@nayan-ui/games 1.20.0 → 1.21.0

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 (552) hide show
  1. package/lib/module/games/arrows/Arrows.js +1 -1
  2. package/lib/module/games/arrows/ArrowsScene.js +1 -1
  3. package/lib/module/games/balloon-blaster/BalloonBlaster.js +1 -1
  4. package/lib/module/games/balloon-blaster/BalloonBlasterScene.js +1 -1
  5. package/lib/module/games/bike-racing/BikeMeshes.js +1 -1
  6. package/lib/module/games/bike-racing/BikeRacing.js +1 -1
  7. package/lib/module/games/bike-racing/BikeRacingConstants.js +1 -1
  8. package/lib/module/games/bike-racing/BikeRacingScene.js +1 -1
  9. package/lib/module/games/block-blast/BlockBlast.js +1 -1
  10. package/lib/module/games/block-blast/BlockBlastScene.js +1 -1
  11. package/lib/module/games/block-breaker/BlockBreaker.js +1 -1
  12. package/lib/module/games/block-breaker/BlockBreakerScene.js +1 -1
  13. package/lib/module/games/bluk/Bluk.js +1 -1
  14. package/lib/module/games/bluk/BlukScene.js +1 -1
  15. package/lib/module/games/bubble-shooter/BubbleShooter.js +1 -1
  16. package/lib/module/games/bubble-shooter/BubbleShooterScene.js +1 -1
  17. package/lib/module/games/candy-crush/CandyCrush.js +1 -1
  18. package/lib/module/games/candy-crush/CandyCrushScene.js +1 -1
  19. package/lib/module/games/car-racing/CarMeshes.js +1 -1
  20. package/lib/module/games/car-racing/CarRacing.js +1 -1
  21. package/lib/module/games/car-racing/CarRacingScene.js +1 -1
  22. package/lib/module/games/chameleon-run/ChameleonRun.js +1 -1
  23. package/lib/module/games/chameleon-run/ChameleonRunBackdrop.js +1 -1
  24. package/lib/module/games/chameleon-run/ChameleonRunMeshes.js +1 -1
  25. package/lib/module/games/checkers/Checkers.js +1 -1
  26. package/lib/module/games/checkers/CheckersScene.js +1 -1
  27. package/lib/module/games/color-switch/ColorSwitch.js +1 -1
  28. package/lib/module/games/color-switch/ColorSwitchScene.js +1 -1
  29. package/lib/module/games/colors-sort/ColorsSort.js +1 -1
  30. package/lib/module/games/colors-sort/ColorsSortScene.js +1 -1
  31. package/lib/module/games/connect-em-all/ConnectEmAll.js +1 -1
  32. package/lib/module/games/connect-em-all/ConnectEmAllScene.js +1 -1
  33. package/lib/module/games/crossy-road/CrossyRoad.js +1 -1
  34. package/lib/module/games/crossy-road/CrossyRoadMeshes.js +1 -1
  35. package/lib/module/games/crossy-road/CrossyRoadPerson.js +1 -1
  36. package/lib/module/games/dino-jump/DinoJump.js +1 -1
  37. package/lib/module/games/dino-jump/DinoJumpScene.js +1 -1
  38. package/lib/module/games/dots-and-boxes/DotsAndBoxes.js +1 -1
  39. package/lib/module/games/dots-and-boxes/DotsAndBoxesScene.js +1 -1
  40. package/lib/module/games/falling-sticks/FallingSticks.js +1 -1
  41. package/lib/module/games/falling-sticks/FallingSticksScene.js +1 -1
  42. package/lib/module/games/find-different-number/FindDifferentNumber.js +1 -1
  43. package/lib/module/games/find-different-number/FindDifferentNumberScene.js +1 -1
  44. package/lib/module/games/flappy-bird/FlappyBird.js +1 -1
  45. package/lib/module/games/flappy-bird/FlappyBirdScene.js +1 -1
  46. package/lib/module/games/fruit-merger/FruitMerger.js +1 -1
  47. package/lib/module/games/fruit-merger/FruitMergerScene.js +1 -1
  48. package/lib/module/games/fruit-ninja/FruitNinja.js +1 -1
  49. package/lib/module/games/fruit-ninja/FruitNinjaScene.js +1 -1
  50. package/lib/module/games/fruit-ninja/FruitNinjaWorld.js +1 -1
  51. package/lib/module/games/game-2048/Game2048.js +1 -1
  52. package/lib/module/games/game-2048/Game2048Scene.js +1 -1
  53. package/lib/module/games/knife-hit/KnifeHit.js +1 -1
  54. package/lib/module/games/knife-hit/KnifeHitScene.js +1 -1
  55. package/lib/module/games/ludo-king/LudoKing.js +1 -1
  56. package/lib/module/games/ludo-king/LudoKingScene.js +1 -1
  57. package/lib/module/games/maze-runner/MazeRunner.js +1 -1
  58. package/lib/module/games/maze-runner/MazeRunnerScene.js +1 -1
  59. package/lib/module/games/memory-match/MemoryMatch.js +1 -1
  60. package/lib/module/games/memory-match/MemoryMatchScene.js +1 -1
  61. package/lib/module/games/mine-sweeper/MineSweeper.js +1 -1
  62. package/lib/module/games/mine-sweeper/MineSweeperScene.js +1 -1
  63. package/lib/module/games/mob-control/MobControl.js +1 -1
  64. package/lib/module/games/mob-control/MobControlGame.js +1 -1
  65. package/lib/module/games/mob-control/MobControlMeshes.js +1 -1
  66. package/lib/module/games/mob-control/MobControlRenderer.js +1 -1
  67. package/lib/module/games/mob-control/MobControlRules.js +1 -1
  68. package/lib/module/games/mob-control/MobControlScene.js +1 -1
  69. package/lib/module/games/nuts-and-bolts/NutsAndBolts.js +1 -1
  70. package/lib/module/games/nuts-and-bolts/NutsAndBoltsScene.js +1 -1
  71. package/lib/module/games/pac-man/PacMan.js +1 -1
  72. package/lib/module/games/pac-man/PacManGame.js +1 -1
  73. package/lib/module/games/pac-man/PacManScene.js +1 -1
  74. package/lib/module/games/paper-io/PaperIo.js +1 -1
  75. package/lib/module/games/paper-io/PaperIoMeshes.js +1 -1
  76. package/lib/module/games/paper-io/PaperIoScene.js +1 -1
  77. package/lib/module/games/penguin-run/PenguinMeshes.js +1 -1
  78. package/lib/module/games/penguin-run/PenguinRun.js +1 -1
  79. package/lib/module/games/penguin-run/PenguinRunScene.js +1 -1
  80. package/lib/module/games/perfect-circle/PerfectCircle.js +1 -1
  81. package/lib/module/games/perfect-circle/PerfectCircleScene.js +1 -1
  82. package/lib/module/games/pipe-connect/PipeConnect.js +1 -1
  83. package/lib/module/games/pipe-connect/PipeConnectScene.js +1 -1
  84. package/lib/module/games/play-with-tua/PlayWithTua.js +1 -1
  85. package/lib/module/games/popit-fidget/PopitFidget.js +1 -1
  86. package/lib/module/games/popit-fidget/PopitFidgetScene.js +1 -1
  87. package/lib/module/games/reversi/Reversi.js +1 -1
  88. package/lib/module/games/reversi/ReversiScene.js +1 -1
  89. package/lib/module/games/search-grid/SearchGrid.js +1 -1
  90. package/lib/module/games/search-grid/SearchGridScene.js +1 -1
  91. package/lib/module/games/shared/BackdropCard.js +1 -1
  92. package/lib/module/games/shared/EngineBackdrop.js +1 -1
  93. package/lib/module/games/shared/EngineBlasts.js +1 -1
  94. package/lib/module/games/shared/EngineBlocks.js +1 -1
  95. package/lib/module/games/shared/EngineDice.js +1 -1
  96. package/lib/module/games/shared/EngineFruits.js +1 -1
  97. package/lib/module/games/shared/EngineGameLoader.js +1 -1
  98. package/lib/module/games/shared/EngineGameScreen.js +1 -1
  99. package/lib/module/games/shared/EngineGlyphs.js +1 -1
  100. package/lib/module/games/shared/EngineHud.js +1 -1
  101. package/lib/module/games/shared/EngineMeadow.js +1 -1
  102. package/lib/module/games/shared/EngineTouchSurface.js +1 -1
  103. package/lib/module/games/shared/GameActivity.js +1 -1
  104. package/lib/module/games/shared/GameLoading.js +1 -1
  105. package/lib/module/games/shared/GameLoadingTransition.js +1 -1
  106. package/lib/module/games/sliding-numbers/SlidingNumbers.js +1 -1
  107. package/lib/module/games/sliding-numbers/SlidingNumbersScene.js +1 -1
  108. package/lib/module/games/snake-3d/Snake3D.js +1 -1
  109. package/lib/module/games/snake-3d/Snake3DScene.js +1 -1
  110. package/lib/module/games/snakes-and-ladders/SnakesAndLadders.js +1 -1
  111. package/lib/module/games/snakes-and-ladders/SnakesAndLaddersScene.js +1 -1
  112. package/lib/module/games/space-fighter/SpaceFighter.js +1 -1
  113. package/lib/module/games/space-fighter/SpaceFighterScene.js +1 -1
  114. package/lib/module/games/spider-solitaire/SpiderSolitaire.js +1 -1
  115. package/lib/module/games/spider-solitaire/SpiderSolitaireScene.js +1 -1
  116. package/lib/module/games/stack-tower/StackTower.js +1 -1
  117. package/lib/module/games/stack-tower/StackTowerScene.js +1 -1
  118. package/lib/module/games/sudoku/Sudoku.js +1 -1
  119. package/lib/module/games/sudoku/SudokuScene.js +1 -1
  120. package/lib/module/games/tangram/Tangram.js +1 -1
  121. package/lib/module/games/tangram/TangramScene.js +1 -1
  122. package/lib/module/games/tank-1990/Tank1990.js +1 -1
  123. package/lib/module/games/tank-1990/Tank1990Scene.js +1 -1
  124. package/lib/module/games/tic-tac-toe/TicTacToe.js +1 -1
  125. package/lib/module/games/tic-tac-toe/TicTacToeScene.js +1 -1
  126. package/lib/module/games/tile-home/TileHome.js +1 -1
  127. package/lib/module/games/tile-home/TileHomeScene.js +1 -1
  128. package/lib/module/games/treasure-hunt/TreasureHunt.js +1 -1
  129. package/lib/module/games/treasure-hunt/TreasureHuntConstants.js +1 -1
  130. package/lib/module/games/treasure-hunt/TreasureHuntModel.js +1 -1
  131. package/lib/module/games/treasure-hunt/TreasureHuntScene.js +1 -1
  132. package/lib/module/games/whack-a-mole/WhackAMole.js +1 -1
  133. package/lib/module/games/whack-a-mole/WhackAMoleScene.js +1 -1
  134. package/lib/module/helpers/GameSettingsModal.js +1 -1
  135. package/lib/module/helpers/GameTheme.js +1 -1
  136. package/package.json +1 -2
  137. package/src/assets/fonts/Inter-SemiBold.ttf +0 -0
  138. package/src/assets/models/explorer/explorer.glb +0 -0
  139. package/src/assets/models/explorer/params.json +0 -51
  140. package/src/assets/models/explorer/source.json +0 -222
  141. package/src/assets/models/play-with-tua/play-with-tua.glb +0 -0
  142. package/src/assets/models/play-with-tua/sources.json +0 -141
  143. package/src/assets/sfx/balloon_pop.wav +0 -0
  144. package/src/assets/sfx/blocked.wav +0 -0
  145. package/src/assets/sfx/boing.wav +0 -0
  146. package/src/assets/sfx/bonus.wav +0 -0
  147. package/src/assets/sfx/boom.wav +0 -0
  148. package/src/assets/sfx/bump.wav +0 -0
  149. package/src/assets/sfx/cannon.wav +0 -0
  150. package/src/assets/sfx/capture.wav +0 -0
  151. package/src/assets/sfx/card_flip.wav +0 -0
  152. package/src/assets/sfx/card_place.wav +0 -0
  153. package/src/assets/sfx/catch.wav +0 -0
  154. package/src/assets/sfx/chime.wav +0 -0
  155. package/src/assets/sfx/chomp.wav +0 -0
  156. package/src/assets/sfx/chomp_alt.wav +0 -0
  157. package/src/assets/sfx/clack.wav +0 -0
  158. package/src/assets/sfx/clang.wav +0 -0
  159. package/src/assets/sfx/clash.wav +0 -0
  160. package/src/assets/sfx/click.wav +0 -0
  161. package/src/assets/sfx/coin.wav +0 -0
  162. package/src/assets/sfx/combo.wav +0 -0
  163. package/src/assets/sfx/crash.wav +0 -0
  164. package/src/assets/sfx/crunch.wav +0 -0
  165. package/src/assets/sfx/dance.wav +0 -0
  166. package/src/assets/sfx/deselect.wav +0 -0
  167. package/src/assets/sfx/dice_roll.wav +0 -0
  168. package/src/assets/sfx/die.wav +0 -0
  169. package/src/assets/sfx/draw.wav +0 -0
  170. package/src/assets/sfx/drop.wav +0 -0
  171. package/src/assets/sfx/eat.wav +0 -0
  172. package/src/assets/sfx/engine.wav +0 -0
  173. package/src/assets/sfx/error.wav +0 -0
  174. package/src/assets/sfx/flag.wav +0 -0
  175. package/src/assets/sfx/flap.wav +0 -0
  176. package/src/assets/sfx/flip_disc.wav +0 -0
  177. package/src/assets/sfx/footstep_run.wav +0 -0
  178. package/src/assets/sfx/footstep_walk.wav +0 -0
  179. package/src/assets/sfx/game_over.wav +0 -0
  180. package/src/assets/sfx/gate.wav +0 -0
  181. package/src/assets/sfx/hit.wav +0 -0
  182. package/src/assets/sfx/hop.wav +0 -0
  183. package/src/assets/sfx/hurt.wav +0 -0
  184. package/src/assets/sfx/invalid.wav +0 -0
  185. package/src/assets/sfx/jump.wav +0 -0
  186. package/src/assets/sfx/ladder.wav +0 -0
  187. package/src/assets/sfx/land.wav +0 -0
  188. package/src/assets/sfx/laugh.wav +0 -0
  189. package/src/assets/sfx/lose.wav +0 -0
  190. package/src/assets/sfx/merge.wav +0 -0
  191. package/src/assets/sfx/miss.wav +0 -0
  192. package/src/assets/sfx/nitro.wav +0 -0
  193. package/src/assets/sfx/pew.wav +0 -0
  194. package/src/assets/sfx/place.wav +0 -0
  195. package/src/assets/sfx/pling.wav +0 -0
  196. package/src/assets/sfx/point.wav +0 -0
  197. package/src/assets/sfx/pop.wav +0 -0
  198. package/src/assets/sfx/pop_soft.wav +0 -0
  199. package/src/assets/sfx/power_up.wav +0 -0
  200. package/src/assets/sfx/reveal.wav +0 -0
  201. package/src/assets/sfx/robot.wav +0 -0
  202. package/src/assets/sfx/rotate.wav +0 -0
  203. package/src/assets/sfx/run_steps.wav +0 -0
  204. package/src/assets/sfx/select.wav +0 -0
  205. package/src/assets/sfx/shuffle.wav +0 -0
  206. package/src/assets/sfx/six.wav +0 -0
  207. package/src/assets/sfx/slice.wav +0 -0
  208. package/src/assets/sfx/slide.wav +0 -0
  209. package/src/assets/sfx/snake.wav +0 -0
  210. package/src/assets/sfx/snap.wav +0 -0
  211. package/src/assets/sfx/splash.wav +0 -0
  212. package/src/assets/sfx/star.wav +0 -0
  213. package/src/assets/sfx/start.wav +0 -0
  214. package/src/assets/sfx/swoosh.wav +0 -0
  215. package/src/assets/sfx/tap.wav +0 -0
  216. package/src/assets/sfx/thud.wav +0 -0
  217. package/src/assets/sfx/thunk.wav +0 -0
  218. package/src/assets/sfx/tick.wav +0 -0
  219. package/src/assets/sfx/time_up.wav +0 -0
  220. package/src/assets/sfx/tock.wav +0 -0
  221. package/src/assets/sfx/walk_steps.wav +0 -0
  222. package/src/assets/sfx/warning.wav +0 -0
  223. package/src/assets/sfx/whack.wav +0 -0
  224. package/src/assets/sfx/whoosh.wav +0 -0
  225. package/src/assets/sfx/win.wav +0 -0
  226. package/src/assets/sfx/zap.wav +0 -0
  227. package/src/assets/textures/ad_bolt.png +0 -0
  228. package/src/assets/textures/ad_bubbles.png +0 -0
  229. package/src/assets/textures/ad_chevrons.png +0 -0
  230. package/src/assets/textures/asphalt.png +0 -0
  231. package/src/assets/textures/bark.jpg +0 -0
  232. package/src/assets/textures/explorer-atlas.png +0 -0
  233. package/src/assets/textures/facade.png +0 -0
  234. package/src/assets/textures/grass.png +0 -0
  235. package/src/assets/textures/leaves.png +0 -0
  236. package/src/assets/textures/limestone.jpg +0 -0
  237. package/src/assets/textures/meadow.jpg +0 -0
  238. package/src/assets/textures/nature-sources.json +0 -87
  239. package/src/assets/textures/pine.png +0 -0
  240. package/src/assets/textures/river.jpg +0 -0
  241. package/src/assets/textures/soft_glow.png +0 -0
  242. package/src/games/arrows/Arrows.tsx +0 -69
  243. package/src/games/arrows/ArrowsConstants.ts +0 -107
  244. package/src/games/arrows/ArrowsGame.ts +0 -735
  245. package/src/games/arrows/ArrowsScene.ts +0 -395
  246. package/src/games/balloon-blaster/BalloonBlaster.tsx +0 -75
  247. package/src/games/balloon-blaster/BalloonBlasterConstants.ts +0 -79
  248. package/src/games/balloon-blaster/BalloonBlasterGame.ts +0 -287
  249. package/src/games/balloon-blaster/BalloonBlasterPhysics.ts +0 -95
  250. package/src/games/balloon-blaster/BalloonBlasterScene.ts +0 -225
  251. package/src/games/bike-racing/BikeMeshes.ts +0 -273
  252. package/src/games/bike-racing/BikeRacing.tsx +0 -211
  253. package/src/games/bike-racing/BikeRacingConstants.ts +0 -103
  254. package/src/games/bike-racing/BikeRacingGame.ts +0 -557
  255. package/src/games/bike-racing/BikeRacingScene.ts +0 -119
  256. package/src/games/block-blast/BlockBlast.tsx +0 -73
  257. package/src/games/block-blast/BlockBlastConstants.ts +0 -179
  258. package/src/games/block-blast/BlockBlastGame.ts +0 -471
  259. package/src/games/block-blast/BlockBlastScene.ts +0 -156
  260. package/src/games/block-breaker/BlockBreaker.tsx +0 -79
  261. package/src/games/block-breaker/BlockBreakerConstants.ts +0 -139
  262. package/src/games/block-breaker/BlockBreakerGame.ts +0 -459
  263. package/src/games/block-breaker/BlockBreakerScene.ts +0 -257
  264. package/src/games/bluk/Bluk.tsx +0 -82
  265. package/src/games/bluk/BlukConstants.ts +0 -121
  266. package/src/games/bluk/BlukGame.ts +0 -323
  267. package/src/games/bluk/BlukRules.ts +0 -154
  268. package/src/games/bluk/BlukScene.ts +0 -514
  269. package/src/games/bubble-shooter/BubbleShooter.tsx +0 -76
  270. package/src/games/bubble-shooter/BubbleShooterConstants.ts +0 -103
  271. package/src/games/bubble-shooter/BubbleShooterGame.ts +0 -459
  272. package/src/games/bubble-shooter/BubbleShooterScene.ts +0 -158
  273. package/src/games/candy-crush/CandyCrush.tsx +0 -77
  274. package/src/games/candy-crush/CandyCrushConstants.ts +0 -94
  275. package/src/games/candy-crush/CandyCrushGame.ts +0 -477
  276. package/src/games/candy-crush/CandyCrushScene.ts +0 -209
  277. package/src/games/car-racing/CarMeshes.ts +0 -440
  278. package/src/games/car-racing/CarRacing.tsx +0 -211
  279. package/src/games/car-racing/CarRacingConstants.ts +0 -167
  280. package/src/games/car-racing/CarRacingFacade.ts +0 -40
  281. package/src/games/car-racing/CarRacingGame.ts +0 -539
  282. package/src/games/car-racing/CarRacingScene.ts +0 -1026
  283. package/src/games/car-racing/CarRacingScenery.ts +0 -265
  284. package/src/games/chameleon-run/ChameleonRun.tsx +0 -96
  285. package/src/games/chameleon-run/ChameleonRunBackdrop.ts +0 -186
  286. package/src/games/chameleon-run/ChameleonRunConstants.ts +0 -47
  287. package/src/games/chameleon-run/ChameleonRunGame.ts +0 -309
  288. package/src/games/chameleon-run/ChameleonRunMeshes.ts +0 -305
  289. package/src/games/chameleon-run/ChameleonRunRules.ts +0 -252
  290. package/src/games/chameleon-run/ChameleonRunScene.ts +0 -310
  291. package/src/games/checkers/Checkers.tsx +0 -83
  292. package/src/games/checkers/CheckersAI.ts +0 -255
  293. package/src/games/checkers/CheckersConstants.ts +0 -68
  294. package/src/games/checkers/CheckersGame.ts +0 -322
  295. package/src/games/checkers/CheckersRules.ts +0 -167
  296. package/src/games/checkers/CheckersScene.ts +0 -308
  297. package/src/games/color-switch/ColorSwitch.tsx +0 -75
  298. package/src/games/color-switch/ColorSwitchConstants.ts +0 -61
  299. package/src/games/color-switch/ColorSwitchGame.ts +0 -329
  300. package/src/games/color-switch/ColorSwitchScene.ts +0 -220
  301. package/src/games/colors-sort/ColorsSort.tsx +0 -82
  302. package/src/games/colors-sort/ColorsSortConstants.ts +0 -119
  303. package/src/games/colors-sort/ColorsSortGame.ts +0 -246
  304. package/src/games/colors-sort/ColorsSortScene.ts +0 -315
  305. package/src/games/connect-em-all/ConnectEmAll.tsx +0 -70
  306. package/src/games/connect-em-all/ConnectEmAllConstants.ts +0 -77
  307. package/src/games/connect-em-all/ConnectEmAllGame.ts +0 -401
  308. package/src/games/connect-em-all/ConnectEmAllScene.ts +0 -235
  309. package/src/games/crossy-road/CrossyRoad.tsx +0 -74
  310. package/src/games/crossy-road/CrossyRoadCamera.ts +0 -59
  311. package/src/games/crossy-road/CrossyRoadConstants.ts +0 -132
  312. package/src/games/crossy-road/CrossyRoadGame.ts +0 -293
  313. package/src/games/crossy-road/CrossyRoadMeshes.ts +0 -195
  314. package/src/games/crossy-road/CrossyRoadPerson.ts +0 -198
  315. package/src/games/crossy-road/CrossyRoadRules.ts +0 -99
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  321. package/src/games/dots-and-boxes/DotsAndBoxes.tsx +0 -83
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@@ -1,522 +0,0 @@
1
- // Allocation-free fixed-step crowd simulation. Individual slots are recycled; at the visual cap,
2
- // existing soldiers carry additional strength, preserving gate arithmetic without spawning forever.
3
- import { type Barrier, type Base, type BoostPad, type Gate, MOB_CONFIG as C } from './MobControlConstants';
4
-
5
- export interface Events {
6
- shots: number;
7
- gates: number;
8
- clashes: number;
9
- hits: number;
10
- breaches: number;
11
- captured: number;
12
- champion: boolean;
13
- barrierBroken: number;
14
- bossDefeated: boolean;
15
- won: boolean;
16
- lost: boolean;
17
- effectCount: number;
18
- effectX: Float32Array;
19
- effectZ: Float32Array;
20
- effectTeam: Uint8Array;
21
- }
22
- export interface Sim {
23
- alive: Uint8Array;
24
- x: Float32Array;
25
- z: Float32Array;
26
- previousX: Float32Array;
27
- previousZ: Float32Array;
28
- strength: Uint16Array;
29
- gatesPassed: Uint8Array;
30
- ticket: Uint32Array;
31
- kind: Uint8Array; // 0 soldier, 1 allied champion, 2 enemy boss
32
- boost: Float32Array;
33
- flight: Float32Array;
34
- next: Int16Array;
35
- playerGrid: Int16Array;
36
- enemyGrid: Int16Array;
37
- freePlayer: Uint16Array;
38
- freeEnemy: Uint16Array;
39
- freePlayerCount: number;
40
- freeEnemyCount: number;
41
- playerCount: number;
42
- enemyCount: number;
43
- playerStrength: number;
44
- enemyStrength: number;
45
- championCount: number;
46
- bossCount: number;
47
- charge: number;
48
- serial: number;
49
- seed: number;
50
- level: number;
51
- elapsed: number;
52
- battleClock: number;
53
- fireClock: number;
54
- cannonX: number;
55
- targetX: number;
56
- hp: number;
57
- score: number;
58
- finished: boolean;
59
- won: boolean;
60
- gates: Gate[];
61
- bases: Base[];
62
- barriers: Barrier[];
63
- boostPad: BoostPad | null;
64
- events: Events;
65
- collisionVisits: number;
66
- }
67
- const clamp = (x: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, x));
68
- function random(s: Sim) {
69
- s.seed = (Math.imul(s.seed, 1664525) + 1013904223) >>> 0;
70
- return s.seed / 4294967296;
71
- }
72
- export const isPlayer = (i: number) => i < C.PLAYER_SLOTS;
73
-
74
- export function createSim(seed = Math.floor(Math.random() * 0xffffffff), level = 1): Sim {
75
- const s: Sim = {
76
- alive: new Uint8Array(C.CAPACITY),
77
- x: new Float32Array(C.CAPACITY),
78
- z: new Float32Array(C.CAPACITY),
79
- previousX: new Float32Array(C.CAPACITY),
80
- previousZ: new Float32Array(C.CAPACITY),
81
- strength: new Uint16Array(C.CAPACITY),
82
- gatesPassed: new Uint8Array(C.CAPACITY),
83
- ticket: new Uint32Array(C.CAPACITY),
84
- kind: new Uint8Array(C.CAPACITY),
85
- boost: new Float32Array(C.CAPACITY),
86
- flight: new Float32Array(C.CAPACITY),
87
- next: new Int16Array(C.CAPACITY),
88
- playerGrid: new Int16Array(C.GRID_COLUMNS * C.GRID_ROWS),
89
- enemyGrid: new Int16Array(C.GRID_COLUMNS * C.GRID_ROWS),
90
- freePlayer: new Uint16Array(C.PLAYER_SLOTS),
91
- freeEnemy: new Uint16Array(C.ENEMY_SLOTS),
92
- freePlayerCount: 0,
93
- freeEnemyCount: 0,
94
- playerCount: 0,
95
- enemyCount: 0,
96
- playerStrength: 0,
97
- enemyStrength: 0,
98
- championCount: 0,
99
- bossCount: 0,
100
- charge: 0,
101
- serial: 0,
102
- seed: seed >>> 0,
103
- level: Math.max(1, Math.floor(Number.isFinite(level) ? level : 1)),
104
- elapsed: 0,
105
- battleClock: 0,
106
- fireClock: 0,
107
- cannonX: 0,
108
- targetX: 0,
109
- hp: C.PLAYER_HP,
110
- score: 0,
111
- finished: false,
112
- won: false,
113
- gates: [],
114
- bases: [],
115
- barriers: [],
116
- boostPad: null,
117
- collisionVisits: 0,
118
- events: {
119
- shots: 0,
120
- gates: 0,
121
- clashes: 0,
122
- hits: 0,
123
- breaches: 0,
124
- captured: 0,
125
- champion: false,
126
- barrierBroken: 0,
127
- bossDefeated: false,
128
- won: false,
129
- lost: false,
130
- effectCount: 0,
131
- effectX: new Float32Array(C.MAX_EFFECTS),
132
- effectZ: new Float32Array(C.MAX_EFFECTS),
133
- effectTeam: new Uint8Array(C.MAX_EFFECTS)
134
- }
135
- };
136
- prepareLevel(s);
137
- return s;
138
- }
139
- function clearUnits(s: Sim) {
140
- s.alive.fill(0);
141
- s.strength.fill(0);
142
- s.kind.fill(0);
143
- s.boost.fill(0);
144
- s.flight.fill(0);
145
- s.freePlayerCount = C.PLAYER_SLOTS;
146
- s.freeEnemyCount = C.ENEMY_SLOTS;
147
- s.playerCount = s.enemyCount = s.playerStrength = s.enemyStrength = 0;
148
- s.championCount = s.bossCount = 0;
149
- for (let i = 0; i < C.PLAYER_SLOTS; i++) s.freePlayer[i] = C.PLAYER_SLOTS - 1 - i;
150
- for (let i = 0; i < C.ENEMY_SLOTS; i++) s.freeEnemy[i] = C.CAPACITY - 1 - i;
151
- }
152
- function prepareLevel(s: Sim) {
153
- clearUnits(s);
154
- s.battleClock = 0;
155
- s.fireClock = C.FIRE_INTERVAL;
156
- s.charge = 0;
157
- const swap = random(s) > 0.5;
158
- const layout = ((s.level - 1) % 3) + 1;
159
- const endurance = layout === 1 ? 1 : layout === 2 ? 2.5 : 3;
160
- const factors = layout === 1 ? [1, 2, 3, 4] : layout === 2 ? [3, 4, -2, 5] : [4, 3, 6, 5];
161
- s.gates = factors.map((factor, id) => {
162
- const x = ((id % 2 === 0) !== swap ? -1 : 1) * 2.35;
163
- const operation: Gate['operation'] = layout === 1 && id === 0 ? 'add' : factor < 0 ? 'divide' : 'multiply';
164
- return { id, x, originX: x, z: id < 2 ? -8.5 : -16, halfWidth: 1.95, factor, operation, moving: layout > 1 && id >= 2, hits: 0, remainder: 0 };
165
- });
166
- s.bases = [-3.1, 0, 3.1].map((x, i) => {
167
- const hp = (i === 1 ? C.CORE_HP : C.BASE_HP) * endurance;
168
- return { x, z: C.BASE_Z - (i === 1 ? 1.2 : 0), hp, maxHp: hp, spawnClock: -0.4 - i * 0.32 };
169
- });
170
- s.barriers = layout === 1 ? [] : [-2.35, 2.35].map((x) => ({ x, z: -22.5, halfWidth: 1.5, hp: layout * 18, maxHp: layout * 18 }));
171
- s.boostPad = layout === 1 ? null : { x: swap ? 2.35 : -2.35, z: -19.1, halfWidth: 1.55, halfLength: 1.15 };
172
- if (layout === 3) spawn(s, false, 0, -26.5, C.BOSS_STRENGTH, 0, 2);
173
- }
174
-
175
- /** Pool pressure packs strength into an existing slot; it never silently deletes a multiplied army. */
176
- export function spawn(s: Sim, player: boolean, x: number, z: number, strength = 1, passed = 0, kind = 0, airborne = false): number {
177
- const remaining = C.MAX_STRENGTH - (player ? s.playerStrength : s.enemyStrength);
178
- const amount = Math.max(0, Math.min(strength, remaining));
179
- if (amount === 0) return -1;
180
- const free = player ? s.freePlayer : s.freeEnemy;
181
- const n = player ? s.freePlayerCount : s.freeEnemyCount;
182
- let i: number;
183
- // Keep one allied slot available for a champion even when gates fill the soldier pool.
184
- if (n === 0 || (player && kind === 0 && n === 1 && s.championCount === 0)) {
185
- let nearest = -1,
186
- distance = Infinity;
187
- const start = player ? 0 : C.PLAYER_SLOTS,
188
- end = player ? C.PLAYER_SLOTS : C.CAPACITY;
189
- for (let j = start; j < end; j++) {
190
- if (!s.alive[j] || s.gatesPassed[j] !== passed || s.kind[j] !== kind) continue;
191
- const d = (s.x[j]! - x) ** 2 + (s.z[j]! - z) ** 2;
192
- if (d < distance) {
193
- distance = d;
194
- nearest = j;
195
- }
196
- }
197
- if (nearest < 0) return -1;
198
- s.strength[nearest] = s.strength[nearest]! + amount;
199
- if (player) s.playerStrength += amount;
200
- else s.enemyStrength += amount;
201
- return nearest;
202
- }
203
- i = free[n - 1]!;
204
- if (player) {
205
- s.freePlayerCount--;
206
- s.playerCount++;
207
- s.playerStrength += amount;
208
- } else {
209
- s.freeEnemyCount--;
210
- s.enemyCount++;
211
- s.enemyStrength += amount;
212
- }
213
- s.alive[i] = 1;
214
- s.strength[i] = amount;
215
- s.gatesPassed[i] = passed;
216
- s.kind[i] = kind;
217
- s.boost[i] = 0;
218
- s.flight[i] = airborne ? C.FLIGHT_DURATION : 0;
219
- if (kind === 1) s.championCount++;
220
- if (kind === 2) s.bossCount++;
221
- s.ticket[i] = ++s.serial;
222
- s.x[i] = s.previousX[i] = clamp(x, -C.HALF_WIDTH + 0.3, C.HALF_WIDTH - 0.3);
223
- s.z[i] = s.previousZ[i] = z;
224
- return i;
225
- }
226
- function remove(s: Sim, i: number) {
227
- if (!s.alive[i]) return;
228
- s.alive[i] = 0;
229
- if (s.kind[i] === 1) s.championCount--;
230
- if (s.kind[i] === 2) {
231
- s.bossCount--;
232
- if (s.strength[i] === 0) s.events.bossDefeated = true;
233
- }
234
- if (isPlayer(i)) {
235
- s.playerStrength -= s.strength[i]!;
236
- s.freePlayer[s.freePlayerCount++] = i;
237
- s.playerCount--;
238
- } else {
239
- s.enemyStrength -= s.strength[i]!;
240
- s.freeEnemy[s.freeEnemyCount++] = i;
241
- s.enemyCount--;
242
- }
243
- s.strength[i] = 0;
244
- }
245
- function effect(s: Sim, x: number, z: number, player: boolean) {
246
- const e = s.events;
247
- if (e.effectCount >= C.MAX_EFFECTS) return;
248
- const i = e.effectCount++;
249
- e.effectX[i] = x;
250
- e.effectZ[i] = z;
251
- e.effectTeam[i] = player ? 1 : 0;
252
- }
253
- function gridX(x: number) {
254
- return clamp(Math.floor((x + C.HALF_WIDTH) / C.GRID_SIZE), 0, C.GRID_COLUMNS - 1);
255
- }
256
- function gridZ(z: number) {
257
- return clamp(Math.floor(-z / C.GRID_SIZE), 0, C.GRID_ROWS - 1);
258
- }
259
- function grid(s: Sim) {
260
- s.playerGrid.fill(-1);
261
- s.enemyGrid.fill(-1);
262
- for (let i = 0; i < C.CAPACITY; i++)
263
- if (s.alive[i]) {
264
- const heads = isPlayer(i) ? s.playerGrid : s.enemyGrid;
265
- const cell = gridZ(s.z[i]!) * C.GRID_COLUMNS + gridX(s.x[i]!);
266
- s.next[i] = heads[cell]!;
267
- heads[cell] = i;
268
- }
269
- }
270
- function move(s: Sim, dt: number) {
271
- grid(s);
272
- let boss = -1;
273
- if (s.bossCount > 0)
274
- for (let i = C.PLAYER_SLOTS; i < C.CAPACITY; i++)
275
- if (s.alive[i] && s.kind[i] === 2) {
276
- boss = i;
277
- break;
278
- }
279
- const hasBases = s.bases.some((b) => b.hp > 0);
280
- for (let i = 0; i < C.CAPACITY; i++) {
281
- if (!s.alive[i]) continue;
282
- const player = isPlayer(i),
283
- x = s.x[i]!,
284
- z = s.z[i]!;
285
- s.previousX[i] = x;
286
- s.previousZ[i] = z;
287
- s.flight[i] = Math.max(0, s.flight[i]! - dt);
288
- let targetX = x,
289
- targetZ = player ? C.TARGET_LINE - 3 : C.BREACH_Z + 1;
290
- const bossDistance = boss < 0 ? Infinity : Math.hypot(s.x[boss]! - x, s.z[boss]! - z);
291
- if (player && (z < -18 || bossDistance < 8 || !hasBases)) {
292
- let distance = Infinity;
293
- for (const b of s.bases)
294
- if (b.hp > 0) {
295
- const d = Math.abs(b.x - x) + Math.abs(b.z - z) * 0.15;
296
- if (d < distance) {
297
- distance = d;
298
- targetX = b.x;
299
- targetZ = b.z;
300
- }
301
- }
302
- // Once the boss reaches the front, nearby troops turn to intercept it; surviving mobs also
303
- // pursue it after the towers fall rather than waiting at an empty enemy base.
304
- if (boss >= 0 && (bossDistance < 8 || !hasBases || s.kind[i] === 1)) {
305
- targetX = s.x[boss]!;
306
- targetZ = s.z[boss]!;
307
- }
308
- } else if (!player) targetX = s.cannonX * 0.65;
309
- const dx = targetX - x,
310
- dz = targetZ - z,
311
- length = Math.hypot(dx, dz) || 1;
312
- const pad = s.boostPad;
313
- if (player && pad && Math.abs(x - pad.x) <= pad.halfWidth && Math.abs(z - pad.z) <= pad.halfLength) s.boost[i] = C.BOOST_DURATION;
314
- else s.boost[i] = Math.max(0, s.boost[i]! - dt);
315
- const speed =
316
- (s.kind[i] === 1 ? C.CHAMPION_SPEED : s.kind[i] === 2 ? C.BOSS_SPEED : player ? C.PLAYER_SPEED : C.ENEMY_SPEED) *
317
- (s.boost[i]! > 0 ? C.BOOST_SPEED : 1);
318
- let pushX = 0,
319
- pushZ = 0,
320
- visits = 0;
321
- const heads = player ? s.playerGrid : s.enemyGrid,
322
- gx = gridX(x),
323
- gz = gridZ(z);
324
- for (let oz = -1; oz <= 1 && visits < C.MAX_SEPARATION_VISITS; oz++)
325
- for (let ox = -1; ox <= 1 && visits < C.MAX_SEPARATION_VISITS; ox++) {
326
- const cx = gx + ox,
327
- cz = gz + oz;
328
- if (cx < 0 || cx >= C.GRID_COLUMNS || cz < 0 || cz >= C.GRID_ROWS) continue;
329
- for (let j = heads[cz * C.GRID_COLUMNS + cx]!; j >= 0 && visits < C.MAX_SEPARATION_VISITS; j = s.next[j]!) {
330
- if (j === i || !s.alive[j]) continue;
331
- visits++;
332
- const sx = x - s.x[j]!,
333
- sz = z - s.z[j]!,
334
- d2 = sx * sx + sz * sz;
335
- if (d2 > 0.00001 && d2 < 0.24) {
336
- const force = (0.49 - Math.sqrt(d2)) * 2.2;
337
- const inv = 1 / Math.sqrt(d2);
338
- pushX += sx * inv * force;
339
- pushZ += sz * inv * force;
340
- }
341
- }
342
- }
343
- s.x[i] = clamp(x + ((dx / length) * speed + clamp(pushX, -1.1, 1.1)) * dt, -C.HALF_WIDTH + 0.3, C.HALF_WIDTH - 0.3);
344
- s.z[i] = z + ((dz / length) * speed + clamp(pushZ, -0.5, 0.5)) * dt;
345
- }
346
- }
347
- function gates(s: Sim) {
348
- for (let i = 0; i < C.PLAYER_SLOTS; i++) {
349
- if (!s.alive[i] || s.kind[i] === 1) continue;
350
- for (const g of s.gates) {
351
- const bit = 1 << g.id;
352
- if (s.gatesPassed[i]! & bit || s.previousZ[i]! < g.z || s.z[i]! > g.z || Math.abs(s.x[i]! - g.x) > g.halfWidth) continue;
353
- s.gatesPassed[i] = s.gatesPassed[i]! | bit;
354
- const before = s.strength[i]!;
355
- g.hits++;
356
- s.events.gates++;
357
- if (g.factor < 0) {
358
- g.remainder += before / -g.factor;
359
- const after = Math.floor(g.remainder);
360
- g.remainder -= after;
361
- s.playerStrength += after - before;
362
- s.strength[i] = after;
363
- if (!after) remove(s, i);
364
- } else {
365
- const total = Math.min(g.operation === 'add' ? g.factor : before * (g.factor - 1), C.MAX_STRENGTH - s.playerStrength);
366
- // Spawn only below the gate; inherited bits prevent recursive re-multiplication.
367
- for (let n = 0; n < total; n++) {
368
- if (s.freePlayerCount <= (s.championCount === 0 ? 1 : 0)) {
369
- s.strength[i] = s.strength[i]! + total - n;
370
- s.playerStrength += total - n;
371
- break;
372
- }
373
- const a = (s.serial + n) * 2.39996,
374
- r = 0.16 + Math.sqrt(n + 1) * 0.11;
375
- spawn(s, true, s.x[i]! + Math.cos(a) * r, g.z - 0.12 - Math.abs(Math.sin(a) * r), 1, s.gatesPassed[i]!);
376
- }
377
- }
378
- }
379
- }
380
- }
381
- function fight(s: Sim) {
382
- grid(s);
383
- s.collisionVisits = 0;
384
- const radius2 = C.COLLISION_RADIUS * C.COLLISION_RADIUS;
385
- for (let i = 0; i < C.PLAYER_SLOTS; i++) {
386
- if (!s.alive[i]) continue;
387
- const gx = gridX(s.x[i]!),
388
- gz = gridZ(s.z[i]!);
389
- let visits = 0;
390
- for (let oz = -1; oz <= 1 && s.alive[i] && visits < C.MAX_COLLISION_VISITS; oz++)
391
- for (let ox = -1; ox <= 1 && s.alive[i] && visits < C.MAX_COLLISION_VISITS; ox++) {
392
- const cx = gx + ox,
393
- cz = gz + oz;
394
- if (cx < 0 || cx >= C.GRID_COLUMNS || cz < 0 || cz >= C.GRID_ROWS) continue;
395
- for (let j = s.enemyGrid[cz * C.GRID_COLUMNS + cx]!; j >= 0 && s.alive[i] && visits < C.MAX_COLLISION_VISITS; j = s.next[j]!) {
396
- visits++;
397
- s.collisionVisits++;
398
- if (!s.alive[j]) continue;
399
- const dx = s.x[i]! - s.x[j]!,
400
- dz = s.z[i]! - s.z[j]!;
401
- const reach = s.kind[i] === 1 || s.kind[j] === 2 ? 0.75 ** 2 : radius2;
402
- if (dx * dx + dz * dz > reach) continue;
403
- const n = Math.min(s.strength[i]!, s.strength[j]!);
404
- s.strength[i] = s.strength[i]! - n;
405
- s.strength[j] = s.strength[j]! - n;
406
- s.playerStrength -= n;
407
- s.enemyStrength -= n;
408
- s.score += n * C.KILL_POINTS;
409
- s.events.clashes += n;
410
- s.charge = Math.min(C.CHAMPION_CHARGE, s.charge + n * 0.12);
411
- effect(s, (s.x[i]! + s.x[j]!) / 2, (s.z[i]! + s.z[j]!) / 2, false);
412
- if (!s.strength[j]) remove(s, j);
413
- if (!s.strength[i]) remove(s, i);
414
- }
415
- }
416
- }
417
- }
418
- function outcomes(s: Sim) {
419
- for (let i = 0; i < C.CAPACITY; i++) {
420
- if (!s.alive[i]) continue;
421
- if (isPlayer(i)) {
422
- for (const barrier of s.barriers) {
423
- if (barrier.hp <= 0 || s.previousZ[i]! < barrier.z || s.z[i]! > barrier.z || Math.abs(s.x[i]! - barrier.x) > barrier.halfWidth) continue;
424
- const damage = Math.min(barrier.hp, s.strength[i]!);
425
- barrier.hp -= damage;
426
- s.strength[i] = s.strength[i]! - damage;
427
- s.playerStrength -= damage;
428
- s.events.hits += damage;
429
- s.score += damage * 2;
430
- effect(s, barrier.x, barrier.z, true);
431
- if (barrier.hp === 0) s.events.barrierBroken++;
432
- if (s.strength[i] === 0) remove(s, i);
433
- }
434
- if (!s.alive[i]) continue;
435
- }
436
- if (isPlayer(i) && s.z[i]! <= C.TARGET_LINE) {
437
- let target: Base | null = null,
438
- distance = Infinity;
439
- for (const b of s.bases)
440
- if (b.hp > 0) {
441
- const d = Math.abs(b.x - s.x[i]!);
442
- if (d < distance) {
443
- target = b;
444
- distance = d;
445
- }
446
- }
447
- if (!target) continue;
448
- if (distance > 0.9 || s.z[i]! > target.z + 1.25) continue;
449
- const damage = Math.min(target.hp, s.strength[i]!);
450
- target.hp -= damage;
451
- s.score += damage * 2;
452
- s.events.hits += damage;
453
- effect(s, target.x, target.z, true);
454
- s.strength[i] = s.strength[i]! - damage;
455
- s.playerStrength -= damage;
456
- if (!s.strength[i]) remove(s, i);
457
- if (target.hp === 0) {
458
- s.score += C.BASE_POINTS;
459
- s.events.captured++;
460
- }
461
- } else if (!isPlayer(i) && s.z[i]! >= C.BREACH_Z) {
462
- s.hp = s.kind[i] === 2 ? 0 : Math.max(0, s.hp - s.strength[i]!);
463
- s.events.breaches += s.strength[i]!;
464
- effect(s, s.x[i]!, 0, false);
465
- remove(s, i);
466
- }
467
- }
468
- }
469
- export function step(s: Sim, dt: number): Events {
470
- const e = s.events;
471
- e.shots = e.gates = e.clashes = e.hits = e.breaches = e.captured = e.effectCount = e.barrierBroken = 0;
472
- e.won = e.lost = e.champion = e.bossDefeated = false;
473
- if (s.finished || dt <= 0 || !Number.isFinite(dt)) return e;
474
- const difficulty = ((s.level - 1) % 3) + 1;
475
- dt = Math.min(dt, C.STEP);
476
- s.elapsed += dt;
477
- s.battleClock += dt;
478
- s.cannonX += (s.targetX - s.cannonX) * (1 - Math.exp(-dt * 15));
479
- s.fireClock += dt;
480
- if (s.fireClock >= C.FIRE_INTERVAL) {
481
- s.fireClock -= C.FIRE_INTERVAL;
482
- spawn(s, true, s.cannonX + (random(s) - 0.5) * 0.22, C.SPAWN_Z, 1, 0, 0, true);
483
- s.charge = Math.min(C.CHAMPION_CHARGE, s.charge + C.CHAMPION_PER_SHOT);
484
- e.shots++;
485
- }
486
- if (s.charge >= C.CHAMPION_CHARGE && s.championCount === 0) {
487
- if (spawn(s, true, s.cannonX, C.SPAWN_Z, C.CHAMPION_STRENGTH + difficulty * 12, 0, 1, true) >= 0) {
488
- s.charge = 0;
489
- e.champion = true;
490
- }
491
- }
492
- for (const g of s.gates) g.x = g.originX + (g.moving ? Math.sin(s.battleClock * 0.65 + g.id) * 0.28 : 0);
493
- for (const b of s.bases)
494
- if (b.hp > 0) {
495
- b.spawnClock += dt;
496
- const interval = C.ENEMY_WAVE_INTERVAL - (difficulty - 1) * 0.12;
497
- if (b.spawnClock >= interval) {
498
- b.spawnClock -= interval;
499
- // Uncaptured spawners build pressure. Good gate choices break through before the next surge;
500
- // leaving the cannon idle cannot hold the center forever with automatic champions.
501
- const n = C.ENEMY_WAVE_SIZE + difficulty * 3 + Math.min(C.ENEMY_MAX_SURGE, Math.floor(s.battleClock / C.ENEMY_SURGE_INTERVAL) * 2);
502
- for (let k = 0; k < n; k++) {
503
- const a = s.serial * 2.39996,
504
- r = Math.sqrt(k + 0.5) * 0.2;
505
- spawn(s, false, b.x + Math.cos(a) * r, b.z + 1.1 + Math.sin(a) * r);
506
- }
507
- }
508
- }
509
- move(s, dt);
510
- gates(s);
511
- fight(s);
512
- outcomes(s);
513
- if (s.hp === 0) {
514
- s.finished = true;
515
- e.lost = true;
516
- } else if (s.bossCount === 0 && s.bases.every((b) => b.hp === 0)) {
517
- s.score += C.LEVEL_POINTS;
518
- clearUnits(s);
519
- s.finished = s.won = e.won = true;
520
- }
521
- return e;
522
- }