, so horizon/zenith
514
+ * colors and sun/ambient intensity track the camera's z. Bands with no `sky` resolve to `fallback`.
515
+ * @internal
516
+ */
517
+ export function createBiomeSkySampler(bands, fallback) {
518
+ return createBandValueSampler(bands, fallback, (band) => band.sky === undefined
519
+ ? fallback
520
+ : {
521
+ horizonColor: band.sky.horizonColor ?? fallback.horizonColor,
522
+ zenithColor: band.sky.zenithColor ?? fallback.zenithColor,
523
+ sunIntensity: band.sky.sunIntensity ?? fallback.sunIntensity,
524
+ ambientIntensity: band.sky.ambientIntensity ?? fallback.ambientIntensity,
525
+ }, mixBiomeSky);
526
+ }
527
+ /**
528
+ * Per-position palette sampler over the descriptor's base `material`/`colors` plus its z-ordered
529
+ * `biomeBands` (painted first) and radial `materialRegions` (painted over) — the multi-biome coloring
530
+ * seam. Regions paint fully inside `radius` and blend back across `falloff`; later regions win overlaps.
531
+ * @internal
532
+ */
285
533
  export function createTerrainPaletteSampler(descriptor) {
286
534
  const base = resolveTerrainPalette(descriptor);
535
+ const bandSampler = descriptor.biomeBands === undefined || descriptor.biomeBands.length === 0
536
+ ? null
537
+ : createBiomeBandSampler(descriptor.biomeBands, base);
287
538
  const regions = (descriptor.materialRegions ?? []).map((region) => ({
288
- center: region.center,
289
- radius: region.radius,
290
- falloff: region.falloff ?? region.radius * 0.5,
539
+ ...resolveRegionShape(region),
291
540
  palette: resolveTerrainPalette(region),
292
541
  }));
293
- if (regions.length === 0)
542
+ if (regions.length === 0 && bandSampler === null)
294
543
  return () => base;
295
544
  return (x, z) => {
296
- let palette = base;
545
+ let palette = bandSampler === null ? base : bandSampler(z);
297
546
  for (const region of regions) {
298
- const distance = Math.hypot(x - region.center[0], z - region.center[1]);
299
- if (distance <= region.radius) {
547
+ const distance = region.coreDistance(x, z);
548
+ if (distance <= 0) {
300
549
  palette = region.palette;
301
550
  }
302
- else if (distance <= region.radius + region.falloff) {
303
- const t = smoothstep(region.radius, region.radius + region.falloff, distance);
551
+ else if (distance <= region.falloff) {
552
+ const t = smoothstep(0, region.falloff, distance);
304
553
  palette = mixPalette(region.palette, palette, t);
305
554
  }
306
555
  }
307
556
  return palette;
308
557
  };
309
558
  }
559
+ /**
560
+ * Resolves a `TerrainMaterialRegion` of any shape to a `coreDistance(x, z)` — 0 inside the painted
561
+ * core, growing positive outward — plus its blend-ring `falloff`, so the palette sampler blends every
562
+ * shape through one shape-agnostic loop.
563
+ */
564
+ function resolveRegionShape(region) {
565
+ if (region.shape === "polyline") {
566
+ const half = region.width * 0.5;
567
+ return {
568
+ falloff: region.falloff ?? half,
569
+ coreDistance: (x, z) => {
570
+ const sample = nearestOnPath(region.points, x, z);
571
+ return sample === null ? Number.POSITIVE_INFINITY : Math.max(0, sample.distance - half);
572
+ },
573
+ };
574
+ }
575
+ if (region.shape === "rect") {
576
+ const [hx, hz] = region.halfExtents;
577
+ const angle = region.rotationY ?? 0;
578
+ const cos = Math.cos(angle);
579
+ const sin = Math.sin(angle);
580
+ return {
581
+ falloff: region.falloff ?? Math.min(hx, hz) * 0.5,
582
+ coreDistance: (x, z) => {
583
+ const dx = x - region.center[0];
584
+ const dz = z - region.center[1];
585
+ const lx = dx * cos + dz * sin;
586
+ const lz = -dx * sin + dz * cos;
587
+ return Math.hypot(Math.max(0, Math.abs(lx) - hx), Math.max(0, Math.abs(lz) - hz));
588
+ },
589
+ };
590
+ }
591
+ return {
592
+ falloff: region.falloff ?? region.radius * 0.5,
593
+ coreDistance: (x, z) => Math.max(0, Math.hypot(x - region.center[0], z - region.center[1]) - region.radius),
594
+ };
595
+ }
310
596
  function withFlattenMasks(sampleHeight, masks) {
311
597
  const resolved = masks.map((mask) => ({
312
598
  center: mask.center,
@@ -330,6 +616,7 @@ function withFlattenMasks(sampleHeight, masks) {
330
616
  return height;
331
617
  };
332
618
  }
619
+ /** @internal */
333
620
  export function heightMapField(config) {
334
621
  const { columns, rows, samples } = config;
335
622
  if (columns <= 0 || rows <= 0)
@@ -366,6 +653,9 @@ export function heightMapField(config) {
366
653
  ...(config.waterLevel === undefined ? {} : { waterLevel: config.waterLevel }),
367
654
  });
368
655
  }
656
+ /** Resolves a `TerrainEnvironmentDescriptor` into a concrete `TerrainField`, applying flatten masks.
657
+ * @internal
658
+ */
369
659
  export function resolveTerrainField(descriptor) {
370
660
  if (descriptor === undefined)
371
661
  return flatField();
@@ -387,19 +677,44 @@ export function resolveTerrainField(descriptor) {
387
677
  waterLevel: descriptor.waterLevel,
388
678
  bounds: descriptor.bounds,
389
679
  });
390
- if (descriptor.flatten === undefined || descriptor.flatten.length === 0)
391
- return base;
392
- return fieldFromHeight(withFlattenMasks(base.sampleHeight, descriptor.flatten), {
393
- bounds: base.bounds,
394
- waterLevel: base.waterLevel,
395
- });
680
+ const flattened = descriptor.flatten === undefined || descriptor.flatten.length === 0
681
+ ? base
682
+ : fieldFromHeight(withFlattenMasks(base.sampleHeight, descriptor.flatten), {
683
+ bounds: base.bounds,
684
+ waterLevel: base.waterLevel,
685
+ });
686
+ if (descriptor.pathProfiles === undefined || descriptor.pathProfiles.length === 0)
687
+ return flattened;
688
+ return applyPathProfiles(flattened, descriptor.pathProfiles);
396
689
  }
397
- /** Returns `position` with `y` replaced by the field's ground height (plus `offset`) at its `x`/`z`. */
690
+ /**
691
+ * Composes authored path profiles onto a field — the shared seam that turns a scene road/river/ramp path
692
+ * into flattened, graded, carved, or retained ground. Applies after `flatten` masks in `resolveTerrainField`
693
+ * so a corridor grades over already-leveled pads; call it directly to layer profiles onto any field a game
694
+ * builds by hand. Returns the field unchanged when no profile is given.
695
+ * @capability path-terrain apply flatten/grade/carve/retaining path profiles to a terrain field
696
+ */
697
+ export function applyPathProfiles(field, profiles) {
698
+ if (profiles.length === 0)
699
+ return field;
700
+ const sampleHeight = withPathProfiles((x, z) => field.sampleHeight(x, z), profiles);
701
+ return {
702
+ sampleHeight,
703
+ sampleNormal: withNormal(sampleHeight),
704
+ ...(field.bounds === undefined ? {} : { bounds: field.bounds }),
705
+ ...(field.waterLevel === undefined ? {} : { waterLevel: field.waterLevel }),
706
+ };
707
+ }
708
+ /** Returns `position` with `y` replaced by the field's ground height (plus `offset`) at its `x`/`z`.
709
+ * @internal
710
+ */
398
711
  export function snapToGround(field, position, offset = 0) {
399
712
  const [x, , z] = position;
400
713
  return [x, field.sampleHeight(x, z) + offset, z];
401
714
  }
402
- /** Ground-snaps an already-spawned entity in place; returns false when `id` is unknown. */
715
+ /** Ground-snaps an already-spawned entity in place; returns false when `id` is unknown.
716
+ * @internal
717
+ */
403
718
  export function snapEntityToGround(entities, id, field, offset = 0) {
404
719
  const entity = entities.get(id);
405
720
  if (entity === null)
@@ -407,6 +722,9 @@ export function snapEntityToGround(entities, id, field, offset = 0) {
407
722
  return entities.setPose(id, { position: snapToGround(field, entity.position, offset) });
408
723
  }
409
724
  export const DEFAULT_MAX_WALK_SLOPE = 0.6;
725
+ /** Zeroes out a movement step's x or z component where it would climb steeper than `maxSlope`.
726
+ * @internal
727
+ */
410
728
  export function resolveGroundStep(field, x, z, stepX, stepZ, maxSlope = DEFAULT_MAX_WALK_SLOPE) {
411
729
  const baseHeight = field.sampleHeight(x, z);
412
730
  const tooSteep = (dx, dz) => {