@jgengine/shell 0.15.0 → 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 +62 -0
- package/dist/Shell3dPresentation.js +1 -1
- package/dist/environment/EnvironmentScene.js +1 -1
- package/dist/presentationResolve.d.ts +2 -0
- package/dist/presentationResolve.js +1 -0
- package/dist/render/modelLoad.d.ts +24 -0
- package/dist/render/modelLoad.js +46 -0
- package/dist/scene/CityRenderer.js +28 -54
- package/dist/structures/BuildingKitBatch.d.ts +13 -0
- package/dist/structures/BuildingKitBatch.js +78 -0
- package/dist/structures/GeneratedBuilding.d.ts +19 -3
- package/dist/structures/GeneratedBuilding.js +13 -81
- package/dist/structures/buildingKitFit.d.ts +59 -0
- package/dist/structures/buildingKitFit.js +188 -0
- package/dist/structures/buildingKitRegistry.d.ts +9 -0
- package/dist/structures/buildingKitRegistry.js +26 -0
- package/dist/weather/DustField.d.ts +41 -0
- package/dist/weather/DustField.js +129 -0
- package/dist/weather/WeatherLayer.d.ts +8 -2
- package/dist/weather/WeatherLayer.js +5 -2
- package/dist/weather/index.d.ts +1 -0
- package/dist/weather/index.js +1 -0
- package/dist/weather/weatherMath.d.ts +4 -0
- package/dist/weather/weatherMath.js +4 -0
- package/dist/world/WorldHud.d.ts +6 -2
- package/dist/world/WorldHud.js +4 -4
- package/dist/world/worldBarSamples.d.ts +15 -3
- package/dist/world/worldBarSamples.js +34 -3
- package/package.json +4 -4
- package/skills/jgengine/api.md +38 -5
- package/skills/jgengine/capabilities.md +24 -0
- package/skills/jgengine-ui/api.md +33 -12
- package/skills/jgengine-ui/capabilities.md +12 -0
- package/skills/jgengine-world/SKILL.md +5 -0
- package/skills/jgengine-world/api.md +27 -2
- package/skills/jgengine-world/capabilities.md +24 -0
- package/skills/jgengine-world/recipes/building-kit.md +78 -0
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@@ -2,6 +2,10 @@ export declare const DEFAULT_RAIN_COUNT = 2000;
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export declare const DEFAULT_SNOW_COUNT = 1500;
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export declare const DEFAULT_RAIN_DENSITY = 0.45;
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export declare const DEFAULT_SNOW_DENSITY = 0.5;
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/** Mote budget a {@link DustField} allocates before `density` scales it down. */
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export declare const DEFAULT_DUST_COUNT = 1800;
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/** Share of {@link DEFAULT_DUST_COUNT} drawn at intensity 1 — dust reads thinner than rain or snow. */
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export declare const DEFAULT_DUST_DENSITY = 0.4;
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/** @internal */
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export declare function clampWeatherRatio(value: number): number;
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/** @internal */
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@@ -2,6 +2,10 @@ export const DEFAULT_RAIN_COUNT = 2000;
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export const DEFAULT_SNOW_COUNT = 1500;
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export const DEFAULT_RAIN_DENSITY = 0.45;
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export const DEFAULT_SNOW_DENSITY = 0.5;
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/** Mote budget a {@link DustField} allocates before `density` scales it down. */
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export const DEFAULT_DUST_COUNT = 1800;
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/** Share of {@link DEFAULT_DUST_COUNT} drawn at intensity 1 — dust reads thinner than rain or snow. */
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export const DEFAULT_DUST_DENSITY = 0.4;
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/** @internal */
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export function clampWeatherRatio(value) {
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if (!Number.isFinite(value))
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package/dist/world/WorldHud.d.ts
CHANGED
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@@ -5,13 +5,15 @@ import { type NameplateSample } from "./worldBarSamples.js";
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export type { NameplateSample, WorldBarSample } from "./worldBarSamples.js";
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export { collectNameplateSamples, collectWorldBarSamples, paintWorldBarSamples } from "./worldBarSamples.js";
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export { telegraphPulseOpacity } from "./telegraphPulse.js";
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export declare function WorldEntityBars({ statId, height, roles, resolveRole, maxDistance, }: {
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export declare function WorldEntityBars({ statId, height, roles, resolveRole, maxDistance, occlude, }: {
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statId: string;
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height?: number;
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roles?: readonly CatalogEntityRole[];
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resolveRole?: (entity: SceneEntity) => CatalogEntityRole | undefined;
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/** Hide bars for entities farther than this from the player (world units). Default 60. */
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maxDistance?: number;
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/** Hide the bar when world geometry stands between the player and the entity. These bars are a screen-space overlay outside the depth buffer, so without this they read through walls. Default false, preserving the always-visible behaviour. */
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occlude?: boolean;
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}): import("react").JSX.Element;
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/** Props for `WorldNameplates` — entity filter, refresh rate, and headless className/render hooks. */
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export interface WorldNameplatesProps {
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resolveRole?: (entity: SceneEntity) => CatalogEntityRole | undefined;
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/** Hide nameplates for entities farther than this from the player (world units). Default 40. */
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maxDistance?: number;
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/** Hide the plate when world geometry stands between the player and the entity. Default false. */
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occlude?: boolean;
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/** Minimum ms between position/health refreshes — trades smoothness for fewer re-renders at scale. Default 120. */
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tickMs?: number;
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/** Draw the built-in HP bar under the name. Set `false` for a name-only plate when the game already draws its own health bar (its own HUD, or `worldHealthBars`). Default true. */
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@@ -41,7 +45,7 @@ export interface WorldNameplatesProps {
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*
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* @capability nameplates billboarded name + HP bar over nearby entities
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*/
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export declare function WorldNameplates({ statId, height, roles, resolveRole, maxDistance, tickMs, showHealth, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }: WorldNameplatesProps): import("react").JSX.Element;
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export declare function WorldNameplates({ statId, height, roles, resolveRole, maxDistance, occlude, tickMs, showHealth, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }: WorldNameplatesProps): import("react").JSX.Element;
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/** Props for {@link WorldObjectHighlights}. */
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export interface WorldObjectHighlightsProps {
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/** Ring tint. Default a construction-select amber. */
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package/dist/world/WorldHud.js
CHANGED
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@@ -16,7 +16,7 @@ export { telegraphPulseOpacity } from "./telegraphPulse.js";
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function pinOverlayToViewport(_el, _camera, size) {
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return [size.width / 2, size.height / 2];
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}
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export function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxDistance = 60, }) {
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export function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxDistance = 60, occlude = false, }) {
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const ctx = useGameContext();
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const camera = useThree((state) => state.camera);
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const size = useThree((state) => state.size);
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@@ -38,7 +38,7 @@ export function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxD
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canvas.height = pixelH;
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}
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camera.updateMatrixWorld();
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collectWorldBarSamples(ctx, statId, height, roles, resolveRole, camera, { width: cssW, height: cssH }, samplesRef.current, projectRef.current, maxDistance);
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collectWorldBarSamples(ctx, statId, height, roles, resolveRole, camera, { width: cssW, height: cssH }, samplesRef.current, projectRef.current, maxDistance, occlude);
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paintWorldBarSamples(canvas, samplesRef.current, dpr);
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});
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return (_jsx(Html, { fullscreen: true, calculatePosition: pinOverlayToViewport, zIndexRange: [20, 0], style: { pointerEvents: "none" }, children: _jsx("canvas", { ref: canvasRef, style: { width: "100%", height: "100%", display: "block", pointerEvents: "none" } }) }));
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@@ -51,7 +51,7 @@ export function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxD
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*
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* @capability nameplates billboarded name + HP bar over nearby entities
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*/
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export function WorldNameplates({ statId = "health", height = 2.3, roles, resolveRole, maxDistance = 40, tickMs = 120, showHealth = true, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }) {
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export function WorldNameplates({ statId = "health", height = 2.3, roles, resolveRole, maxDistance = 40, occlude = false, tickMs = 120, showHealth = true, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }) {
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const ctx = useGameContext();
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const camera = useThree((state) => state.camera);
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const size = useThree((state) => state.size);
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@@ -65,7 +65,7 @@ export function WorldNameplates({ statId = "health", height = 2.3, roles, resolv
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return;
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lastTickRef.current = nowMs;
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camera.updateMatrixWorld();
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collectNameplateSamples(ctx, statId, height, roles, resolveRole, camera, { width: size.width, height: size.height }, samplesRef.current, projectRef.current, maxDistance);
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collectNameplateSamples(ctx, statId, height, roles, resolveRole, camera, { width: size.width, height: size.height }, samplesRef.current, projectRef.current, maxDistance, occlude);
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setSamples([...samplesRef.current]);
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});
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return (_jsx(Html, { fullscreen: true, calculatePosition: pinOverlayToViewport, zIndexRange: [19, 0], style: { pointerEvents: "none" }, children: _jsx("div", { className: className, "data-nameplates": true, children: samples.map((sample) => renderNameplate !== undefined ? (_jsx("div", { style: { position: "absolute", left: sample.x, top: sample.y }, children: renderNameplate(sample) }, sample.id)) : (_jsxs("div", { className: nameplateClassName, "data-nameplate": sample.id, style: {
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@@ -16,14 +16,26 @@ export interface Projectable {
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y: number;
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z: number;
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}
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/**
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/**
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* True when world geometry stands between the player's eye and `target`. World bars and nameplates
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* are DOM/canvas overlays projected to screen space, so nothing in the depth buffer can hide them —
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* without this test an enemy's health bar reads straight through the building it is standing behind.
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* @internal
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*/
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export declare function worldBarOccluded(ctx: GameContext, from: readonly [number, number, number], target: readonly [number, number, number], eyeHeight: number): boolean;
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/**
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* Projects every non-local, role/distance-filtered entity carrying `statId` into `into` as a
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* `WorldBarSample`. Pure data step behind `WorldHealthBars` — call it directly to paint the bars
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* with your own renderer.
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* @internal
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*/
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export declare function collectWorldBarSamples(ctx: GameContext, statId: string, height: number, roles: readonly CatalogEntityRole[] | undefined, resolveRole: ((entity: SceneEntity) => CatalogEntityRole | undefined) | undefined, camera: {
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matrixWorldInverse: unknown;
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projectionMatrix: unknown;
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}, viewport: {
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width: number;
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height: number;
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}, into: WorldBarSample[], project: Projectable, maxDistance?: number): number;
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}, into: WorldBarSample[], project: Projectable, maxDistance?: number, occlude?: boolean): number;
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/** One entity's projected nameplate: screen `x`/`y`, display `name`, health `percent` (or `null` when statless), and world `distance` from the player. */
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export interface NameplateSample {
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id: string;
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}, viewport: {
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width: number;
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height: number;
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}, into: NameplateSample[], project: Projectable, maxDistance?: number): number;
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}, into: NameplateSample[], project: Projectable, maxDistance?: number, occlude?: boolean): number;
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/** @internal */
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export declare function paintWorldBarSamples(canvas: {
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width: number;
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import { worldHealthBarAllowsRole } from "@jgengine/core/game/playableGame";
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/**
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/**
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* True when world geometry stands between the player's eye and `target`. World bars and nameplates
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* are DOM/canvas overlays projected to screen space, so nothing in the depth buffer can hide them —
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* without this test an enemy's health bar reads straight through the building it is standing behind.
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* @internal
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*/
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export function worldBarOccluded(ctx, from, target, eyeHeight) {
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const origin = [from[0], from[1] + eyeHeight, from[2]];
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const dx = target[0] - origin[0];
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const dy = target[1] + eyeHeight - origin[1];
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const dz = target[2] - origin[2];
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const length = Math.hypot(dx, dy, dz);
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if (length < 0.001)
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return false;
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const hit = ctx.scene.object.raycast({
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origin,
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direction: [dx / length, dy / length, dz / length],
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// Stop short of the entity so its own collider never counts as its own occluder.
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maxDistance: length - 0.5,
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});
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return hit !== null;
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}
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/**
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* Projects every non-local, role/distance-filtered entity carrying `statId` into `into` as a
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* `WorldBarSample`. Pure data step behind `WorldHealthBars` — call it directly to paint the bars
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* with your own renderer.
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* @internal
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*/
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export function collectWorldBarSamples(ctx, statId, height, roles, resolveRole, camera, viewport, into, project, maxDistance = 60, occlude = false) {
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into.length = 0;
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const playerId = ctx.player.userId;
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const player = ctx.scene.entity.get(playerId);
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maxDistance) {
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continue;
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}
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if (occlude && player !== null && worldBarOccluded(ctx, player.position, entity.position, 1.5))
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continue;
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const stat = ctx.scene.entity.stats.get(entity.id, statId);
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* own renderer by calling this directly instead of the component.
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* @internal
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*/
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export function collectNameplateSamples(ctx, statId, height, roles, resolveRole, camera, viewport, into, project, maxDistance = 40) {
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export function collectNameplateSamples(ctx, statId, height, roles, resolveRole, camera, viewport, into, project, maxDistance = 40, occlude = false) {
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into.length = 0;
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const playerId = ctx.player.userId;
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const player = ctx.scene.entity.get(playerId);
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: Math.hypot(entity.position[0] - player.position[0], entity.position[2] - player.position[2]);
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if (player !== null && distance > maxDistance)
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continue;
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if (occlude && player !== null && worldBarOccluded(ctx, player.position, entity.position, 1.5))
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continue;
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const stat = ctx.scene.entity.stats.get(entity.id, statId);
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let percent = null;
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if (stat !== null) {
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package/package.json
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{
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"name": "@jgengine/shell",
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"version": "0.
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"version": "0.17.0",
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"description": "Game player shell for JGengine: React Three Fiber canvas, orbit camera, input tracking, HUD mounting, GameUiPreview, and a demo game. Consumers supply a GameRegistry.",
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"license": "Apache-2.0",
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"type": "module",
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"test": "bun test src"
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},
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"dependencies": {
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"@jgengine/core": "^0.
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"@jgengine/react": "^0.
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"@jgengine/ws": "^0.
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"@jgengine/core": "^0.17.0",
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"@jgengine/react": "^0.17.0",
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"@jgengine/ws": "^0.17.0"
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"peerDependencies": {
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"@react-three/drei": "^10.0.0",
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package/skills/jgengine/api.md
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.
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- `VERSION` (const): const VERSION: "0.17.0" — 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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- `VERSION` (const): const VERSION: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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- `ObjectSlotResult` (type): type ObjectSlotResult = { status: "ok" } | { status: "rejected"; reason: ObjectSlotRejection } — Outcome of an object slot mutation: applied, or refused with a reason and no state change on either side.
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- `ObjectSlotTransfer` (interface): interface ObjectSlotTransfer — Which player inventory a transfer moves between, and what it moves.
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- `SceneObjectSlots` (interface): interface SceneObjectSlots — Per-instance container contents for placed objects whose catalog entry declares `slotInventory` — the engine side of "install a GPU into a rack", "put an item in a chest". Contents live on `SceneObject.slots`, so they replicate and save with the object rather than needing a game-owned table keyed by `instanceId`, and every mutation is validated against the declared `accepts` and stack limits.
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- `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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- `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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- `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[]; /** * 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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- `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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- `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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- `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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- `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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- `MotionIntentBatch` (interface): interface MotionIntentBatch — ⚠ undocumented
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- `MotionIntents` (interface): interface MotionIntents — Seam for game code to reach the motion the shell's FrameDriver otherwise owns privately (#162.4). Game code calls `impulse`, `pushHorizontal`, `setVerticalVelocity`, and/or `setY` from `onTick` or commands; the shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated. `setY` wins over physics for that frame; impulses add to the velocity the driver is about to integrate; a later `setVerticalVelocity` replaces that velocity outright. Horizontal pushes compose with the walk controller (#282.4): they add to its horizontal velocity and decay naturally as it re-blends toward input — knockback, dashes, explosion shoves without raw `setPose` offsets.
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## @jgengine/core/runtime/objectRows
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- `fromRuntimeObjectRow` (function): function fromRuntimeObjectRow(row: RuntimeObjectRow): SceneObject — Inverse of {@link toRuntimeObjectRow}: rebuild the live placed object a host persisted.
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- `toRuntimeObjectRow` (function): function toRuntimeObjectRow(object: SceneObject): RuntimeObjectRow — Convert a live placed object into its persisted row — the bridge between `ctx.scene.object` and `GameRuntimeSnapshot.server.objects`/`chunks[].objects`. Per-instance `state` is carried as `flags`. Presentation overrides (`visual`, `animation`) are catalog- and authoring-resolved and deliberately stay off the persisted row — put anything a command must own in `state`.
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- `perContext` (function): function perContext<T>(init: (ctx: GameContext) => T): (ctx: GameContext) => T — Per-`GameContext` lazy state, keyed by context identity through a `WeakMap` so it is reclaimed when the context is — the seam a game uses instead of a module-global `Map`, which is process-global and bleeds across worlds when one host serves several `serverId`s (#632). `init` runs once per distinct context on first access; the same context always resolves to the same value. This mirrors the engine's built-in per-ctx pattern (`ctx.player.motion`, `stepPlayerMovement`).
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- `RuntimeChunkRow` (type): type RuntimeChunkRow = { chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeEntityRow` (type): type RuntimeEntityRow = { instanceId: string; catalogId: string; position?: [number, number, number]; rotationY?: number; parentSpace?: string; group?: string; stats?: Record<string, { current: number; max: number; min?: number }>; targetInstanceId?: string | null; userId?: string; } — ⚠ undocumented
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- `RuntimeInventorySlot` (type): type RuntimeInventorySlot = { item: string; count: number; slot?: number; } — ⚠ undocumented
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; flags?: Record<string, unknown>;
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; /** Opaque per-instance state; the persisted name for `SceneObject.state`. */ flags?: Record<string, unknown>; /** Container contents for a catalog `slotInve… — The persisted form of a placed `SceneObject`: identity, placement, per-instance state, and slot contents. Convert with `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`runtime/objectRows`).
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- `RuntimePlayerRow` (type): type RuntimePlayerRow = { userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeProfileRow` (type): type RuntimeProfileRow = { userId: string; gameId: string; player: RuntimePlayerRow; updatedAt: number; } — ⚠ undocumented
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- `RuntimeServerRow` (type): type RuntimeServerRow = { entities: RuntimeEntityRow[]; objects: RuntimeObjectRow[]; session: Record<string, unknown>; feeds?: Record<string, unknown[]>; } — ⚠ undocumented
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- `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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- `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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- `ws` (function) · `import { ws } from "@jgengine/core/runtime/adapter"`
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## object-slot-inventory — placed objects hold validated per-instance container contents that replicate and save with the placement
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- `SceneObjectSlots` (interface) · `import { SceneObjectSlots } from "@jgengine/core/runtime/context/objectSlots"`
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## placed-object-rehydrate — rebuild live placed objects, with their state and slot contents, from persisted snapshot rows
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## placed-object-rows — a placed object's per-instance state and container contents convert to and from the persisted snapshot row a host stores
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- `toRuntimeObjectRow` (function) · `import { toRuntimeObjectRow } from "@jgengine/core/runtime/objectRows"`
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## render-fallback-diagnostics — Enable/disable the dev-only placeholder-fallback probe.
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- `armFallbackSeams` (function) · `import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams"`
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- `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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- `measureLocalCollisionTriangles` (function): function measureLocalCollisionTriangles(root: THREE.Object3D, transform?: { scale: number; offset: readonly [number, number, number] }): MeasuredCollisionTriangles | null — Collect the triangle soup of the meshes under `root` in `root`'s own frame — the mesh-accurate counterpart to `measureLocalBounds`, with the same visibility/sprite/{@link MEASURE_EXCLUDE_KEY} exclusions (skinned meshes contribute their bind pose). An optional uniform `scale` + `offset` maps the result into entity-local space when the caller mounts the root scaled/translated (the model-primitive path). Returns `null` when nothing is measurable or the soup exceeds the triangle budget — callers keep their box fallback.
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- `reportMeasuredCollisionMesh` (function): function reportMeasuredCollisionMesh(ctx: GameContext, target: "entity" | "object", key: string, triangles: MeasuredCollisionTriangles): void — Forward measured triangles into the context (entity kind or object catalog id), deduping repeat reports of the same soup so remounts and multi-instance kinds don't rebuild the BVH.
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## @jgengine/shell/render/modelLoad
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- `modelLoadFallbacks` (function): function modelLoadFallbacks(): readonly { url: string; message: string }[] — Every model the shared loader diagnosed as broken and replaced with a magenta placeholder, in load order.
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- `modelLoadIdleMs` (function): function modelLoadIdleMs(): number — How long the shared GLB loader has been idle, in ms — `0` while any model is still in flight. A capture host reads this to wait for streaming to finish instead of guessing a settle delay: models that pop in after the shot are why an establishing capture used to come back half-empty until someone hand-tuned `--settle`.
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## @jgengine/shell/render/modelRender
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- `MaterialCache` (interface): interface MaterialCache — ⚠ undocumented
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@@ -2323,10 +2328,10 @@
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- `BuildingBlock` (function): function BuildingBlock({ part, palette }: BuildingBlockProps): React.JSX.Element — ⚠ undocumented
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|
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|
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- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, kit, visibleKinds }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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+
- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, partRenderer, kit, resolveModelUrl, visibleKinds, }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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- `GeneratedBuildingProps` (interface): interface GeneratedBuildingProps — ⚠ undocumented
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- `InstancedBuildingPlacement` (interface): interface InstancedBuildingPlacement — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, visibleKinds }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, kit, resolveModelUrl, visibleKinds, }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildingsProps` (interface): interface InstancedBuildingsProps — ⚠ undocumented
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- `PlacementGhost` (function): function PlacementGhost({ preview, height = 1, validColor = "#34d399", invalidColor = "#f87171", }: PlacementGhostProps): React.JSX.Element | null — Cursor-following build ghost: valid/invalid tint from a placement controller preview.
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- `PlacementGhostProps` (interface): interface PlacementGhostProps — ⚠ undocumented
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- `BuildingBlock` (function): function BuildingBlock({ part, palette }: BuildingBlockProps): React.JSX.Element — ⚠ undocumented
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- `BuildingBlockProps` (interface): interface BuildingBlockProps — ⚠ undocumented
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- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, kit, visibleKinds }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, partRenderer, kit, resolveModelUrl, visibleKinds, }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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- `GeneratedBuildingProps` (interface): interface GeneratedBuildingProps — ⚠ undocumented
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- `InstancedBuildingPlacement` (interface): interface InstancedBuildingPlacement — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, visibleKinds }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, kit, resolveModelUrl, visibleKinds, }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildingsProps` (interface): interface InstancedBuildingsProps — ⚠ undocumented
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- `PlacementGhost` (function): function PlacementGhost({ preview, height = 1, validColor = "#34d399", invalidColor = "#f87171", }: PlacementGhostProps): React.JSX.Element | null — Cursor-following build ghost: valid/invalid tint from a placement controller preview.
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- `PlacementGhostProps` (interface): interface PlacementGhostProps — ⚠ undocumented
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- `BuildingMaterialPalette` (interface): interface BuildingMaterialPalette — ⚠ undocumented
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- `BuildingPartKind` (type): type BuildingPartKind = | "wall" | "window" | "awning" | "airConditioner" | "clothesline" | "storefront" | "shutter" | "storeSign" | "roof" | "roofProp" | "guardrail" | "corner" — ⚠ undocumented
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- `BuildingPartPlacement` (interface): interface BuildingPartPlacement — ⚠ undocumented
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- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, kit, visibleKinds }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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- `GeneratedBuilding` (function): function GeneratedBuilding({ building, palette, partRenderer, kit, resolveModelUrl, visibleKinds, }: GeneratedBuildingProps): React.JSX.Element — ⚠ undocumented
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- `GeneratedBuildingData` (interface): interface GeneratedBuildingData — ⚠ undocumented
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- `GeneratedBuildingProps` (interface): interface GeneratedBuildingProps — ⚠ undocumented
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- `InstancedBuildingPlacement` (interface): interface InstancedBuildingPlacement — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, visibleKinds }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildings` (function): function InstancedBuildings({ buildings, palette, kit, resolveModelUrl, visibleKinds, }: InstancedBuildingsProps): React.JSX.Element | null — ⚠ undocumented
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- `InstancedBuildingsProps` (interface): interface InstancedBuildingsProps — ⚠ undocumented
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## @jgengine/shell/structures/PlacementGhost
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- `TransformGizmoSnap` (type): type TransformGizmoSnap = "grid" | "free" | "ground" — Snap policy: grid quantize, free drag, or ground-height sample on release.
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- `TransformGizmoSpace` (type): type TransformGizmoSpace = "world" | "local" — Gizmo handle orientation: world axes, or the target's local (yaw-rotated) axes.
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## @jgengine/shell/structures/buildingKitRegistry
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- `clearBuildingKits` (function): function clearBuildingKits(): void — Drops every registration. For tests and hot-reload teardown.
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- `getBuildingKit` (function): function getBuildingKit(id: string | undefined): BuildingKit | undefined — The kit registered under `id`, or `undefined` for an unset or unknown name (renders blocks).
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- `listBuildingKits` (function): function listBuildingKits(): string[] — Every registered kit id — the editor's kit picker and diagnostics read this.
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- `registerBuildingKit` (function): function registerBuildingKit(kit: BuildingKit): void — Registers a kit under its own `id`, replacing any kit already registered under that name.
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## @jgengine/shell/terrain
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- `CarvedTerrain` (function): function CarvedTerrain({ field, size, segments, center, colors, heightRange, paletteAt, roughness = 0.95, metalness = 0, surfaceMaterial, receiveShadow = true, epoch = 0, ...meshProps }: CarvedTerrainProps): React.JSX.Element — Renders a `TerrainField` as a deformed ground mesh — the crater/mound view for destructible terrain. Because the geometry samples `field.sampleHeight`, a `CarvableField.carve(...)` shows as a real bowl once `epoch` changes. Pair with `InstancedBodies` to see debris resting in the crater it blasted.
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## @jgengine/shell/weather
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+
- `DustField` (function): function DustField({ count = DEFAULT_DUST_COUNT, density = DEFAULT_DUST_DENSITY, budget, volume = DEFAULT_VOLUME, wind, origin = DEFAULT_ORIGIN, followCamera = true, speed = 2.4, size = 0.16, sway = 0.5, opacity = 0.3, color = DEFAULT_DUST_COLOR, groundBias = 0.65, timeScale, seed = 51407, renderOrd… — Renders wind-borne particulate as camera-facing motes. Reach for it whenever the air itself should read as weather — a desert gale, ash off a volcano, pollen in a meadow, grain dust in a silo. Compose it through {@link WeatherLayer}'s `"dust"` mode (or `dustAlways` alongside rain and snow) rather than mounting it directly, so it shares one wind and time source with the other layers.
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+
- `DustFieldProps` (interface): interface DustFieldProps — Wind-borne particulate: dust, sand, ash, pollen, spores. Unlike rain and snow this is not falling — motion is dominated by horizontal wind with a slow vertical bob, and density thins with height so the air near the ground carries the most grit. Any arid, volcanic, or blown-out world needs it.
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- `FireSpreadLayer` (function): function FireSpreadLayer({ grid, cellSize, origin = [0, 0], heightAt, flameHeight = 1.6, burningColor = "#ff6a1a", emberColor = "#4a1206", }: FireSpreadLayerProps): React.JSX.Element — ⚠ undocumented
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- `FireSpreadLayerProps` (interface): interface FireSpreadLayerProps — ⚠ undocumented
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- `LightningStrike` (function): function LightningStrike({ origin, target, strikeKey = 0, seed = 451, visible = true, duration = 0.18, color = DEFAULT_COLOR, glow = 2.4, branches = 5, jaggedness = 0.08, impactLight = 26, renderOrder = 20, }: LightningStrikeProps): React.JSX.Element — ⚠ undocumented
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@@ -2694,13 +2708,18 @@
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- `RainFieldProps` (interface): interface RainFieldProps — ⚠ undocumented
|
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- `SnowField` (function): function SnowField({ count = DEFAULT_SNOW_COUNT, density = DEFAULT_SNOW_DENSITY, budget, volume = DEFAULT_VOLUME, wind, origin = DEFAULT_ORIGIN, followCamera = true, speed = 3.2, size = 0.11, sway = 0.62, opacity = 0.86, color = DEFAULT_SNOW_COLOR, timeScale, seed = 72931, renderOrder = 11, frustumC… — ⚠ undocumented
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- `SnowFieldProps` (interface): interface SnowFieldProps — ⚠ undocumented
|
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-
- `WeatherLayer` (function): function WeatherLayer({ mode = "clear", intensity = 1, wind, lightning, timeScale, rain, snow, enabled = true, children, }: WeatherLayerProps): React.JSX.Element | null — ⚠ undocumented
|
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-
- `WeatherLayerMode` (type): type WeatherLayerMode = "clear" | "rain" | "snow" | "mixed" —
|
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+
- `WeatherLayer` (function): function WeatherLayer({ mode = "clear", intensity = 1, wind, lightning, timeScale, rain, snow, dust, dustAlways = false, enabled = true, children, }: WeatherLayerProps): React.JSX.Element | null — ⚠ undocumented
|
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+
- `WeatherLayerMode` (type): type WeatherLayerMode = "clear" | "rain" | "snow" | "mixed" | "dust" — `"mixed"` runs rain and snow together; `"dust"` is airborne particulate and composes with either via `dust`.
|
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|
- `WeatherLayerProps` (interface): interface WeatherLayerProps — ⚠ undocumented
|
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|
- `WeatherUniformOptions` (interface): interface WeatherUniformOptions — ⚠ undocumented
|
|
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|
- `WeatherUniformSet` (interface): interface WeatherUniformSet — ⚠ undocumented
|
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|
- `WeatherVector` (type): type WeatherVector = readonly [number, number, number] — ⚠ undocumented
|
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+
## @jgengine/shell/weather/DustField
|
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|
+
|
|
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|
+
- `DustField` (function): function DustField({ count = DEFAULT_DUST_COUNT, density = DEFAULT_DUST_DENSITY, budget, volume = DEFAULT_VOLUME, wind, origin = DEFAULT_ORIGIN, followCamera = true, speed = 2.4, size = 0.16, sway = 0.5, opacity = 0.3, color = DEFAULT_DUST_COLOR, groundBias = 0.65, timeScale, seed = 51407, renderOrd… — Renders wind-borne particulate as camera-facing motes. Reach for it whenever the air itself should read as weather — a desert gale, ash off a volcano, pollen in a meadow, grain dust in a silo. Compose it through {@link WeatherLayer}'s `"dust"` mode (or `dustAlways` alongside rain and snow) rather than mounting it directly, so it shares one wind and time source with the other layers.
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+
- `DustFieldProps` (interface): interface DustFieldProps — Wind-borne particulate: dust, sand, ash, pollen, spores. Unlike rain and snow this is not falling — motion is dominated by horizontal wind with a slow vertical bob, and density thins with height so the air near the ground carries the most grit. Any arid, volcanic, or blown-out world needs it.
|
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+
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|
## @jgengine/shell/weather/FireSpreadLayer
|
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- `FireSpreadLayer` (function): function FireSpreadLayer({ grid, cellSize, origin = [0, 0], heightAt, flameHeight = 1.6, burningColor = "#ff6a1a", emberColor = "#4a1206", }: FireSpreadLayerProps): React.JSX.Element — ⚠ undocumented
|
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@@ -2723,12 +2742,14 @@
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## @jgengine/shell/weather/WeatherLayer
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-
- `WeatherLayer` (function): function WeatherLayer({ mode = "clear", intensity = 1, wind, lightning, timeScale, rain, snow, enabled = true, children, }: WeatherLayerProps): React.JSX.Element | null — ⚠ undocumented
|
|
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|
-
- `WeatherLayerMode` (type): type WeatherLayerMode = "clear" | "rain" | "snow" | "mixed" —
|
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|
+
- `WeatherLayer` (function): function WeatherLayer({ mode = "clear", intensity = 1, wind, lightning, timeScale, rain, snow, dust, dustAlways = false, enabled = true, children, }: WeatherLayerProps): React.JSX.Element | null — ⚠ undocumented
|
|
2746
|
+
- `WeatherLayerMode` (type): type WeatherLayerMode = "clear" | "rain" | "snow" | "mixed" | "dust" — `"mixed"` runs rain and snow together; `"dust"` is airborne particulate and composes with either via `dust`.
|
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|
- `WeatherLayerProps` (interface): interface WeatherLayerProps — ⚠ undocumented
|
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|
## @jgengine/shell/weather/weatherMath
|
|
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|
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|
+
- `DEFAULT_DUST_COUNT` (const): const DEFAULT_DUST_COUNT: 1800 — Mote budget a {@link DustField} allocates before `density` scales it down.
|
|
2752
|
+
- `DEFAULT_DUST_DENSITY` (const): const DEFAULT_DUST_DENSITY: 0.4 — Share of {@link DEFAULT_DUST_COUNT} drawn at intensity 1 — dust reads thinner than rain or snow.
|
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|
- `DEFAULT_RAIN_COUNT` (const): const DEFAULT_RAIN_COUNT: 2000 — ⚠ undocumented
|
|
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|
- `DEFAULT_RAIN_DENSITY` (const): const DEFAULT_RAIN_DENSITY: 0.45 — ⚠ undocumented
|
|
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|
- `DEFAULT_SNOW_COUNT` (const): const DEFAULT_SNOW_COUNT: 1500 — ⚠ undocumented
|
|
@@ -2781,9 +2802,9 @@
|
|
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|
- `ProjectileTracers` (function): function ProjectileTracers({ lifeMs = 130 }: { lifeMs?: number }): React.JSX.Element — ⚠ undocumented
|
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|
- `Reticle` (function): function Reticle({ className }: { className?: string }): React.JSX.Element — ⚠ undocumented
|
|
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|
- `WorldBarSample` (interface): interface WorldBarSample — ⚠ undocumented
|
|
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|
-
- `WorldEntityBars` (function): function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxDistance = 60, }: { statId: string; height?: number; roles?: readonly CatalogEntityRole[]; resolveRole?: (entity: SceneEntity) => CatalogEntityRole | undefined; /** Hide bars for entities farther than this from
|
|
2805
|
+
- `WorldEntityBars` (function): function WorldEntityBars({ statId, height = 2.2, roles, resolveRole, maxDistance = 60, occlude = false, }: { statId: string; height?: number; roles?: readonly CatalogEntityRole[]; resolveRole?: (entity: SceneEntity) => CatalogEntityRole | undefined; /** Hide bars for entities farther than this from … — ⚠ undocumented
|
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|
- `WorldFloatText` (function): function WorldFloatText({ height = 1.9, lifeMs = 950 }: { height?: number; lifeMs?: number }): React.JSX.Element — ⚠ undocumented
|
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2786
|
-
- `WorldNameplates` (function): function WorldNameplates({ statId = "health", height = 2.3, roles, resolveRole, maxDistance = 40, tickMs = 120, showHealth = true, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }: WorldNameplatesProps): React.JSX.Element — Billboarded name + 78×6px HP bar over every nearby non-local entity that passes `roles`/`maxDistance` — headless (className/data-* slots on every part, `renderNameplate` for a full swap), turned on declaratively via `defineGame({ nameplates })` rather than mounted by hand.
|
|
2807
|
+
- `WorldNameplates` (function): function WorldNameplates({ statId = "health", height = 2.3, roles, resolveRole, maxDistance = 40, occlude = false, tickMs = 120, showHealth = true, className, nameplateClassName, nameClassName, barClassName, fillClassName, renderNameplate, }: WorldNameplatesProps): React.JSX.Element — Billboarded name + 78×6px HP bar over every nearby non-local entity that passes `roles`/`maxDistance` — headless (className/data-* slots on every part, `renderNameplate` for a full swap), turned on declaratively via `defineGame({ nameplates })` rather than mounted by hand.
|
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- `WorldNameplatesProps` (interface): interface WorldNameplatesProps — Props for `WorldNameplates` — entity filter, refresh rate, and headless className/render hooks.
|
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|
- `WorldObjectHighlights` (function): function WorldObjectHighlights({ color = "#facc15", radius, y = 0.05 }: WorldObjectHighlightsProps): React.JSX.Element — Ground ring over every `ctx.scene.object.selection`-ed placed object — the object-layer counterpart to `WorldEntityBars`/`WorldNameplates`. Mount it once in the game's scene (headless: no defaults are imposed beyond a visible ring) instead of hand-rolling a selection highlight through `WorldOverlay` against external state.
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- `WorldObjectHighlightsProps` (interface): interface WorldObjectHighlightsProps — Props for {@link WorldObjectHighlights}.
|
|
@@ -342,6 +342,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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343
|
- `createModalStack` (function) · `import { createModalStack } from "@jgengine/core/ui"`
|
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344
|
|
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345
|
+
## model-fallbacks — models the loader replaced with a placeholder, for capture and smoke assertions
|
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|
+
|
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|
+
- `modelLoadFallbacks` (function) · `import { modelLoadFallbacks } from "@jgengine/shell/render/modelLoad"`
|
|
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|
+
|
|
349
|
+
## model-load-idle — how long the shared GLB loader has been idle, for capture settle waits
|
|
350
|
+
|
|
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|
+
- `modelLoadIdleMs` (function) · `import { modelLoadIdleMs } from "@jgengine/shell/render/modelLoad"`
|
|
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|
+
|
|
345
353
|
## nameplates — billboarded name + HP bar over nearby entities
|
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- `WorldNameplates` (function) · `import { WorldNameplates } from "@jgengine/shell/world/WorldHud"`
|
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@@ -627,6 +635,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
|
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|
|
|
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636
|
- `WaypointMarkers` (function) · `import { WaypointMarkers } from "@jgengine/react"`
|
|
629
637
|
|
|
638
|
+
## weather-dust — airborne particulate that turns still air into visible wind
|
|
639
|
+
|
|
640
|
+
- `DustField` (function) · `import { DustField } from "@jgengine/shell/weather"`
|
|
641
|
+
|
|
630
642
|
## window — standalone draggable, closable window primitive over HudFrame — no manager required
|
|
631
643
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|
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|
- `Window` (function) · `import { Window } from "@jgengine/react"`
|
|
@@ -14,6 +14,7 @@ Search [capabilities.md](capabilities.md) by intent before designing a primitive
|
|
|
14
14
|
For a *connected* walkthrough that wires several primitives into a running loop, read the goal-oriented recipes under [recipes/](recipes/) — organized by composition seam (what connects to what), never by genre. Start there before reading a game's source to learn how pieces fit; a hybrid game is just a different composition of the same primitives.
|
|
15
15
|
|
|
16
16
|
- [recipes/commanding-entities.md](recipes/commanding-entities.md) — select → order → tick → resolve: direct command over a group of entities (the command loop behind squad control, base-defense, herding, autobattle, or a mutating game's real-time phase).
|
|
17
|
+
- [recipes/building-kit.md](recipes/building-kit.md) — bind the facade generator's part slots to real models: one massing, swappable art per style, blocks where the kit is silent.
|
|
17
18
|
|
|
18
19
|
## Canonical workflows
|
|
19
20
|
|
|
@@ -32,6 +33,10 @@ A world is the place you play in: substrate + laws, via `world()` from `@jgengin
|
|
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32
33
|
|
|
33
34
|
Choose input intent, controller/motor, collision/navigation, and camera as separate seams. Commands express game intent; world systems resolve motion. Interaction targets come from bounded spatial/sensor queries, not full-world scans.
|
|
34
35
|
|
|
36
|
+
### Stateful placed objects
|
|
37
|
+
|
|
38
|
+
Per-instance state belongs on the placement, not in a game-owned map keyed by `instanceId`. Set `SceneObject.state` (opaque) through `ctx.scene.object.setState`/`patchState`; declare `slotInventory` on the catalog entry and mutate contents through `ctx.scene.object.slots`, which enforces the declared capacity and `accepts`. Both replicate and save with the object through the always-on `objects` snapshot module, and `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`@jgengine/core/multiplayer`) convert to and from the host's persisted rows.
|
|
39
|
+
|
|
35
40
|
### AI and navigation
|
|
36
41
|
|
|
37
42
|
Compose perception, selection, planning/behavior, movement, and lifecycle independently. Inject randomness and scheduling. Use spatial indexes, interest tiers, or bounded candidate sets for scale.
|