@v12-engine/engine 0.1.0 → 0.4.0

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 (951) hide show
  1. package/dist/abilities/amounts.d.ts +28 -0
  2. package/dist/abilities/amounts.js +74 -0
  3. package/dist/abilities/amounts.js.map +1 -0
  4. package/dist/abilities/buffs.d.ts +106 -6
  5. package/dist/abilities/buffs.js +443 -0
  6. package/dist/abilities/buffs.js.map +1 -0
  7. package/dist/abilities/castTold.d.ts +2 -0
  8. package/dist/abilities/castTold.js +66 -0
  9. package/dist/abilities/castTold.js.map +1 -0
  10. package/dist/abilities/chance.d.ts +38 -0
  11. package/dist/abilities/chance.js +77 -0
  12. package/dist/abilities/chance.js.map +1 -0
  13. package/dist/abilities/charges.d.ts +18 -0
  14. package/dist/abilities/charges.js +101 -0
  15. package/dist/abilities/charges.js.map +1 -0
  16. package/dist/abilities/control.d.ts +28 -0
  17. package/dist/abilities/control.js +113 -0
  18. package/dist/abilities/control.js.map +1 -0
  19. package/dist/abilities/dispel.js +51 -0
  20. package/dist/abilities/dispel.js.map +1 -0
  21. package/dist/abilities/effectFields.d.ts +1 -1
  22. package/dist/abilities/effectFields.js +676 -0
  23. package/dist/abilities/effectFields.js.map +1 -0
  24. package/dist/abilities/effectIndex.d.ts +27 -0
  25. package/dist/abilities/effectIndex.js +64 -0
  26. package/dist/abilities/effectIndex.js.map +1 -0
  27. package/dist/abilities/effects/buff.d.ts +9 -3
  28. package/dist/abilities/effects/buff.js +84 -0
  29. package/dist/abilities/effects/buff.js.map +1 -0
  30. package/dist/abilities/effects/conditions.d.ts +2 -0
  31. package/dist/abilities/effects/conditions.js +41 -0
  32. package/dist/abilities/effects/conditions.js.map +1 -0
  33. package/dist/abilities/effects/core.js +54 -0
  34. package/dist/abilities/effects/core.js.map +1 -0
  35. package/dist/abilities/effects/damage.d.ts +1 -1
  36. package/dist/abilities/effects/damage.js +43 -0
  37. package/dist/abilities/effects/damage.js.map +1 -0
  38. package/dist/abilities/effects/heal.d.ts +2 -2
  39. package/dist/abilities/effects/heal.js +51 -0
  40. package/dist/abilities/effects/heal.js.map +1 -0
  41. package/dist/abilities/effects/missile.d.ts +13 -1
  42. package/dist/abilities/effects/missile.js +104 -0
  43. package/dist/abilities/effects/missile.js.map +1 -0
  44. package/dist/abilities/effects/morph.d.ts +5 -0
  45. package/dist/abilities/effects/morph.js +43 -0
  46. package/dist/abilities/effects/morph.js.map +1 -0
  47. package/dist/abilities/effects/moves.d.ts +16 -4
  48. package/dist/abilities/effects/moves.js +212 -0
  49. package/dist/abilities/effects/moves.js.map +1 -0
  50. package/dist/abilities/effects/passives.d.ts +19 -9
  51. package/dist/abilities/effects/passives.js +131 -0
  52. package/dist/abilities/effects/passives.js.map +1 -0
  53. package/dist/abilities/effects/proxy.d.ts +5 -0
  54. package/dist/abilities/effects/proxy.js +60 -0
  55. package/dist/abilities/effects/proxy.js.map +1 -0
  56. package/dist/abilities/effects/sight.d.ts +2 -2
  57. package/dist/abilities/effects/sight.js +39 -0
  58. package/dist/abilities/effects/sight.js.map +1 -0
  59. package/dist/abilities/effects/spawn.d.ts +5 -2
  60. package/dist/abilities/effects/spawn.js +40 -0
  61. package/dist/abilities/effects/spawn.js.map +1 -0
  62. package/dist/abilities/effects/timed.d.ts +2 -2
  63. package/dist/abilities/effects/timed.js +96 -0
  64. package/dist/abilities/effects/timed.js.map +1 -0
  65. package/dist/abilities/effects/trade.d.ts +1 -1
  66. package/dist/abilities/effects/trade.js +25 -0
  67. package/dist/abilities/effects/trade.js.map +1 -0
  68. package/dist/abilities/effects.d.ts +97 -23
  69. package/dist/abilities/effects.js +860 -0
  70. package/dist/abilities/effects.js.map +1 -0
  71. package/dist/abilities/land.d.ts +38 -4
  72. package/dist/abilities/land.js +189 -0
  73. package/dist/abilities/land.js.map +1 -0
  74. package/dist/abilities/recast.d.ts +45 -0
  75. package/dist/abilities/recast.js +118 -0
  76. package/dist/abilities/recast.js.map +1 -0
  77. package/dist/abilities/scaled.js +40 -0
  78. package/dist/abilities/scaled.js.map +1 -0
  79. package/dist/abilities/screen.d.ts +6 -0
  80. package/dist/abilities/screen.js +83 -0
  81. package/dist/abilities/screen.js.map +1 -0
  82. package/dist/abilities/shapes.d.ts +66 -0
  83. package/dist/abilities/shapes.js +122 -0
  84. package/dist/abilities/shapes.js.map +1 -0
  85. package/dist/abilities/text.d.ts +14 -2
  86. package/dist/abilities/text.js +204 -0
  87. package/dist/abilities/text.js.map +1 -0
  88. package/dist/abilities/triggers.d.ts +98 -0
  89. package/dist/abilities/triggers.js +351 -0
  90. package/dist/abilities/triggers.js.map +1 -0
  91. package/dist/abilityChanges.d.ts +131 -0
  92. package/dist/abilityChanges.js +345 -0
  93. package/dist/abilityChanges.js.map +1 -0
  94. package/dist/ai/area.d.ts +4 -1
  95. package/dist/ai/brain.d.ts +4 -1
  96. package/dist/ai/brain.js +844 -0
  97. package/dist/ai/brain.js.map +1 -0
  98. package/dist/ai/budget.js +74 -0
  99. package/dist/ai/budget.js.map +1 -0
  100. package/dist/ai/checks.d.ts +9 -1
  101. package/dist/ai/checks.js +242 -0
  102. package/dist/ai/checks.js.map +1 -0
  103. package/dist/ai/computer.d.ts +11 -4
  104. package/dist/ai/computer.js +251 -0
  105. package/dist/ai/computer.js.map +1 -0
  106. package/dist/ai/defence.d.ts +4 -0
  107. package/dist/ai/defence.js +430 -0
  108. package/dist/ai/defence.js.map +1 -0
  109. package/dist/ai/define.d.ts +3 -2
  110. package/dist/ai/define.js +31 -0
  111. package/dist/ai/define.js.map +1 -0
  112. package/dist/ai/economy.d.ts +10 -7
  113. package/dist/ai/economy.js +780 -0
  114. package/dist/ai/economy.js.map +1 -0
  115. package/dist/ai/geometry.js +38 -0
  116. package/dist/ai/geometry.js.map +1 -0
  117. package/dist/ai/goals.d.ts +1 -0
  118. package/dist/ai/goals.js +560 -0
  119. package/dist/ai/goals.js.map +1 -0
  120. package/dist/ai/knowledge.d.ts +72 -7
  121. package/dist/ai/knowledge.js +804 -0
  122. package/dist/ai/knowledge.js.map +1 -0
  123. package/dist/ai/lanes.d.ts +10 -2
  124. package/dist/ai/lanes.js +715 -0
  125. package/dist/ai/lanes.js.map +1 -0
  126. package/dist/ai/melee/build.js +264 -0
  127. package/dist/ai/melee/build.js.map +1 -0
  128. package/dist/ai/melee/goals.d.ts +7 -0
  129. package/dist/ai/melee/goals.js +720 -0
  130. package/dist/ai/melee/goals.js.map +1 -0
  131. package/dist/ai/melee/heroes.js +68 -0
  132. package/dist/ai/melee/heroes.js.map +1 -0
  133. package/dist/ai/melee/index.d.ts +1 -1
  134. package/dist/ai/melee/index.js +51 -0
  135. package/dist/ai/melee/index.js.map +1 -0
  136. package/dist/ai/melee/production.js +29 -0
  137. package/dist/ai/melee/production.js.map +1 -0
  138. package/dist/ai/melee/surrender.js +64 -0
  139. package/dist/ai/melee/surrender.js.map +1 -0
  140. package/dist/ai/micro.d.ts +9 -0
  141. package/dist/ai/micro.js +1316 -0
  142. package/dist/ai/micro.js.map +1 -0
  143. package/dist/ai/mission.d.ts +9 -2
  144. package/dist/ai/mission.js +538 -0
  145. package/dist/ai/mission.js.map +1 -0
  146. package/dist/ai/missionRules.d.ts +1 -1
  147. package/dist/ai/missionRules.js +26 -0
  148. package/dist/ai/missionRules.js.map +1 -0
  149. package/dist/ai/module.d.ts +6 -2
  150. package/dist/ai/module.js +37 -0
  151. package/dist/ai/module.js.map +1 -0
  152. package/dist/ai/options.d.ts +3 -3
  153. package/dist/ai/plans/build.d.ts +20 -1
  154. package/dist/ai/plans/build.js +608 -0
  155. package/dist/ai/plans/build.js.map +1 -0
  156. package/dist/ai/plans/placement.d.ts +4 -1
  157. package/dist/ai/plans/placement.js +295 -0
  158. package/dist/ai/plans/placement.js.map +1 -0
  159. package/dist/ai/plans/plans.d.ts +9 -0
  160. package/dist/ai/plans/plans.js +110 -0
  161. package/dist/ai/plans/plans.js.map +1 -0
  162. package/dist/ai/plans/production.d.ts +14 -2
  163. package/dist/ai/plans/production.js +434 -0
  164. package/dist/ai/plans/production.js.map +1 -0
  165. package/dist/ai/plans/purse.d.ts +6 -3
  166. package/dist/ai/plans/purse.js +139 -0
  167. package/dist/ai/plans/purse.js.map +1 -0
  168. package/dist/ai/plans/tech.d.ts +6 -0
  169. package/dist/ai/plans/tech.js +122 -0
  170. package/dist/ai/plans/tech.js.map +1 -0
  171. package/dist/ai/profiles.d.ts +4 -4
  172. package/dist/{profiles-B3NS9jwk.js → ai/profiles.js} +3 -98
  173. package/dist/ai/profiles.js.map +1 -0
  174. package/dist/ai/reach.js +54 -0
  175. package/dist/ai/reach.js.map +1 -0
  176. package/dist/ai/report.d.ts +8 -0
  177. package/dist/ai/report.js +87 -0
  178. package/dist/ai/report.js.map +1 -0
  179. package/dist/ai/roles.d.ts +4 -0
  180. package/dist/ai/roles.js +207 -0
  181. package/dist/ai/roles.js.map +1 -0
  182. package/dist/ai/rules.d.ts +8 -2
  183. package/dist/ai/rules.js +416 -0
  184. package/dist/ai/rules.js.map +1 -0
  185. package/dist/ai/scouting.d.ts +6 -0
  186. package/dist/ai/scouting.js +324 -0
  187. package/dist/ai/scouting.js.map +1 -0
  188. package/dist/ai/settings.js +99 -0
  189. package/dist/ai/settings.js.map +1 -0
  190. package/dist/ai/squads.d.ts +21 -2
  191. package/dist/ai/squads.js +916 -0
  192. package/dist/ai/squads.js.map +1 -0
  193. package/dist/ai/strength.js +320 -0
  194. package/dist/ai/strength.js.map +1 -0
  195. package/dist/ai/task.d.ts +3 -1
  196. package/dist/ai/task.js +17 -0
  197. package/dist/ai/task.js.map +1 -0
  198. package/dist/ai/tasks/attack.js +24 -0
  199. package/dist/ai/tasks/attack.js.map +1 -0
  200. package/dist/ai/tasks/capture.d.ts +3 -3
  201. package/dist/ai/tasks/capture.js +37 -0
  202. package/dist/ai/tasks/capture.js.map +1 -0
  203. package/dist/ai/tasks/creep.js +29 -0
  204. package/dist/ai/tasks/creep.js.map +1 -0
  205. package/dist/ai/tasks/defend.js +61 -0
  206. package/dist/ai/tasks/defend.js.map +1 -0
  207. package/dist/ai/tasks/drop.js +81 -0
  208. package/dist/ai/tasks/drop.js.map +1 -0
  209. package/dist/ai/tasks/escort.js +59 -0
  210. package/dist/ai/tasks/escort.js.map +1 -0
  211. package/dist/ai/tasks/gather.js +48 -0
  212. package/dist/ai/tasks/gather.js.map +1 -0
  213. package/dist/ai/tasks/harass.js +39 -0
  214. package/dist/ai/tasks/harass.js.map +1 -0
  215. package/dist/ai/tasks/hold.js +32 -0
  216. package/dist/ai/tasks/hold.js.map +1 -0
  217. package/dist/ai/tasks/index.js +34 -0
  218. package/dist/ai/tasks/index.js.map +1 -0
  219. package/dist/ai/tasks/move.js +26 -0
  220. package/dist/ai/tasks/move.js.map +1 -0
  221. package/dist/ai/tasks/patrol.js +59 -0
  222. package/dist/ai/tasks/patrol.js.map +1 -0
  223. package/dist/ai/tasks/retreat.js +28 -0
  224. package/dist/ai/tasks/retreat.js.map +1 -0
  225. package/dist/ai/tasks/scout.js +73 -0
  226. package/dist/ai/tasks/scout.js.map +1 -0
  227. package/dist/ai/tasks/shared.d.ts +1 -1
  228. package/dist/ai/tasks/shared.js +137 -0
  229. package/dist/ai/tasks/shared.js.map +1 -0
  230. package/dist/ai/team.d.ts +18 -1
  231. package/dist/ai/team.js +492 -0
  232. package/dist/ai/team.js.map +1 -0
  233. package/dist/ai/threat.d.ts +6 -0
  234. package/dist/ai/threat.js +206 -0
  235. package/dist/ai/threat.js.map +1 -0
  236. package/dist/ai/view.d.ts +21 -7
  237. package/dist/ai/view.js +677 -0
  238. package/dist/ai/view.js.map +1 -0
  239. package/dist/ai/waves.d.ts +6 -0
  240. package/dist/ai/waves.js +410 -0
  241. package/dist/ai/waves.js.map +1 -0
  242. package/dist/ai.js +54 -6239
  243. package/dist/aiTesting.d.ts +6 -3
  244. package/dist/aiTesting.js +229 -0
  245. package/dist/aiTesting.js.map +1 -0
  246. package/dist/areas.d.ts +4 -1
  247. package/dist/areas.js +295 -0
  248. package/dist/areas.js.map +1 -0
  249. package/dist/attacks.d.ts +3 -3
  250. package/dist/attacks.js +127 -0
  251. package/dist/attacks.js.map +1 -0
  252. package/dist/burning.d.ts +267 -0
  253. package/dist/burning.js +795 -0
  254. package/dist/burning.js.map +1 -0
  255. package/dist/bytes.js +21 -0
  256. package/dist/bytes.js.map +1 -0
  257. package/dist/callings.d.ts +71 -0
  258. package/dist/callings.js +157 -0
  259. package/dist/callings.js.map +1 -0
  260. package/dist/cameraOrders.d.ts +78 -0
  261. package/dist/cameraOrders.js +114 -0
  262. package/dist/cameraOrders.js.map +1 -0
  263. package/dist/camps.d.ts +70 -4
  264. package/dist/camps.js +501 -0
  265. package/dist/camps.js.map +1 -0
  266. package/dist/capture.d.ts +15 -3
  267. package/dist/capture.js +304 -0
  268. package/dist/capture.js.map +1 -0
  269. package/dist/cellLayers.d.ts +78 -13
  270. package/dist/cellLayers.js +275 -0
  271. package/dist/cellLayers.js.map +1 -0
  272. package/dist/cellPatches.d.ts +24 -0
  273. package/dist/cellPatches.js +73 -0
  274. package/dist/cellPatches.js.map +1 -0
  275. package/dist/cinematics.d.ts +10 -5
  276. package/dist/cinematics.js +161 -0
  277. package/dist/cinematics.js.map +1 -0
  278. package/dist/clock.d.ts +2 -2
  279. package/dist/clock.js +78 -0
  280. package/dist/clock.js.map +1 -0
  281. package/dist/commands.d.ts +36 -4
  282. package/dist/commands.js +636 -0
  283. package/dist/commands.js.map +1 -0
  284. package/dist/components.d.ts +31 -10
  285. package/dist/components.js +74 -0
  286. package/dist/components.js.map +1 -0
  287. package/dist/computers.d.ts +4 -4
  288. package/dist/computers.js +194 -0
  289. package/dist/computers.js.map +1 -0
  290. package/dist/concealment.d.ts +25 -2
  291. package/dist/concealment.js +409 -0
  292. package/dist/concealment.js.map +1 -0
  293. package/dist/coreComponents.js +130 -0
  294. package/dist/coreComponents.js.map +1 -0
  295. package/dist/createGame.d.ts +306 -0
  296. package/dist/createGame.js +405 -0
  297. package/dist/createGame.js.map +1 -0
  298. package/dist/dashing.d.ts +18 -2
  299. package/dist/dashing.js +41 -0
  300. package/dist/dashing.js.map +1 -0
  301. package/dist/debug.d.ts +8 -0
  302. package/dist/debug.js +5 -3
  303. package/dist/debug2.js +76 -0
  304. package/dist/debug2.js.map +1 -0
  305. package/dist/debugCommands.d.ts +6 -6
  306. package/dist/debugCommands.js +537 -0
  307. package/dist/debugCommands.js.map +1 -0
  308. package/dist/debugging.d.ts +1 -0
  309. package/dist/defaultSets.d.ts +183 -0
  310. package/dist/defaultSets.js +216 -0
  311. package/dist/defaultSets.js.map +1 -0
  312. package/dist/definitions.d.ts +6 -0
  313. package/dist/definitions.js +78 -0
  314. package/dist/definitions.js.map +1 -0
  315. package/dist/defs.d.ts +1895 -165
  316. package/dist/defs.js +380 -0
  317. package/dist/defs.js.map +1 -0
  318. package/dist/denying.d.ts +4 -4
  319. package/dist/denying.js +106 -0
  320. package/dist/denying.js.map +1 -0
  321. package/dist/destructibles.d.ts +2 -2
  322. package/dist/destructibles.js +36 -0
  323. package/dist/destructibles.js.map +1 -0
  324. package/dist/determinism.d.ts +4 -4
  325. package/dist/determinism.js +247 -0
  326. package/dist/determinism.js.map +1 -0
  327. package/dist/dialog.d.ts +17 -2
  328. package/dist/dialog.js +108 -0
  329. package/dist/dialog.js.map +1 -0
  330. package/dist/effectRefs.js +28 -0
  331. package/dist/effectRefs.js.map +1 -0
  332. package/dist/effects.d.ts +27 -11
  333. package/dist/effects.js +110 -0
  334. package/dist/effects.js.map +1 -0
  335. package/dist/endings.d.ts +1 -1
  336. package/dist/endings.js +78 -0
  337. package/dist/endings.js.map +1 -0
  338. package/dist/engagement.d.ts +40 -6
  339. package/dist/engagement.js +530 -0
  340. package/dist/engagement.js.map +1 -0
  341. package/dist/engineEvents.d.ts +72 -9
  342. package/dist/engineEvents.js +520 -0
  343. package/dist/engineEvents.js.map +1 -0
  344. package/dist/entity.d.ts +275 -26
  345. package/dist/entity.js +441 -0
  346. package/dist/entity.js.map +1 -0
  347. package/dist/entityIndex.d.ts +10 -3
  348. package/dist/entityIndex.js +149 -0
  349. package/dist/entityIndex.js.map +1 -0
  350. package/dist/errors.d.ts +6 -2
  351. package/dist/errors.js +59 -0
  352. package/dist/errors.js.map +1 -0
  353. package/dist/events.d.ts +11 -5
  354. package/dist/events.js +158 -0
  355. package/dist/events.js.map +1 -0
  356. package/dist/exactMath.js +273 -0
  357. package/dist/exactMath.js.map +1 -0
  358. package/dist/features.d.ts +1 -1
  359. package/dist/features.js +127 -0
  360. package/dist/features.js.map +1 -0
  361. package/dist/fields.d.ts +25 -5
  362. package/dist/fields.js +140 -0
  363. package/dist/fields.js.map +1 -0
  364. package/dist/fixture.d.ts +3 -3
  365. package/dist/fixture.js +512 -0
  366. package/dist/fixture.js.map +1 -0
  367. package/dist/fog.d.ts +26 -3
  368. package/dist/fog.js +333 -0
  369. package/dist/fog.js.map +1 -0
  370. package/dist/foliage.d.ts +476 -0
  371. package/dist/foliage.js +1478 -0
  372. package/dist/foliage.js.map +1 -0
  373. package/dist/foliageDebug.d.ts +57 -0
  374. package/dist/foliageDebug.js +172 -0
  375. package/dist/foliageDebug.js.map +1 -0
  376. package/dist/foliageRegrowth.d.ts +20 -0
  377. package/dist/foliageRegrowth.js +332 -0
  378. package/dist/foliageRegrowth.js.map +1 -0
  379. package/dist/formState.d.ts +67 -0
  380. package/dist/formState.js +65 -0
  381. package/dist/formState.js.map +1 -0
  382. package/dist/formation.d.ts +46 -8
  383. package/dist/formation.js +297 -0
  384. package/dist/formation.js.map +1 -0
  385. package/dist/forms.d.ts +58 -0
  386. package/dist/forms.js +146 -0
  387. package/dist/forms.js.map +1 -0
  388. package/dist/friendlyFire.d.ts +2 -2
  389. package/dist/friendlyFire.js +37 -0
  390. package/dist/friendlyFire.js.map +1 -0
  391. package/dist/game.d.ts +141 -48
  392. package/dist/game.js +834 -0
  393. package/dist/game.js.map +1 -0
  394. package/dist/gameData.d.ts +96 -22
  395. package/dist/gameData.js +1690 -0
  396. package/dist/gameData.js.map +1 -0
  397. package/dist/gameFiles.d.ts +3 -3
  398. package/dist/gameFiles.js +14 -0
  399. package/dist/gameFiles.js.map +1 -0
  400. package/dist/gates.js +92 -0
  401. package/dist/gates.js.map +1 -0
  402. package/dist/generate.d.ts +28 -1
  403. package/dist/generate.js +1062 -0
  404. package/dist/generate.js.map +1 -0
  405. package/dist/generateWorker.d.ts +7 -3
  406. package/dist/generateWorker.js +86 -0
  407. package/dist/generateWorker.js.map +1 -0
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@@ -1,8 +1,12 @@
1
1
  import { type NavigationBuilds } from './builds';
2
2
  import type { Rect, Vec2 } from '#engine/math';
3
- import type { Terrain } from '#engine/terrain';
4
- import type { AgentParams, AgentSave, AgentState, NavDebugGeometry, Navigation } from './navigation';
5
- /** @beta */
3
+ import { type Terrain } from '#engine/terrain';
4
+ import type { AgentMirrors, AgentMotion, AgentParams, AgentSave, AgentState, CellArea, NavDebugGeometry, Navigation } from './navigation';
5
+ /**
6
+ * The options a Recast navigation is made with: who builds it, the agents' size and slope limits, and the room for agents, obstacles and path steps
7
+ *
8
+ * @beta
9
+ */
6
10
  export interface RecastNavigationOptions {
7
11
  /** Who builds it and where what was built is kept: this thread and the process's memory when left out */
8
12
  builds?: NavigationBuilds;
@@ -29,10 +33,11 @@ export interface RecastNavigationOptions {
29
33
  /**
30
34
  * Navigations cut for units of these sizes, each unit on the one for the biggest size it is not smaller than: a
31
35
  * big unit keeps from walls as far as it needs, where all keep 0.5 when left out. Each size is a navigation of its
32
- * own, with its own crowd: units of different sizes walk through each other rather than around (see
33
- * `SizedNavigation`)
36
+ * own, with its own crowd, and the units of the other sizes stand in that crowd as mirrors, so they keep apart as on
37
+ * one navigation (see `SizedNavigation`)
34
38
  */
35
39
  radii?: number[];
40
+ /** How big a cell is, in world units; the engine's own when left out */
36
41
  cellSize?: number;
37
42
  /**
38
43
  * What it is a navigation of: the ground, walked on, or the deep water, sailed on (`Terrain.buildWaterMesh`), at
@@ -55,6 +60,17 @@ export interface RecastNavigationOptions {
55
60
  * its line and loses a tenth of its speed to it
56
61
  */
57
62
  separation?: number;
63
+ /**
64
+ * How a walking agent minds the walls, the edges of the ground it may walk (cliffs, buildings, trees). `'soft'` when
65
+ * left out: an agent steers among velocities (Detour's obstacle avoidance) only while another agent, walking or
66
+ * standing, is within its reach (eight of its radii), and otherwise follows its path, still pushed apart from those near it
67
+ * (`separation`); where it does steer, a wall ahead weighs less (`SOFT_WALLS`). It keeps its speed between trees and
68
+ * round corners. `'detour'` is Detour's own: every walking agent steers every tick, by `DEFAULT_AVOIDANCE`, and one
69
+ * in a gap or hugging a corner, on ground cut its radius from every wall, goes slower or sideways for it
70
+ *
71
+ * @beta
72
+ */
73
+ walls?: 'soft' | 'detour';
58
74
  /**
59
75
  * How fast one on foot goes over the ground at a point, as a multiplier (`groundSpeedOfCell`): what a path weighs,
60
76
  * so that a way around slow ground wins where it is quicker (EN2). Asked as the ground is cut, and again for the tiles
@@ -71,18 +87,35 @@ export interface RecastNavigationOptions {
71
87
  * @beta
72
88
  */
73
89
  export interface AvoidanceParams {
90
+ /** How far the velocity samples may stray from the velocity the agent wants, 0..1 */
74
91
  velBias: number;
92
+ /** How much a sample is penalised for differing from the speed the agent wants */
75
93
  weightDesVel: number;
94
+ /** How much a sample is penalised for differing from the velocity the agent has */
76
95
  weightCurVel: number;
96
+ /** How much a sample is penalised for not passing on the preferred side */
77
97
  weightSide: number;
98
+ /** How much a sample is penalised for hitting something soon */
78
99
  weightToi: number;
100
+ /** How many seconds ahead a sample is checked for hitting something */
79
101
  horizTime: number;
80
102
  /** Samples a side in the grid sampling, odd. Only the adaptive sampling is used by the engine, which goes by the three below */
81
103
  gridSize: number;
104
+ /** How many divisions the adaptive sampling's pattern has */
82
105
  adaptiveDivs: number;
106
+ /** How many rings of samples the adaptive sampling has */
83
107
  adaptiveRings: number;
108
+ /** How many times the adaptive sampling is refined around the best sample */
84
109
  adaptiveDepth: number;
85
110
  }
111
+ /**
112
+ * What `walls: 'soft'` changes of `DEFAULT_AVOIDANCE`, under the level and a game's own numbers: what is ahead counts
113
+ * within 1.5 s (Detour's 2.5) and weighs 1.5 (2.5), and going the speed it wants weighs 3 (2), so that a slower
114
+ * velocity that would touch a wall a little later no longer wins
115
+ *
116
+ * @beta
117
+ */
118
+ export declare const SOFT_WALLS: Readonly<Partial<AvoidanceParams>>;
86
119
  /**
87
120
  * How carefully a crowd steers: `'low'` samples fewer velocities, a cost a tick that grows with the crowd, `'high'` more
88
121
  *
@@ -96,7 +129,7 @@ export type AvoidanceLevel = 'low' | 'medium' | 'high';
96
129
  * @beta
97
130
  */
98
131
  export declare const AVOIDANCE_LEVELS: Readonly<Record<AvoidanceLevel, Readonly<Partial<AvoidanceParams>>>>;
99
- export declare class RecastNavigation implements Navigation {
132
+ export declare class RecastNavigation implements Navigation, AgentMirrors {
100
133
  private readonly terrain;
101
134
  private navMesh;
102
135
  private tileCache;
@@ -114,16 +147,30 @@ export declare class RecastNavigation implements Navigation {
114
147
  /** How its agents steer around each other, and how hard they push apart (`RecastNavigationOptions`) */
115
148
  readonly avoidance: Readonly<AvoidanceParams>;
116
149
  readonly separation: number;
150
+ /** How its agents mind the walls (`RecastNavigationOptions.walls`) */
151
+ readonly walls: 'soft' | 'detour';
117
152
  /** Where its tiles are: to make again those a slowing layer changed on, and to know which an obstacle touches */
118
153
  private tiles;
119
154
  /** The height of what it is a navigation of, at a point: the ground, or the water's surface */
120
155
  private readonly heightAt;
121
- /** What a path weighs (`speedAt`) */
156
+ /** What a path weighs (`speedAt`), and how the ground was cut (`config`): to cut a part of it again (`groundChanged`) */
122
157
  private readonly ground?;
123
158
  /** What it is cut from, the ground as it is now, the way it was first cut: to cut it again (`reshape`) */
124
159
  private readonly cut?;
125
- version: number;
160
+ /** One more each time walkable space changes (`version`) */
161
+ private changes;
162
+ /** What the ground's changes asked and is not done yet: none, mostly */
163
+ private asked;
126
164
  private agents;
165
+ private mirrors;
166
+ /**
167
+ * The crowd of the agents that walk through others (`setPhasing`), on the same navmesh, made as the first comes:
168
+ * Detour has no way to keep an agent out of the others' neighbours, so it walks where there are none. Walls,
169
+ * cliffs and obstacles are the navmesh's, and stop it as they stop anyone
170
+ */
171
+ private phasers;
172
+ /** How many agents the crowd of those that phase has room for now */
173
+ private phasersRoom;
127
174
  private obstacles;
128
175
  /** The room the crowd was first made with: a crowd made anew (`reseat`) starts there, as a loaded world's does */
129
176
  private firstMaxAgents;
@@ -133,22 +180,111 @@ export declare class RecastNavigation implements Navigation {
133
180
  /** Requests waiting while held, and the columns of the tile grid they touch (x * 65536 + z) */
134
181
  private held;
135
182
  private readonly heldColumns;
183
+ /** Points handed to the module, which copies them in: one, and a second for a path's end */
136
184
  private readonly scratch;
185
+ private readonly scratchEnd;
186
+ /** How far `closestPoint` looks, set for each ask */
187
+ private readonly closestQuery;
188
+ /** What `steer` works in each tick, kept: the agents that count, where they are, and a grid of them */
189
+ private readonly near;
190
+ private nearX;
191
+ private nearZ;
192
+ private nearNext;
193
+ private readonly nearHeads;
194
+ /** The tiles made again alone since the ground was last cut whole (`groundChanged`, `reshape` of a part) */
195
+ private overridden;
196
+ /**
197
+ * The obstacles about each column of the grid (`columnsOf`), by their keys, in the order they were put down: what a
198
+ * column made alone is made with. Kept while tiles are made alone, made from `obstacles` as the first is
199
+ */
200
+ private byColumn;
201
+ /** The grid the whole was cut on (`tileGridOf`): a part is made again alone only where the ground is cut on the same */
202
+ private grid;
203
+ /** Columns of the grid obstacles were put down or taken up on, while tiles are made alone: made again from theirs */
204
+ private readonly requested;
137
205
  private constructor();
138
206
  static create(terrain: Terrain, options?: RecastNavigationOptions): Promise<RecastNavigation>;
207
+ private static made;
208
+ /** One more each time walkable space changes: what the ground's changes asked of it done first (`settleGround`) */
209
+ get version(): number;
139
210
  /**
140
- * The ground it is a navigation of was reshaped (`World.reshapeGround`): cut again from the ground as it is now, at
141
- * once and on this thread, as it was cut first (its options, its slow ground); what is in the way put down again where
142
- * it was, in the order it was, and every agent moved over as it stood, as a crowd that grows is. Every machine cuts it
143
- * the same. False, and the navigation left as it was, where the ground as it is now cannot be cut (no water left)
211
+ * The ground it is a navigation of was reshaped (`World.reshapeGround`): cut again from the ground as it is now, on
212
+ * this thread, as it was cut first (its options, its slow ground); what is in the way put down again where it was, in
213
+ * the order it was, and every agent moved over as it stood, as a crowd that grows is. Every machine cuts it the same.
214
+ *
215
+ * Told the part that changed (`area`, in cells), only the tiles it reaches are cut again (`reshapeTiles`), where the
216
+ * ground is still cut on the same grid and that is under half of the tiles: the rest of the navmesh, what is in the
217
+ * way and every agent stay as they are, and an agent whose way went over a tile cut again finds it again, as when a
218
+ * building goes up on it.
219
+ *
220
+ * Not at once: at the first thing asked of it after, or as the tick ends (`settleGround`), with what the other
221
+ * changes of the ground asked before then (a slowing layer painted on the same part, `groundChanged`), each tile once.
222
+ * Nothing asked of it sees the ground as it was. True where it has a ground to cut again; one that cannot be cut as it
223
+ * is now (no water left) is left as it was when the time comes
224
+ */
225
+ reshape(area?: CellArea): boolean;
226
+ /** What the ground's changes ask of it, one more ask */
227
+ private ask;
228
+ /**
229
+ * Does what the ground's changes asked of it and it has not done yet (`reshape`, `groundChanged`), all together: a
230
+ * tile reached by several once, from the ground as it is now. Each ask was weighed as it came (cut whole, or its
231
+ * tiles), so that what comes out is what doing them one by one makes, tile for tile: where a part of the ground was
232
+ * reshaped, the tiles it reaches cut again of the whole ground as it is now, with those a layer was painted on; a
233
+ * layer painted alone, of the ground about its tiles (`groundPart`). The version goes up once for each ask, as it
234
+ * would have. Asked before anything else is asked of it, and by the world as each tick ends
235
+ */
236
+ settleGround(): void;
237
+ /** Cut again whole, of the ground as it is now, what is in the way and every agent put back as they were: false where it cannot be */
238
+ private cutWhole;
239
+ /**
240
+ * A slowing layer of cells changed on these cells (`World.setCells`): the tiles they are in are cut again alone from
241
+ * the ground as it is now (`retile`), its triangles marked with their cells' speeds as a whole
242
+ * cut marks them, so that the polygons part where the speed does now and the navmesh is the one a world made or
243
+ * loaded now cuts whole, tile for tile and area for area: a game saved after it plays out the same loaded. Only the
244
+ * ground about those tiles is read (`groundPart`). Where the change may have made cells walkable or not
245
+ * (`walkability`, a thicket), the tiles whose border reaches them too: the ground kept from them by the agents' radius
246
+ * reaches over the tile's edge. Never cut whole, however many tiles: cutting them alone is quicker, even all of them
247
+ * (half the time of a whole cut on a 128 x 128 map, which also puts every obstacle and agent back). Not at once: with
248
+ * what the other changes of the ground asked, before the next thing asked of it or as the tick ends (`settleGround`)
249
+ */
250
+ groundChanged(cells: readonly number[], walkability?: boolean): void;
251
+ /** The navmesh's tiles of a column of the grid made again: from its layers made alone where it is one of them */
252
+ private buildTilesAt;
253
+ /** Takes every layer of a column out of the navmesh */
254
+ private removeTilesAt;
255
+ /**
256
+ * Cuts again only these tiles (their keys: those a part of the ground reshaped reaches, `reshape`, and those a slowing
257
+ * layer was painted on, `groundChanged`) of the whole ground as it is now (`retile`). False, with nothing changed,
258
+ * where it cannot be (the ground cut on another grid now): it is cut whole
144
259
  */
145
- reshape(): boolean;
260
+ private reshapeTiles;
146
261
  /**
147
- * A slowing layer of cells changed on these cells (`World.setCells`): the tiles they are on are made again, each
148
- * polygon's area the speed under it now. As fine as the polygons the ground was cut into: a patch painted in play in
149
- * the middle of one counts where the polygon's middle is
262
+ * Cuts these columns of the grid again alone (their keys, in order), each from the build as a whole cut of it would
263
+ * make it (`groundTileLayers`; `speedOf` where the build is a part of the ground), and keeps their layers apart from
264
+ * the whole's tile cache (`overridden`, which Recast cannot take a tile out of): the navmesh's tiles there made again
265
+ * from them with the obstacles on them, in order (`buildColumn`). Only what these columns need is done, however many
266
+ * were made alone before. False, with nothing changed, where they could not be made: it is cut whole
150
267
  */
151
- groundChanged(cells: readonly number[]): void;
268
+ private retile;
269
+ /**
270
+ * The navmesh's tiles of a column made alone (`retile`) made again from its layers, as the whole's tile cache makes a
271
+ * tile: through a tile cache of that column alone, in the whole's allocator and compressor, with every obstacle about
272
+ * it put down on it (Detour carves an obstacle into the tiles it touches as it is put down, so the layers go in
273
+ * first), a batch at a time as Detour queues them. Every layer of the column taken out of the navmesh first: the
274
+ * ground as it is now may have fewer than it had. Every layer is made again, each once: those an obstacle touches by
275
+ * Detour as it puts it down, the rest after (an obstacle `columnsOf` puts about a column may touch none of it)
276
+ */
277
+ private buildColumn;
278
+ /** An obstacle put in the columns it is about (`byColumn`), or taken out of them */
279
+ private indexObstacle;
280
+ /** The tiles made alone let go of: the whole's tile cache is the navmesh's again */
281
+ private dropOverridden;
282
+ /**
283
+ * A step of the whole's tile cache's work on what was put down or taken up. Once it is done, the columns made alone
284
+ * that it made again from its own layers, or that an obstacle came to or went from (`requested`), are made again from
285
+ * theirs. Whether the whole's is done
286
+ */
287
+ private updateTiles;
152
288
  /** The limits it was made with, from the map's size or the options: obstacles, and the steps of a path search */
153
289
  get limits(): {
154
290
  maxObstacles: number;
@@ -161,9 +297,36 @@ export declare class RecastNavigation implements Navigation {
161
297
  * one is made and every agent moved over as it is: where it is, how fast it goes, where to
162
298
  */
163
299
  private grow;
300
+ /** Makes room for twice as many agents that phase, as `grow` does for the others: their crowd made anew */
301
+ private growPhasers;
302
+ /** The crowd an agent walks on: the one of those that phase, or everyone's */
303
+ private crowdFor;
164
304
  private toVec3;
165
305
  addAgent(id: number, position: Vec2, params: AgentParams): void;
306
+ /** An agent put on the crowd, or on the crowd of those that phase (`setPhasing`) */
307
+ private place;
308
+ /** An agent put on the crowd of those that phase: made as the first comes, and made bigger as it fills, as `seat` does */
309
+ private seatPhasing;
310
+ /**
311
+ * An agent walks through every other and every other through it (`BuffDef.phasing`), or no longer does: moved over to
312
+ * the crowd of those that phase, or back, as it stands (where, how fast, where to)
313
+ */
314
+ setPhasing(id: number, phasing: boolean): void;
315
+ /** An agent put on the crowd. A full crowd says so with an index of -1, and an agent like that never moves: room is made, and it goes in again */
316
+ private seat;
166
317
  removeAgent(id: number): void;
318
+ readMotion(id: number, out: AgentMotion): boolean;
319
+ addMirror(id: number, motion: AgentMotion, radius: number, ghost: boolean): void;
320
+ /** Asleep from the first (Detour's `INVALID`, as an anchored agent is): of the crowd's step it is only ever a neighbour */
321
+ private mirrorAt;
322
+ moveMirror(id: number, motion: AgentMotion): void;
323
+ /** Written only where it changed, each number a call into WebAssembly: one standing still costs nothing */
324
+ private moveMirrorTo;
325
+ setMirrorGhost(id: number, ghost: boolean): void;
326
+ setMirrorPhasing(id: number, phasing: boolean): void;
327
+ removeMirror(id: number): void;
328
+ /** The mirrors put on a crowd made anew, after its agents and in the order they were, as they stood */
329
+ private remakeMirrors;
167
330
  hasAgent(id: number): boolean;
168
331
  setDestination(id: number, target: Vec2): boolean;
169
332
  clearDestination(id: number): void;
@@ -179,6 +342,17 @@ export declare class RecastNavigation implements Navigation {
179
342
  settle(version: number): void;
180
343
  readAgent(id: number, out: AgentState): boolean;
181
344
  update(dt: number): void;
345
+ /** The flags an agent steers by, set on the crowd only where they change: one call into WebAssembly */
346
+ private setFlags;
347
+ /**
348
+ * `walls: 'soft'`: an agent walking somewhere steers among velocities (obstacle avoidance) only while another agent
349
+ * (walking or standing, anchored too, not a ghost) is within its reach, its collision query range (eight of its
350
+ * radii); otherwise it follows its path, pushed apart from those near it (separation) but never slowed by a wall it
351
+ * touches. Read from where every agent is as the tick starts, in a grid of cells as large as the longest reach, so
352
+ * that a game loaded from a save steers as the game it was saved from (Detour's own lists of neighbours are of the
353
+ * tick before, and a crowd made anew has none)
354
+ */
355
+ private steer;
182
356
  addObstacle(key: number, rect: Rect): boolean;
183
357
  /**
184
358
  * Holds obstacles back (true) or lets them go (false): while held, a request to put one down or take one up waits in
@@ -195,7 +369,9 @@ export declare class RecastNavigation implements Navigation {
195
369
  private makeRoom;
196
370
  /**
197
371
  * The columns of the tile grid an obstacle touches, or more: Detour takes a box obstacle's bounds as a square 1.41 times
198
- * its longer half side about its middle, here 1.5 times, so that rounding never leaves one out
372
+ * its longer half side about its middle, here 1.5 times, so that rounding never leaves one out. More, then, and not
373
+ * Detour's own test (which also weighs each layer's walkable cells and heights): what is done with a column here holds
374
+ * for one the obstacle does not touch (`buildColumn` makes every layer of it however that falls out)
199
375
  */
200
376
  private columnsOf;
201
377
  /** Every held request made into tiles: the tile cache up to date */