@rpgjs/client 5.0.0-alpha.22 → 5.0.0-alpha.24

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 (134) hide show
  1. package/dist/Game/Object.d.ts +2 -0
  2. package/dist/RpgClientEngine.d.ts +115 -9
  3. package/dist/components/gui/mobile/index.d.ts +8 -0
  4. package/dist/components/prebuilt/index.d.ts +1 -0
  5. package/dist/index.d.ts +5 -0
  6. package/dist/index.js +13 -8
  7. package/dist/index.js.map +1 -1
  8. package/dist/index10.js +1 -1
  9. package/dist/index11.js +6 -5
  10. package/dist/index11.js.map +1 -1
  11. package/dist/index12.js +2 -2
  12. package/dist/index13.js +102 -10
  13. package/dist/index13.js.map +1 -1
  14. package/dist/index14.js +67 -9
  15. package/dist/index14.js.map +1 -1
  16. package/dist/index15.js +10 -263
  17. package/dist/index15.js.map +1 -1
  18. package/dist/index16.js +9 -97
  19. package/dist/index16.js.map +1 -1
  20. package/dist/index17.js +300 -89
  21. package/dist/index17.js.map +1 -1
  22. package/dist/index18.js +63 -80
  23. package/dist/index18.js.map +1 -1
  24. package/dist/index19.js +96 -348
  25. package/dist/index19.js.map +1 -1
  26. package/dist/index2.js +176 -24
  27. package/dist/index2.js.map +1 -1
  28. package/dist/index20.js +360 -17
  29. package/dist/index20.js.map +1 -1
  30. package/dist/index21.js +19 -50
  31. package/dist/index21.js.map +1 -1
  32. package/dist/index22.js +212 -5
  33. package/dist/index22.js.map +1 -1
  34. package/dist/index23.js +6 -395
  35. package/dist/index23.js.map +1 -1
  36. package/dist/index24.js +4 -39
  37. package/dist/index24.js.map +1 -1
  38. package/dist/index25.js +19 -20
  39. package/dist/index25.js.map +1 -1
  40. package/dist/index26.js +43 -2624
  41. package/dist/index26.js.map +1 -1
  42. package/dist/index27.js +5 -110
  43. package/dist/index27.js.map +1 -1
  44. package/dist/index28.js +394 -65
  45. package/dist/index28.js.map +1 -1
  46. package/dist/index29.js +40 -15
  47. package/dist/index29.js.map +1 -1
  48. package/dist/index3.js +3 -3
  49. package/dist/index30.js +21 -23
  50. package/dist/index30.js.map +1 -1
  51. package/dist/index31.js +2624 -86
  52. package/dist/index31.js.map +1 -1
  53. package/dist/index32.js +107 -34
  54. package/dist/index32.js.map +1 -1
  55. package/dist/index33.js +69 -22
  56. package/dist/index33.js.map +1 -1
  57. package/dist/index34.js +19 -3
  58. package/dist/index34.js.map +1 -1
  59. package/dist/index35.js +21 -329
  60. package/dist/index35.js.map +1 -1
  61. package/dist/index36.js +91 -30
  62. package/dist/index36.js.map +1 -1
  63. package/dist/index37.js +37 -7
  64. package/dist/index37.js.map +1 -1
  65. package/dist/index38.js +22 -9
  66. package/dist/index38.js.map +1 -1
  67. package/dist/index39.js +139 -10
  68. package/dist/index39.js.map +1 -1
  69. package/dist/index4.js +3 -3
  70. package/dist/index40.js +16 -6
  71. package/dist/index40.js.map +1 -1
  72. package/dist/index41.js +1 -325
  73. package/dist/index41.js.map +1 -1
  74. package/dist/index42.js +530 -3680
  75. package/dist/index42.js.map +1 -1
  76. package/dist/index43.js +24 -67
  77. package/dist/index43.js.map +1 -1
  78. package/dist/index44.js +9 -184
  79. package/dist/index44.js.map +1 -1
  80. package/dist/index45.js +6 -503
  81. package/dist/index45.js.map +1 -1
  82. package/dist/index46.js +325 -2
  83. package/dist/index46.js.map +1 -1
  84. package/dist/index47.js +3687 -17
  85. package/dist/index47.js.map +1 -1
  86. package/dist/index48.js +69 -202
  87. package/dist/index48.js.map +1 -1
  88. package/dist/index49.js +182 -7
  89. package/dist/index49.js.map +1 -1
  90. package/dist/index5.js +1 -1
  91. package/dist/index50.js +497 -106
  92. package/dist/index50.js.map +1 -1
  93. package/dist/index51.js +48 -130
  94. package/dist/index51.js.map +1 -1
  95. package/dist/index52.js +17 -134
  96. package/dist/index52.js.map +1 -1
  97. package/dist/index53.js +3 -109
  98. package/dist/index53.js.map +1 -1
  99. package/dist/index54.js +9 -138
  100. package/dist/index54.js.map +1 -1
  101. package/dist/index55.js +111 -7
  102. package/dist/index55.js.map +1 -1
  103. package/dist/index56.js +130 -48
  104. package/dist/index56.js.map +1 -1
  105. package/dist/index57.js +137 -0
  106. package/dist/index57.js.map +1 -0
  107. package/dist/index58.js +112 -0
  108. package/dist/index58.js.map +1 -0
  109. package/dist/index59.js +9 -0
  110. package/dist/index59.js.map +1 -0
  111. package/dist/index6.js +1 -1
  112. package/dist/index7.js +1 -1
  113. package/dist/index8.js +17 -2
  114. package/dist/index8.js.map +1 -1
  115. package/dist/index9.js +10 -27
  116. package/dist/index9.js.map +1 -1
  117. package/dist/services/keyboardControls.d.ts +1 -2
  118. package/dist/services/mmorpg.d.ts +1 -1
  119. package/dist/services/standalone.d.ts +1 -1
  120. package/package.json +9 -9
  121. package/src/Game/Object.ts +8 -0
  122. package/src/Gui/Gui.ts +4 -31
  123. package/src/RpgClientEngine.ts +193 -20
  124. package/src/components/character.ce +146 -9
  125. package/src/components/gui/mobile/index.ts +24 -0
  126. package/src/components/gui/mobile/mobile.ce +80 -0
  127. package/src/components/prebuilt/index.ts +1 -0
  128. package/src/components/prebuilt/light-halo.ce +148 -0
  129. package/src/components/scenes/canvas.ce +2 -2
  130. package/src/components/scenes/event-layer.ce +1 -0
  131. package/src/components/scenes/transition.ce +60 -0
  132. package/src/index.ts +6 -1
  133. package/src/module.ts +15 -0
  134. package/src/services/keyboardControls.ts +1 -1
package/dist/index15.js CHANGED
@@ -1,267 +1,14 @@
1
- import { useProps, useDefineProps, computed, signal, on, animatedSignal, mount, tick, h, Container, loop, Sprite, cond } from 'canvasengine';
2
- import { combineLatest, map, startWith, pairwise, filter, lastValueFrom } from 'rxjs';
3
- import { Particle } from '@canvasengine/presets';
4
- import { Direction, ModulesToken } from '@rpgjs/common';
5
- import { RpgClientEngine } from './index2.js';
6
- import { inject } from './index6.js';
7
- import { RpgGui } from './index9.js';
1
+ import { AnimationSpritesheetPreset } from './index35.js';
2
+ import { LPCSpritesheetPreset } from './index36.js';
3
+ import { RMSpritesheet } from './index37.js';
4
+ import { FacesetPreset } from './index38.js';
8
5
 
9
- function component($$props) {
10
- useProps($$props);
11
- const defineProps = useDefineProps($$props);
12
- var __assign = (this && this.__assign) || function () {
13
- __assign = Object.assign || function(t) {
14
- for (var s, i = 1, n = arguments.length; i < n; i++) {
15
- s = arguments[i];
16
- for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
17
- t[p] = s[p];
18
- }
19
- return t;
20
- };
21
- return __assign.apply(this, arguments);
6
+ const Presets = {
7
+ RMSpritesheet,
8
+ LPCSpritesheetPreset,
9
+ AnimationSpritesheetPreset,
10
+ FacesetPreset
22
11
  };
23
- var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
24
- function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
25
- return new (P || (P = Promise))(function (resolve, reject) {
26
- function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
27
- function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
28
- function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
29
- step((generator = generator.apply(thisArg, _arguments || [])).next());
30
- });
31
- };
32
- var __generator = (this && this.__generator) || function (thisArg, body) {
33
- var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype);
34
- return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
35
- function verb(n) { return function (v) { return step([n, v]); }; }
36
- function step(op) {
37
- if (f) throw new TypeError("Generator is already executing.");
38
- while (g && (g = 0, op[0] && (_ = 0)), _) try {
39
- if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
40
- if (y = 0, t) op = [op[0] & 2, t.value];
41
- switch (op[0]) {
42
- case 0: case 1: t = op; break;
43
- case 4: _.label++; return { value: op[1], done: false };
44
- case 5: _.label++; y = op[1]; op = [0]; continue;
45
- case 7: op = _.ops.pop(); _.trys.pop(); continue;
46
- default:
47
- if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
48
- if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
49
- if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
50
- if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
51
- if (t[2]) _.ops.pop();
52
- _.trys.pop(); continue;
53
- }
54
- op = body.call(thisArg, _);
55
- } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
56
- if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
57
- }
58
- };
59
- var _a = defineProps(), object = _a.object, id = _a.id;
60
- var client = inject(RpgClientEngine);
61
- var hooks = inject(ModulesToken);
62
- var guiService = inject(RpgGui);
63
- client.spritesheets;
64
- var playerId = client.playerId;
65
- var componentsBehind = client.spriteComponentsBehind;
66
- var componentsInFront = client.spriteComponentsInFront;
67
- var isMe = computed(function () { return id() === playerId; });
68
- var shouldFollowCamera = computed(function () {
69
- var cameraTargetId = client.cameraFollowTargetId();
70
- // If a target is explicitly set, only follow if this sprite is the target
71
- if (cameraTargetId !== null) {
72
- return id() === cameraTargetId;
73
- }
74
- // Otherwise, follow the current player (default behavior)
75
- return isMe();
76
- });
77
- var attachedGuis = computed(function () {
78
- return guiService.getAttachedGuis();
79
- });
80
- var shouldDisplayAttachedGui = computed(function () {
81
- return guiService.shouldDisplayAttachedGui(id());
82
- });
83
- var x = object.x, y = object.y, tint = object.tint, direction = object.direction, animationName = object.animationName, animationCurrentIndex = object.animationCurrentIndex, emitParticleTrigger = object.emitParticleTrigger, particleName = object.particleName; object.graphics; var hitbox = object.hitbox, isConnected = object.isConnected, graphicsSignals = object.graphicsSignals, flashTrigger = object.flashTrigger;
84
- var flashType = signal('alpha');
85
- var flashDuration = signal(300);
86
- var flashCycles = signal(1);
87
- var flashAlpha = signal(0.3);
88
- var flashTint = signal(0xffffff);
89
- on(flashTrigger, function (data) {
90
- if (data && typeof data === 'object') {
91
- if (data.type !== undefined)
92
- flashType.set(data.type);
93
- if (data.duration !== undefined)
94
- flashDuration.set(data.duration);
95
- if (data.cycles !== undefined)
96
- flashCycles.set(data.cycles);
97
- if (data.alpha !== undefined)
98
- flashAlpha.set(data.alpha);
99
- if (data.tint !== undefined)
100
- flashTint.set(data.tint);
101
- }
102
- });
103
- var flashConfig = computed(function () { return ({
104
- trigger: flashTrigger,
105
- type: flashType(),
106
- duration: flashDuration(),
107
- cycles: flashCycles(),
108
- alpha: flashAlpha(),
109
- tint: flashTint(),
110
- }); });
111
- var particleSettings = client.particleSettings;
112
- var canControls = function () { return isMe() && object.canMove(); };
113
- var keyboardControls = client.globalConfig.keyboardControls;
114
- var visible = computed(function () {
115
- if (object.type === 'event') {
116
- return true;
117
- }
118
- return isConnected();
119
- });
120
- var controls = signal({
121
- down: {
122
- repeat: true,
123
- bind: keyboardControls.down,
124
- keyDown: function () {
125
- if (canControls())
126
- client.processInput({ input: Direction.Down });
127
- },
128
- },
129
- up: {
130
- repeat: true,
131
- bind: keyboardControls.up,
132
- keyDown: function () {
133
- if (canControls())
134
- client.processInput({ input: Direction.Up });
135
- },
136
- },
137
- left: {
138
- repeat: true,
139
- bind: keyboardControls.left,
140
- keyDown: function () {
141
- if (canControls())
142
- client.processInput({ input: Direction.Left });
143
- },
144
- },
145
- right: {
146
- repeat: true,
147
- bind: keyboardControls.right,
148
- keyDown: function () {
149
- if (canControls())
150
- client.processInput({ input: Direction.Right });
151
- },
152
- },
153
- action: {
154
- bind: keyboardControls.action,
155
- keyDown: function () {
156
- if (canControls()) {
157
- client.processAction({ action: 'action' });
158
- // particleName.set('hit')
159
- // emitParticleTrigger.start()
160
- // object.flash('red')
161
- }
162
- },
163
- },
164
- gamepad: {
165
- enabled: true
166
- }
167
- });
168
- var smoothX = animatedSignal(x(), {
169
- duration: isMe() ? 0 : 0
170
- });
171
- var smoothY = animatedSignal(y(), {
172
- duration: isMe() ? 0 : 0,
173
- });
174
- var realAnimationName = signal(animationName());
175
- var xSubscription = x.observable.subscribe(function (value) {
176
- smoothX.set(value);
177
- });
178
- var ySubscription = y.observable.subscribe(function (value) {
179
- smoothY.set(value);
180
- });
181
- var sheet = function (graphicObject) {
182
- return {
183
- definition: graphicObject,
184
- playing: realAnimationName,
185
- params: {
186
- direction: direction
187
- },
188
- onFinish: function () {
189
- animationCurrentIndex.update(function (index) { return index + 1; });
190
- }
191
- };
192
- };
193
- var movementAnimations = ['walk', 'stand'];
194
- var epsilon = 0;
195
- var stateX$ = smoothX.animatedState.observable;
196
- var stateY$ = smoothY.animatedState.observable;
197
- var animationName$ = animationName.observable;
198
- var moving$ = combineLatest([stateX$, stateY$]).pipe(map(function (_a) {
199
- var sx = _a[0], sy = _a[1];
200
- var xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;
201
- var yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;
202
- return !xFinished || !yFinished; // moving if X or Y is not finished
203
- }), startWith(false));
204
- var animationChange$ = animationName$.pipe(startWith(animationName()), pairwise(), filter(function (_a) {
205
- var prev = _a[0], curr = _a[1];
206
- return prev !== curr;
207
- }));
208
- var animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(function (_a) {
209
- var _b = _a[0]; _b[0]; var curr = _b[1], isMoving = _a[1];
210
- if (curr == 'stand' && !isMoving) {
211
- realAnimationName.set(curr);
212
- }
213
- else if (curr == 'walk' && isMoving) {
214
- realAnimationName.set(curr);
215
- }
216
- else if (!movementAnimations.includes(curr)) {
217
- realAnimationName.set(curr);
218
- }
219
- if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {
220
- if (movementAnimations.includes(curr)) {
221
- if (typeof object.resetAnimationState === 'function') {
222
- object.resetAnimationState();
223
- }
224
- }
225
- }
226
- });
227
- var onBeforeDestroy = function () { return __awaiter(void 0, void 0, void 0, function () {
228
- return __generator(this, function (_a) {
229
- switch (_a.label) {
230
- case 0:
231
- animationMovementSubscription.unsubscribe();
232
- xSubscription.unsubscribe();
233
- ySubscription.unsubscribe();
234
- return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sprite-onDestroy", object))];
235
- case 1:
236
- _a.sent();
237
- return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sceneMap-onRemoveSprite", client.sceneMap, object))];
238
- case 2:
239
- _a.sent();
240
- return [2 /*return*/];
241
- }
242
- });
243
- }); };
244
- mount(function (element) {
245
- hooks.callHooks("client-sprite-onAdd", object).subscribe();
246
- hooks.callHooks("client-sceneMap-onAddSprite", client.sceneMap, object).subscribe();
247
- client.setKeyboardControls(element.directives.controls);
248
- });
249
- var onAttachedGuiFinish = function (gui, data) {
250
- guiService.guiClose(gui.name, data);
251
- };
252
- var onAttachedGuiInteraction = function (gui, name, data) {
253
- guiService.guiInteraction(gui.name, name, data);
254
- };
255
- tick(function () {
256
- hooks.callHooks("client-sprite-onUpdate").subscribe();
257
- });
258
- let $this = h(Container, { x: smoothX, y: smoothY, zIndex: y, viewportFollow: shouldFollowCamera, controls, onBeforeDestroy, visible }, [loop(componentsBehind, component => h(Container, null, h(component, { object }))), h(Particle, { emit: emitParticleTrigger, settings: particleSettings, zIndex: 1000, name: particleName }), h(Container, null, loop(graphicsSignals, graphicObj => h(Sprite, { sheet: sheet(graphicObj), direction, tint, hitbox, flash: flashConfig }))), loop(componentsInFront, component => h(Container, null, h(component, { object }))), loop(attachedGuis, attachedGui => cond(shouldDisplayAttachedGui, () => h(Container, null, h(attachedGui.component, { ...attachedGui.data(), object: object, onFinish: (data) => {
259
- onAttachedGuiFinish(attachedGui, data);
260
- }, onInteraction: (name, data) => {
261
- onAttachedGuiInteraction(attachedGui, name, data);
262
- } }))))]);
263
- return $this
264
- }
265
12
 
266
- export { component as default };
13
+ export { Presets };
267
14
  //# sourceMappingURL=index15.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index15.js","sources":["../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={y} viewportFollow={shouldFollowCamera} controls onBeforeDestroy visible >\n @for (component of componentsBehind) {\n <Container>\n <component object />\n </Container>\n } \n <Particle emit={@emitParticleTrigger} settings={@particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Sprite sheet={@sheet(@graphicObj)} direction tint hitbox flash={flashConfig} />\n }\n </Container>\n @for (component of componentsInFront) {\n <Container>\n <component object />\n </Container>\n } \n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() object={object} onFinish={(data) => {\n onAttachedGuiFinish(attachedGui, data)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = object;\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.type === 'event') {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n // particleName.set('hit') \n // emitParticleTrigger.start()\n // object.flash('red')\n }\n },\n },\n gamepad: {\n enabled: true\n }\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName,\n params: {\n direction\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n if (curr == 'stand' && !isMoving) {\n realAnimationName.set(curr);\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!movementAnimations.includes(curr)) {\n realAnimationName.set(curr);\n }\n if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {\n if (movementAnimations.includes(curr)) {\n if (typeof object.resetAnimationState === 'function') {\n object.resetAnimationState();\n }\n }\n }\n });\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const onBeforeDestroy = async () => {\n animationMovementSubscription.unsubscribe();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", object)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, object))\n }\n\n mount((element) => {\n hooks.callHooks(\"client-sprite-onAdd\", object).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, object).subscribe()\n client.setKeyboardControls(element.directives.controls)\n })\n\n /**\n * Handle attached GUI finish event\n * \n * @param gui - The GUI instance\n * @param data - Data passed from the GUI component\n */\n const onAttachedGuiFinish = (gui, data) => {\n guiService.guiClose(gui.name, data);\n };\n\n /**\n * Handle attached GUI interaction event\n * \n * @param gui - The GUI instance\n * @param name - Interaction name\n * @param data - Interaction data\n */\n const onAttachedGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data);\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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1
+ {"version":3,"file":"index15.js","sources":["../src/presets/index.ts"],"sourcesContent":["import { AnimationSpritesheetPreset } from \"./animation\";\nimport { LPCSpritesheetPreset } from \"./lpc\";\nimport { RMSpritesheet } from \"./rmspritesheet\";\nimport { FacesetPreset } from \"./faceset\";\n\nexport const Presets = {\n RMSpritesheet,\n LPCSpritesheetPreset,\n AnimationSpritesheetPreset,\n FacesetPreset\n}"],"names":[],"mappings":";;;;;AAKO,MAAM,OAAA,GAAU;AAAA,EACnB,aAAA;AAAA,EACA,oBAAA;AAAA,EACA,0BAAA;AAAA,EACA;AACJ;;;;"}
package/dist/index16.js CHANGED
@@ -1,104 +1,16 @@
1
- import { useProps, useDefineProps, computed, animatedSignal, effect, h, Container, Graphics } from 'canvasengine';
1
+ import { useProps, useDefineProps, h, Container, loop } from 'canvasengine';
2
+ import { inject } from './index6.js';
3
+ import { RpgClientEngine } from './index2.js';
4
+ import component$1 from './index17.js';
2
5
 
3
6
  function component($$props) {
4
7
  useProps($$props);
5
8
  const defineProps = useDefineProps($$props);
6
- var object = defineProps().object;
7
- var barWidth = 50;
8
- var barHeight = 8;
9
- var borderRadius = 4;
10
- var innerRadius = 3;
11
- var padding = 1;
12
- var bgColor = 0x16213e;
13
- var shadowColor = 0x000000;
14
- var borderColor = 0x4a5568;
15
- var maxFillWidth = barWidth - (padding * 2);
16
- var fillHeight = barHeight - (padding * 2);
17
- var highlightHeight = Math.floor(fillHeight / 2);
18
- var hitbox = object.hitbox;
19
- var currentHp = computed(function () {
20
- var _a, _b;
21
- return (_b = (_a = object.hpSignal) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : 0;
22
- });
23
- var maxHp = computed(function () {
24
- var _a, _b, _c;
25
- var params = (_b = (_a = object._param) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : {};
26
- return (_c = params.maxHp) !== null && _c !== void 0 ? _c : 100;
27
- });
28
- var hpPercent = computed(function () {
29
- var max = maxHp();
30
- if (max <= 0)
31
- return 0;
32
- var percent = currentHp() / max;
33
- return Math.max(0, Math.min(1, percent));
34
- });
35
- var animatedPercent = animatedSignal(hpPercent(), {
36
- duration: 300,
37
- easing: 'easeOutCubic'
38
- });
39
- effect(function () {
40
- var newPercent = hpPercent();
41
- animatedPercent.set(newPercent);
42
- });
43
- var position = computed(function () { return ({
44
- x: (hitbox().w / 2) - (barWidth / 2),
45
- y: -barHeight - 8
46
- }); });
47
- var fillWidth = computed(function () {
48
- var percent = animatedPercent();
49
- var width = maxFillWidth * percent;
50
- // Ensure minimum visible width when HP > 0
51
- if (percent > 0 && width < innerRadius * 2) {
52
- return innerRadius * 2;
53
- }
54
- return Math.max(0, width);
55
- });
56
- var hpColorHex = computed(function () {
57
- var percent = hpPercent();
58
- if (percent > 0.6) {
59
- return 0x4ade80; // Green - healthy
60
- }
61
- else if (percent > 0.3) {
62
- return 0xfacc15; // Yellow - caution
63
- }
64
- else if (percent > 0.15) {
65
- return 0xfb923c; // Orange - danger
66
- }
67
- else {
68
- return 0xef4444; // Red - critical
69
- }
70
- });
71
- var drawShadow = function (g) {
72
- g.roundRect(0, 0, barWidth, barHeight, borderRadius);
73
- g.fill({ color: shadowColor, alpha: 0.3 });
74
- };
75
- var drawBackground = function (g) {
76
- g.roundRect(0, 0, barWidth, barHeight, borderRadius);
77
- g.fill({ color: bgColor, alpha: 0.9 });
78
- };
79
- var drawFill = function (g) {
80
- var width = fillWidth();
81
- if (width > 0) {
82
- g.roundRect(padding, padding, width, fillHeight, innerRadius);
83
- g.fill({ color: hpColorHex() });
84
- }
85
- };
86
- var drawHighlight = function (g) {
87
- var width = fillWidth();
88
- if (width > 0) {
89
- g.roundRect(padding, padding, width, highlightHeight, innerRadius);
90
- g.fill({ color: 0xffffff, alpha: 0.25 });
91
- }
92
- };
93
- var drawBorder = function (g) {
94
- g.roundRect(0, 0, barWidth, barHeight, borderRadius);
95
- g.stroke({
96
- color: borderColor,
97
- width: 1,
98
- alpha: 0.7
99
- });
100
- };
101
- let $this = [,h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, [h(Graphics, { draw: drawShadow, x: 1, y: 1 }), h(Graphics, { draw: drawBackground }), h(Graphics, { draw: drawFill }), h(Graphics, { draw: drawHighlight }), h(Graphics, { draw: drawBorder })])];
9
+ var engine = inject(RpgClientEngine);
10
+ var children = defineProps().children;
11
+ var players = engine.sceneMap.players;
12
+ var events = engine.sceneMap.events;
13
+ let $this = h(Container, { sortableChildren: true }, [loop(events, (event, id) => h(component$1, { id: id, object: event })), loop(players, (player, id) => h(component$1, { id: id, object: player })), loop(children, child => h(child))]);
102
14
  return $this
103
15
  }
104
16
 
@@ -1 +1 @@
1
- {"version":3,"file":"index16.js","sources":["../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.@x} y={position.@y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = object.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return object.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = object._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"names":[],"mappings":";;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,MAAM,GAAG,WAAW,EAAE,CAAC,MAAM;AACzC,IAAI,QAAQ,GAAG,EAAE;AACjB,IAAI,SAAS,GAAG,CAAC;AACjB,IAAI,YAAY,GAAG,CAAC;AACpB,IAAI,WAAW,GAAG,CAAC;AACnB,IAAI,OAAO,GAAG,CAAC;AACf,IAAI,OAAO,GAAG,QAAQ;AACtB,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,YAAY,GAAG,QAAQ,IAAI,OAAO,GAAG,CAAC,CAAC;AAC3C,IAAI,UAAU,GAAG,SAAS,IAAI,OAAO,GAAG,CAAC,CAAC;AAC1C,IAAI,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,CAAC,CAAC;AAChD,IAAI,MAAM,GAAG,MAAM,CAAC,MAAM;AAC1B,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,EAAE,EAAE,EAAE;AACd,IAAI,OAAO,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,QAAQ,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,CAAC;AAChI,CAAC,CAAC;AACF,IAAI,KAAK,GAAG,QAAQ,CAAC,YAAY;AACjC,IAAI,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE;AAClB,IAAI,IAAI,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,MAAM,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,EAAE;AACrI,IAAI,OAAO,CAAC,EAAE,GAAG,MAAM,CAAC,KAAK,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,GAAG;AACnE,CAAC,CAAC;AACF,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,GAAG,GAAG,KAAK,EAAE;AACrB,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB,QAAQ,OAAO,CAAC;AAChB,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE,GAAG,GAAG;AACnC,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;AAC5C,CAAC,CAAC;AACF,IAAI,eAAe,GAAG,cAAc,CAAC,SAAS,EAAE,EAAE;AAClD,IAAI,QAAQ,EAAE,GAAG;AACjB,IAAI,MAAM,EAAE;AACZ,CAAC,CAAC;AACF,MAAM,CAAC,YAAY;AACnB,IAAI,IAAI,UAAU,GAAG,SAAS,EAAE;AAChC,IAAI,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC;AACnC,CAAC,CAAC;AACF,IAAI,QAAQ,GAAG,QAAQ,CAAC,YAAY,EAAE,QAAQ;AAC9C,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,CAAC,KAAK,QAAQ,GAAG,CAAC,CAAC;AACxC,IAAI,CAAC,EAAE,CAAC,SAAS,GAAG;AACpB,CAAC,EAAE,CAAC,CAAC,CAAC;AACN,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,OAAO,GAAG,eAAe,EAAE;AACnC,IAAI,IAAI,KAAK,GAAG,YAAY,GAAG,OAAO;AACtC;AACA,IAAI,IAAI,OAAO,GAAG,CAAC,IAAI,KAAK,GAAG,WAAW,GAAG,CAAC,EAAE;AAChD,QAAQ,OAAO,WAAW,GAAG,CAAC;AAC9B,IAAI;AACJ,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC;AAC7B,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,QAAQ,CAAC,YAAY;AACtC,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE;AAC7B,IAAI,IAAI,OAAO,GAAG,GAAG,EAAE;AACvB,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,GAAG,EAAE;AAC5B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,IAAI,EAAE;AAC7B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS;AACT,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC9C,CAAC;AACD,IAAI,cAAc,GAAG,UAAU,CAAC,EAAE;AAClC,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1C,CAAC;AACD,IAAI,QAAQ,GAAG,UAAU,CAAC,EAAE;AAC5B,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,EAAE,WAAW,CAAC;AACrE,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE,CAAC;AACvC,IAAI;AACJ,CAAC;AACD,IAAI,aAAa,GAAG,UAAU,CAAC,EAAE;AACjC,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,eAAe,EAAE,WAAW,CAAC;AAC1E,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChD,IAAI;AACJ,CAAC;AACD,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,MAAM,CAAC;AACb,QAAQ,KAAK,EAAE,WAAW;AAC1B,QAAQ,KAAK,EAAE,CAAC;AAChB,QAAQ,KAAK,EAAE;AACf,KAAK,CAAC;AACN,CAAC;AACD,QAAQ,IAAI,KAAK,GAAG,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AAC1S,QAAQ,OAAO;AACf,MAAM;;;;"}
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