@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.
- package/dist/abilities/amounts.d.ts +28 -0
- package/dist/abilities/amounts.js +74 -0
- package/dist/abilities/amounts.js.map +1 -0
- package/dist/abilities/buffs.d.ts +106 -6
- package/dist/abilities/buffs.js +443 -0
- package/dist/abilities/buffs.js.map +1 -0
- package/dist/abilities/castTold.d.ts +2 -0
- package/dist/abilities/castTold.js +66 -0
- package/dist/abilities/castTold.js.map +1 -0
- package/dist/abilities/chance.d.ts +38 -0
- package/dist/abilities/chance.js +77 -0
- package/dist/abilities/chance.js.map +1 -0
- package/dist/abilities/charges.d.ts +18 -0
- package/dist/abilities/charges.js +101 -0
- package/dist/abilities/charges.js.map +1 -0
- package/dist/abilities/control.d.ts +28 -0
- package/dist/abilities/control.js +113 -0
- package/dist/abilities/control.js.map +1 -0
- package/dist/abilities/dispel.js +51 -0
- package/dist/abilities/dispel.js.map +1 -0
- package/dist/abilities/effectFields.d.ts +1 -1
- package/dist/abilities/effectFields.js +676 -0
- package/dist/abilities/effectFields.js.map +1 -0
- package/dist/abilities/effectIndex.d.ts +27 -0
- package/dist/abilities/effectIndex.js +64 -0
- package/dist/abilities/effectIndex.js.map +1 -0
- package/dist/abilities/effects/buff.d.ts +9 -3
- package/dist/abilities/effects/buff.js +84 -0
- package/dist/abilities/effects/buff.js.map +1 -0
- package/dist/abilities/effects/conditions.d.ts +2 -0
- package/dist/abilities/effects/conditions.js +41 -0
- package/dist/abilities/effects/conditions.js.map +1 -0
- package/dist/abilities/effects/core.js +54 -0
- package/dist/abilities/effects/core.js.map +1 -0
- package/dist/abilities/effects/damage.d.ts +1 -1
- package/dist/abilities/effects/damage.js +43 -0
- package/dist/abilities/effects/damage.js.map +1 -0
- package/dist/abilities/effects/heal.d.ts +2 -2
- package/dist/abilities/effects/heal.js +51 -0
- package/dist/abilities/effects/heal.js.map +1 -0
- package/dist/abilities/effects/missile.d.ts +13 -1
- package/dist/abilities/effects/missile.js +104 -0
- package/dist/abilities/effects/missile.js.map +1 -0
- package/dist/abilities/effects/morph.d.ts +5 -0
- package/dist/abilities/effects/morph.js +43 -0
- package/dist/abilities/effects/morph.js.map +1 -0
- package/dist/abilities/effects/moves.d.ts +16 -4
- package/dist/abilities/effects/moves.js +212 -0
- package/dist/abilities/effects/moves.js.map +1 -0
- package/dist/abilities/effects/passives.d.ts +19 -9
- package/dist/abilities/effects/passives.js +131 -0
- package/dist/abilities/effects/passives.js.map +1 -0
- package/dist/abilities/effects/proxy.d.ts +5 -0
- package/dist/abilities/effects/proxy.js +60 -0
- package/dist/abilities/effects/proxy.js.map +1 -0
- package/dist/abilities/effects/sight.d.ts +2 -2
- package/dist/abilities/effects/sight.js +39 -0
- package/dist/abilities/effects/sight.js.map +1 -0
- package/dist/abilities/effects/spawn.d.ts +5 -2
- package/dist/abilities/effects/spawn.js +40 -0
- package/dist/abilities/effects/spawn.js.map +1 -0
- package/dist/abilities/effects/timed.d.ts +2 -2
- package/dist/abilities/effects/timed.js +96 -0
- package/dist/abilities/effects/timed.js.map +1 -0
- package/dist/abilities/effects/trade.d.ts +1 -1
- package/dist/abilities/effects/trade.js +25 -0
- package/dist/abilities/effects/trade.js.map +1 -0
- package/dist/abilities/effects.d.ts +97 -23
- package/dist/abilities/effects.js +860 -0
- package/dist/abilities/effects.js.map +1 -0
- package/dist/abilities/land.d.ts +38 -4
- package/dist/abilities/land.js +189 -0
- package/dist/abilities/land.js.map +1 -0
- package/dist/abilities/recast.d.ts +45 -0
- package/dist/abilities/recast.js +118 -0
- package/dist/abilities/recast.js.map +1 -0
- package/dist/abilities/scaled.js +40 -0
- package/dist/abilities/scaled.js.map +1 -0
- package/dist/abilities/screen.d.ts +6 -0
- package/dist/abilities/screen.js +83 -0
- package/dist/abilities/screen.js.map +1 -0
- package/dist/abilities/shapes.d.ts +66 -0
- package/dist/abilities/shapes.js +122 -0
- package/dist/abilities/shapes.js.map +1 -0
- package/dist/abilities/text.d.ts +14 -2
- package/dist/abilities/text.js +204 -0
- package/dist/abilities/text.js.map +1 -0
- package/dist/abilities/triggers.d.ts +98 -0
- package/dist/abilities/triggers.js +351 -0
- package/dist/abilities/triggers.js.map +1 -0
- package/dist/abilityChanges.d.ts +131 -0
- package/dist/abilityChanges.js +345 -0
- package/dist/abilityChanges.js.map +1 -0
- package/dist/ai/area.d.ts +4 -1
- package/dist/ai/brain.d.ts +4 -1
- package/dist/ai/brain.js +844 -0
- package/dist/ai/brain.js.map +1 -0
- package/dist/ai/budget.js +74 -0
- package/dist/ai/budget.js.map +1 -0
- package/dist/ai/checks.d.ts +9 -1
- package/dist/ai/checks.js +242 -0
- package/dist/ai/checks.js.map +1 -0
- package/dist/ai/computer.d.ts +11 -4
- package/dist/ai/computer.js +251 -0
- package/dist/ai/computer.js.map +1 -0
- package/dist/ai/defence.d.ts +4 -0
- package/dist/ai/defence.js +430 -0
- package/dist/ai/defence.js.map +1 -0
- package/dist/ai/define.d.ts +3 -2
- package/dist/ai/define.js +31 -0
- package/dist/ai/define.js.map +1 -0
- package/dist/ai/economy.d.ts +10 -7
- package/dist/ai/economy.js +780 -0
- package/dist/ai/economy.js.map +1 -0
- package/dist/ai/geometry.js +38 -0
- package/dist/ai/geometry.js.map +1 -0
- package/dist/ai/goals.d.ts +1 -0
- package/dist/ai/goals.js +560 -0
- package/dist/ai/goals.js.map +1 -0
- package/dist/ai/knowledge.d.ts +72 -7
- package/dist/ai/knowledge.js +804 -0
- package/dist/ai/knowledge.js.map +1 -0
- package/dist/ai/lanes.d.ts +10 -2
- package/dist/ai/lanes.js +715 -0
- package/dist/ai/lanes.js.map +1 -0
- package/dist/ai/melee/build.js +264 -0
- package/dist/ai/melee/build.js.map +1 -0
- package/dist/ai/melee/goals.d.ts +7 -0
- package/dist/ai/melee/goals.js +720 -0
- package/dist/ai/melee/goals.js.map +1 -0
- package/dist/ai/melee/heroes.js +68 -0
- package/dist/ai/melee/heroes.js.map +1 -0
- package/dist/ai/melee/index.d.ts +1 -1
- package/dist/ai/melee/index.js +51 -0
- package/dist/ai/melee/index.js.map +1 -0
- package/dist/ai/melee/production.js +29 -0
- package/dist/ai/melee/production.js.map +1 -0
- package/dist/ai/melee/surrender.js +64 -0
- package/dist/ai/melee/surrender.js.map +1 -0
- package/dist/ai/micro.d.ts +9 -0
- package/dist/ai/micro.js +1316 -0
- package/dist/ai/micro.js.map +1 -0
- package/dist/ai/mission.d.ts +9 -2
- package/dist/ai/mission.js +538 -0
- package/dist/ai/mission.js.map +1 -0
- package/dist/ai/missionRules.d.ts +1 -1
- package/dist/ai/missionRules.js +26 -0
- package/dist/ai/missionRules.js.map +1 -0
- package/dist/ai/module.d.ts +6 -2
- package/dist/ai/module.js +37 -0
- package/dist/ai/module.js.map +1 -0
- package/dist/ai/options.d.ts +3 -3
- package/dist/ai/plans/build.d.ts +20 -1
- package/dist/ai/plans/build.js +608 -0
- package/dist/ai/plans/build.js.map +1 -0
- package/dist/ai/plans/placement.d.ts +4 -1
- package/dist/ai/plans/placement.js +295 -0
- package/dist/ai/plans/placement.js.map +1 -0
- package/dist/ai/plans/plans.d.ts +9 -0
- package/dist/ai/plans/plans.js +110 -0
- package/dist/ai/plans/plans.js.map +1 -0
- package/dist/ai/plans/production.d.ts +14 -2
- package/dist/ai/plans/production.js +434 -0
- package/dist/ai/plans/production.js.map +1 -0
- package/dist/ai/plans/purse.d.ts +6 -3
- package/dist/ai/plans/purse.js +139 -0
- package/dist/ai/plans/purse.js.map +1 -0
- package/dist/ai/plans/tech.d.ts +6 -0
- package/dist/ai/plans/tech.js +122 -0
- package/dist/ai/plans/tech.js.map +1 -0
- package/dist/ai/profiles.d.ts +4 -4
- package/dist/{profiles-B3NS9jwk.js → ai/profiles.js} +3 -98
- package/dist/ai/profiles.js.map +1 -0
- package/dist/ai/reach.js +54 -0
- package/dist/ai/reach.js.map +1 -0
- package/dist/ai/report.d.ts +8 -0
- package/dist/ai/report.js +87 -0
- package/dist/ai/report.js.map +1 -0
- package/dist/ai/roles.d.ts +4 -0
- package/dist/ai/roles.js +207 -0
- package/dist/ai/roles.js.map +1 -0
- package/dist/ai/rules.d.ts +8 -2
- package/dist/ai/rules.js +416 -0
- package/dist/ai/rules.js.map +1 -0
- package/dist/ai/scouting.d.ts +6 -0
- package/dist/ai/scouting.js +324 -0
- package/dist/ai/scouting.js.map +1 -0
- package/dist/ai/settings.js +99 -0
- package/dist/ai/settings.js.map +1 -0
- package/dist/ai/squads.d.ts +21 -2
- package/dist/ai/squads.js +916 -0
- package/dist/ai/squads.js.map +1 -0
- package/dist/ai/strength.js +320 -0
- package/dist/ai/strength.js.map +1 -0
- package/dist/ai/task.d.ts +3 -1
- package/dist/ai/task.js +17 -0
- package/dist/ai/task.js.map +1 -0
- package/dist/ai/tasks/attack.js +24 -0
- package/dist/ai/tasks/attack.js.map +1 -0
- package/dist/ai/tasks/capture.d.ts +3 -3
- package/dist/ai/tasks/capture.js +37 -0
- package/dist/ai/tasks/capture.js.map +1 -0
- package/dist/ai/tasks/creep.js +29 -0
- package/dist/ai/tasks/creep.js.map +1 -0
- package/dist/ai/tasks/defend.js +61 -0
- package/dist/ai/tasks/defend.js.map +1 -0
- package/dist/ai/tasks/drop.js +81 -0
- package/dist/ai/tasks/drop.js.map +1 -0
- package/dist/ai/tasks/escort.js +59 -0
- package/dist/ai/tasks/escort.js.map +1 -0
- package/dist/ai/tasks/gather.js +48 -0
- package/dist/ai/tasks/gather.js.map +1 -0
- package/dist/ai/tasks/harass.js +39 -0
- package/dist/ai/tasks/harass.js.map +1 -0
- package/dist/ai/tasks/hold.js +32 -0
- package/dist/ai/tasks/hold.js.map +1 -0
- package/dist/ai/tasks/index.js +34 -0
- package/dist/ai/tasks/index.js.map +1 -0
- package/dist/ai/tasks/move.js +26 -0
- package/dist/ai/tasks/move.js.map +1 -0
- package/dist/ai/tasks/patrol.js +59 -0
- package/dist/ai/tasks/patrol.js.map +1 -0
- package/dist/ai/tasks/retreat.js +28 -0
- package/dist/ai/tasks/retreat.js.map +1 -0
- package/dist/ai/tasks/scout.js +73 -0
- package/dist/ai/tasks/scout.js.map +1 -0
- package/dist/ai/tasks/shared.d.ts +1 -1
- package/dist/ai/tasks/shared.js +137 -0
- package/dist/ai/tasks/shared.js.map +1 -0
- package/dist/ai/team.d.ts +18 -1
- package/dist/ai/team.js +492 -0
- package/dist/ai/team.js.map +1 -0
- package/dist/ai/threat.d.ts +6 -0
- package/dist/ai/threat.js +206 -0
- package/dist/ai/threat.js.map +1 -0
- package/dist/ai/view.d.ts +21 -7
- package/dist/ai/view.js +677 -0
- package/dist/ai/view.js.map +1 -0
- package/dist/ai/waves.d.ts +6 -0
- package/dist/ai/waves.js +410 -0
- package/dist/ai/waves.js.map +1 -0
- package/dist/ai.js +54 -6239
- package/dist/aiTesting.d.ts +6 -3
- package/dist/aiTesting.js +229 -0
- package/dist/aiTesting.js.map +1 -0
- package/dist/areas.d.ts +4 -1
- package/dist/areas.js +295 -0
- package/dist/areas.js.map +1 -0
- package/dist/attacks.d.ts +3 -3
- package/dist/attacks.js +127 -0
- package/dist/attacks.js.map +1 -0
- package/dist/burning.d.ts +267 -0
- package/dist/burning.js +795 -0
- package/dist/burning.js.map +1 -0
- package/dist/bytes.js +21 -0
- package/dist/bytes.js.map +1 -0
- package/dist/callings.d.ts +71 -0
- package/dist/callings.js +157 -0
- package/dist/callings.js.map +1 -0
- package/dist/cameraOrders.d.ts +78 -0
- package/dist/cameraOrders.js +114 -0
- package/dist/cameraOrders.js.map +1 -0
- package/dist/camps.d.ts +70 -4
- package/dist/camps.js +501 -0
- package/dist/camps.js.map +1 -0
- package/dist/capture.d.ts +15 -3
- package/dist/capture.js +304 -0
- package/dist/capture.js.map +1 -0
- package/dist/cellLayers.d.ts +78 -13
- package/dist/cellLayers.js +275 -0
- package/dist/cellLayers.js.map +1 -0
- package/dist/cellPatches.d.ts +24 -0
- package/dist/cellPatches.js +73 -0
- package/dist/cellPatches.js.map +1 -0
- package/dist/cinematics.d.ts +10 -5
- package/dist/cinematics.js +161 -0
- package/dist/cinematics.js.map +1 -0
- package/dist/clock.d.ts +2 -2
- package/dist/clock.js +78 -0
- package/dist/clock.js.map +1 -0
- package/dist/commands.d.ts +36 -4
- package/dist/commands.js +636 -0
- package/dist/commands.js.map +1 -0
- package/dist/components.d.ts +31 -10
- package/dist/components.js +74 -0
- package/dist/components.js.map +1 -0
- package/dist/computers.d.ts +4 -4
- package/dist/computers.js +194 -0
- package/dist/computers.js.map +1 -0
- package/dist/concealment.d.ts +25 -2
- package/dist/concealment.js +409 -0
- package/dist/concealment.js.map +1 -0
- package/dist/coreComponents.js +130 -0
- package/dist/coreComponents.js.map +1 -0
- package/dist/createGame.d.ts +306 -0
- package/dist/createGame.js +405 -0
- package/dist/createGame.js.map +1 -0
- package/dist/dashing.d.ts +18 -2
- package/dist/dashing.js +41 -0
- package/dist/dashing.js.map +1 -0
- package/dist/debug.d.ts +8 -0
- package/dist/debug.js +5 -3
- package/dist/debug2.js +76 -0
- package/dist/debug2.js.map +1 -0
- package/dist/debugCommands.d.ts +6 -6
- package/dist/debugCommands.js +537 -0
- package/dist/debugCommands.js.map +1 -0
- package/dist/debugging.d.ts +1 -0
- package/dist/defaultSets.d.ts +183 -0
- package/dist/defaultSets.js +216 -0
- package/dist/defaultSets.js.map +1 -0
- package/dist/definitions.d.ts +6 -0
- package/dist/definitions.js +78 -0
- package/dist/definitions.js.map +1 -0
- package/dist/defs.d.ts +1895 -165
- package/dist/defs.js +380 -0
- package/dist/defs.js.map +1 -0
- package/dist/denying.d.ts +4 -4
- package/dist/denying.js +106 -0
- package/dist/denying.js.map +1 -0
- package/dist/destructibles.d.ts +2 -2
- package/dist/destructibles.js +36 -0
- package/dist/destructibles.js.map +1 -0
- package/dist/determinism.d.ts +4 -4
- package/dist/determinism.js +247 -0
- package/dist/determinism.js.map +1 -0
- package/dist/dialog.d.ts +17 -2
- package/dist/dialog.js +108 -0
- package/dist/dialog.js.map +1 -0
- package/dist/effectRefs.js +28 -0
- package/dist/effectRefs.js.map +1 -0
- package/dist/effects.d.ts +27 -11
- package/dist/effects.js +110 -0
- package/dist/effects.js.map +1 -0
- package/dist/endings.d.ts +1 -1
- package/dist/endings.js +78 -0
- package/dist/endings.js.map +1 -0
- package/dist/engagement.d.ts +40 -6
- package/dist/engagement.js +530 -0
- package/dist/engagement.js.map +1 -0
- package/dist/engineEvents.d.ts +72 -9
- package/dist/engineEvents.js +520 -0
- package/dist/engineEvents.js.map +1 -0
- package/dist/entity.d.ts +275 -26
- package/dist/entity.js +441 -0
- package/dist/entity.js.map +1 -0
- package/dist/entityIndex.d.ts +10 -3
- package/dist/entityIndex.js +149 -0
- package/dist/entityIndex.js.map +1 -0
- package/dist/errors.d.ts +6 -2
- package/dist/errors.js +59 -0
- package/dist/errors.js.map +1 -0
- package/dist/events.d.ts +11 -5
- package/dist/events.js +158 -0
- package/dist/events.js.map +1 -0
- package/dist/exactMath.js +273 -0
- package/dist/exactMath.js.map +1 -0
- package/dist/features.d.ts +1 -1
- package/dist/features.js +127 -0
- package/dist/features.js.map +1 -0
- package/dist/fields.d.ts +25 -5
- package/dist/fields.js +140 -0
- package/dist/fields.js.map +1 -0
- package/dist/fixture.d.ts +3 -3
- package/dist/fixture.js +512 -0
- package/dist/fixture.js.map +1 -0
- package/dist/fog.d.ts +26 -3
- package/dist/fog.js +333 -0
- package/dist/fog.js.map +1 -0
- package/dist/foliage.d.ts +476 -0
- package/dist/foliage.js +1478 -0
- package/dist/foliage.js.map +1 -0
- package/dist/foliageDebug.d.ts +57 -0
- package/dist/foliageDebug.js +172 -0
- package/dist/foliageDebug.js.map +1 -0
- package/dist/foliageRegrowth.d.ts +20 -0
- package/dist/foliageRegrowth.js +332 -0
- package/dist/foliageRegrowth.js.map +1 -0
- package/dist/formState.d.ts +67 -0
- package/dist/formState.js +65 -0
- package/dist/formState.js.map +1 -0
- package/dist/formation.d.ts +46 -8
- package/dist/formation.js +297 -0
- package/dist/formation.js.map +1 -0
- package/dist/forms.d.ts +58 -0
- package/dist/forms.js +146 -0
- package/dist/forms.js.map +1 -0
- package/dist/friendlyFire.d.ts +2 -2
- package/dist/friendlyFire.js +37 -0
- package/dist/friendlyFire.js.map +1 -0
- package/dist/game.d.ts +141 -48
- package/dist/game.js +834 -0
- package/dist/game.js.map +1 -0
- package/dist/gameData.d.ts +96 -22
- package/dist/gameData.js +1690 -0
- package/dist/gameData.js.map +1 -0
- package/dist/gameFiles.d.ts +3 -3
- package/dist/gameFiles.js +14 -0
- package/dist/gameFiles.js.map +1 -0
- package/dist/gates.js +92 -0
- package/dist/gates.js.map +1 -0
- package/dist/generate.d.ts +28 -1
- package/dist/generate.js +1062 -0
- package/dist/generate.js.map +1 -0
- package/dist/generateWorker.d.ts +7 -3
- package/dist/generateWorker.js +86 -0
- package/dist/generateWorker.js.map +1 -0
- package/dist/grid.d.ts +9 -0
- package/dist/grid.js +102 -0
- package/dist/grid.js.map +1 -0
- package/dist/ground.d.ts +17 -1
- package/dist/ground.js +375 -0
- package/dist/ground.js.map +1 -0
- package/dist/groundObjects.d.ts +70 -0
- package/dist/groundObjects.js +371 -0
- package/dist/groundObjects.js.map +1 -0
- package/dist/groundSpeed.d.ts +20 -3
- package/dist/groundSpeed.js +117 -0
- package/dist/groundSpeed.js.map +1 -0
- package/dist/hero.d.ts +126 -10
- package/dist/hero.js +432 -0
- package/dist/hero.js.map +1 -0
- package/dist/holds.d.ts +94 -0
- package/dist/holds.js +305 -0
- package/dist/holds.js.map +1 -0
- package/dist/home.d.ts +1 -1
- package/dist/home.js +30 -0
- package/dist/home.js.map +1 -0
- package/dist/hooks.d.ts +339 -57
- package/dist/hooks.js +105 -0
- package/dist/hooks.js.map +1 -0
- package/dist/hotReload.d.ts +6 -5
- package/dist/hotReload.js +145 -0
- package/dist/hotReload.js.map +1 -0
- package/dist/ids.d.ts +3 -3
- package/dist/ids.js +30 -0
- package/dist/ids.js.map +1 -0
- package/dist/idsFile.d.ts +36 -0
- package/dist/idsFile.js +134 -0
- package/dist/idsFile.js.map +1 -0
- package/dist/index.d.ts +105 -68
- package/dist/index.js +194 -4701
- package/dist/inspect.d.ts +29 -2
- package/dist/{inspect-D9dWHmZ0.js → inspect.js} +21 -12
- package/dist/inspect.js.map +1 -0
- package/dist/inventory.d.ts +14 -1
- package/dist/inventory.js +84 -0
- package/dist/inventory.js.map +1 -0
- package/dist/items.d.ts +136 -8
- package/dist/items.js +585 -0
- package/dist/items.js.map +1 -0
- package/dist/lanes.d.ts +12 -3
- package/dist/lanes.js +496 -0
- package/dist/lanes.js.map +1 -0
- package/dist/life.d.ts +6 -2
- package/dist/life.js +287 -0
- package/dist/life.js.map +1 -0
- package/dist/log.d.ts +26 -3
- package/dist/log.js +192 -0
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- package/package.json +2 -2
- package/dist/ai.js.map +0 -1
- package/dist/attributes.d.ts +0 -66
- package/dist/brain-BvVdUhX8.js +0 -7659
- package/dist/brain-BvVdUhX8.js.map +0 -1
- package/dist/builds-C6LfgvEU.js +0 -460
- package/dist/builds-C6LfgvEU.js.map +0 -1
- package/dist/coreComponents-syuh2fPG.js +0 -5149
- package/dist/coreComponents-syuh2fPG.js.map +0 -1
- package/dist/debugCommands-CzjrSm66.js +0 -14739
- package/dist/debugCommands-CzjrSm66.js.map +0 -1
- package/dist/determinism-BCymQwiE.js +0 -518
- package/dist/determinism-BCymQwiE.js.map +0 -1
- package/dist/game-DiJEN-Ks.js +0 -5800
- package/dist/game-DiJEN-Ks.js.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/inspect-D9dWHmZ0.js.map +0 -1
- package/dist/local-Dkovq42k.js +0 -1379
- package/dist/local-Dkovq42k.js.map +0 -1
- package/dist/missionRules-C-bGxm0Q.js.map +0 -1
- package/dist/navigation-worker.js.map +0 -1
- package/dist/packs-g5thvmGn.js +0 -3199
- package/dist/packs-g5thvmGn.js.map +0 -1
- package/dist/profiles-B3NS9jwk.js.map +0 -1
- package/dist/server.js.map +0 -1
- package/dist/simulate-oXBiw1Ff.js.map +0 -1
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import { type NavigationBuilds } from './builds';
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import type { Rect, Vec2 } from '#engine/math';
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import type
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import type { AgentParams, AgentSave, AgentState, NavDebugGeometry, Navigation } from './navigation';
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/**
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import { type Terrain } from '#engine/terrain';
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import type { AgentMirrors, AgentMotion, AgentParams, AgentSave, AgentState, CellArea, NavDebugGeometry, Navigation } from './navigation';
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/**
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* 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
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*
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* @beta
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*/
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export interface RecastNavigationOptions {
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/** Who builds it and where what was built is kept: this thread and the process's memory when left out */
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builds?: NavigationBuilds;
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/**
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* Navigations cut for units of these sizes, each unit on the one for the biggest size it is not smaller than: a
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* 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
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* own, with its own crowd
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* `SizedNavigation`)
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* own, with its own crowd, and the units of the other sizes stand in that crowd as mirrors, so they keep apart as on
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* one navigation (see `SizedNavigation`)
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*/
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radii?: number[];
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/** How big a cell is, in world units; the engine's own when left out */
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cellSize?: number;
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/**
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* What it is a navigation of: the ground, walked on, or the deep water, sailed on (`Terrain.buildWaterMesh`), at
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* its line and loses a tenth of its speed to it
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*/
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separation?: number;
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/**
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* How a walking agent minds the walls, the edges of the ground it may walk (cliffs, buildings, trees). `'soft'` when
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* left out: an agent steers among velocities (Detour's obstacle avoidance) only while another agent, walking or
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* standing, is within its reach (eight of its radii), and otherwise follows its path, still pushed apart from those near it
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* (`separation`); where it does steer, a wall ahead weighs less (`SOFT_WALLS`). It keeps its speed between trees and
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* round corners. `'detour'` is Detour's own: every walking agent steers every tick, by `DEFAULT_AVOIDANCE`, and one
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* in a gap or hugging a corner, on ground cut its radius from every wall, goes slower or sideways for it
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*
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* @beta
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*/
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walls?: 'soft' | 'detour';
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/**
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* How fast one on foot goes over the ground at a point, as a multiplier (`groundSpeedOfCell`): what a path weighs,
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* so that a way around slow ground wins where it is quicker (EN2). Asked as the ground is cut, and again for the tiles
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* @beta
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*/
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export interface AvoidanceParams {
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/** How far the velocity samples may stray from the velocity the agent wants, 0..1 */
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velBias: number;
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/** How much a sample is penalised for differing from the speed the agent wants */
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weightDesVel: number;
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/** How much a sample is penalised for differing from the velocity the agent has */
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weightCurVel: number;
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/** How much a sample is penalised for not passing on the preferred side */
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weightSide: number;
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/** How much a sample is penalised for hitting something soon */
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weightToi: number;
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/** How many seconds ahead a sample is checked for hitting something */
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horizTime: number;
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/** Samples a side in the grid sampling, odd. Only the adaptive sampling is used by the engine, which goes by the three below */
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gridSize: number;
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/** How many divisions the adaptive sampling's pattern has */
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adaptiveDivs: number;
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/** How many rings of samples the adaptive sampling has */
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adaptiveRings: number;
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/** How many times the adaptive sampling is refined around the best sample */
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adaptiveDepth: number;
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}
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/**
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* What `walls: 'soft'` changes of `DEFAULT_AVOIDANCE`, under the level and a game's own numbers: what is ahead counts
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* 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
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* velocity that would touch a wall a little later no longer wins
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*
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* @beta
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*/
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export declare const SOFT_WALLS: Readonly<Partial<AvoidanceParams>>;
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/**
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* How carefully a crowd steers: `'low'` samples fewer velocities, a cost a tick that grows with the crowd, `'high'` more
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*
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* @beta
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*/
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export declare const AVOIDANCE_LEVELS: Readonly<Record<AvoidanceLevel, Readonly<Partial<AvoidanceParams>>>>;
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export declare class RecastNavigation implements Navigation {
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export declare class RecastNavigation implements Navigation, AgentMirrors {
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private readonly terrain;
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private navMesh;
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private tileCache;
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/** How its agents steer around each other, and how hard they push apart (`RecastNavigationOptions`) */
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readonly avoidance: Readonly<AvoidanceParams>;
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readonly separation: number;
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/** How its agents mind the walls (`RecastNavigationOptions.walls`) */
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readonly walls: 'soft' | 'detour';
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/** Where its tiles are: to make again those a slowing layer changed on, and to know which an obstacle touches */
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private tiles;
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/** The height of what it is a navigation of, at a point: the ground, or the water's surface */
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private readonly heightAt;
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/** What a path weighs (`speedAt`) */
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/** What a path weighs (`speedAt`), and how the ground was cut (`config`): to cut a part of it again (`groundChanged`) */
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private readonly ground?;
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/** What it is cut from, the ground as it is now, the way it was first cut: to cut it again (`reshape`) */
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private readonly cut?;
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version
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/** One more each time walkable space changes (`version`) */
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private changes;
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/** What the ground's changes asked and is not done yet: none, mostly */
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private asked;
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private agents;
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private mirrors;
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/**
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* The crowd of the agents that walk through others (`setPhasing`), on the same navmesh, made as the first comes:
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* Detour has no way to keep an agent out of the others' neighbours, so it walks where there are none. Walls,
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* cliffs and obstacles are the navmesh's, and stop it as they stop anyone
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*/
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private phasers;
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/** How many agents the crowd of those that phase has room for now */
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private phasersRoom;
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private obstacles;
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/** The room the crowd was first made with: a crowd made anew (`reseat`) starts there, as a loaded world's does */
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private firstMaxAgents;
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/** Requests waiting while held, and the columns of the tile grid they touch (x * 65536 + z) */
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private held;
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private readonly heldColumns;
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/** Points handed to the module, which copies them in: one, and a second for a path's end */
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private readonly scratch;
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private readonly scratchEnd;
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/** How far `closestPoint` looks, set for each ask */
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private readonly closestQuery;
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/** What `steer` works in each tick, kept: the agents that count, where they are, and a grid of them */
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private readonly near;
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private nearX;
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private nearZ;
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private nearNext;
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private readonly nearHeads;
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/** The tiles made again alone since the ground was last cut whole (`groundChanged`, `reshape` of a part) */
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private overridden;
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/**
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* The obstacles about each column of the grid (`columnsOf`), by their keys, in the order they were put down: what a
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* column made alone is made with. Kept while tiles are made alone, made from `obstacles` as the first is
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*/
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private byColumn;
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/** The grid the whole was cut on (`tileGridOf`): a part is made again alone only where the ground is cut on the same */
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private grid;
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/** Columns of the grid obstacles were put down or taken up on, while tiles are made alone: made again from theirs */
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private readonly requested;
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private constructor();
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static create(terrain: Terrain, options?: RecastNavigationOptions): Promise<RecastNavigation>;
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private static made;
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/** One more each time walkable space changes: what the ground's changes asked of it done first (`settleGround`) */
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get version(): number;
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/**
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* The ground it is a navigation of was reshaped (`World.reshapeGround`): cut again from the ground as it is now,
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*
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*
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*
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* The ground it is a navigation of was reshaped (`World.reshapeGround`): cut again from the ground as it is now, on
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* this thread, as it was cut first (its options, its slow ground); what is in the way put down again where it was, in
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* the order it was, and every agent moved over as it stood, as a crowd that grows is. Every machine cuts it the same.
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*
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* Told the part that changed (`area`, in cells), only the tiles it reaches are cut again (`reshapeTiles`), where the
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* 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
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* 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
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* building goes up on it.
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*
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* Not at once: at the first thing asked of it after, or as the tick ends (`settleGround`), with what the other
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* changes of the ground asked before then (a slowing layer painted on the same part, `groundChanged`), each tile once.
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* 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
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* is now (no water left) is left as it was when the time comes
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*/
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reshape(area?: CellArea): boolean;
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/** What the ground's changes ask of it, one more ask */
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private ask;
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/**
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* Does what the ground's changes asked of it and it has not done yet (`reshape`, `groundChanged`), all together: a
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* tile reached by several once, from the ground as it is now. Each ask was weighed as it came (cut whole, or its
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* tiles), so that what comes out is what doing them one by one makes, tile for tile: where a part of the ground was
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* reshaped, the tiles it reaches cut again of the whole ground as it is now, with those a layer was painted on; a
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* layer painted alone, of the ground about its tiles (`groundPart`). The version goes up once for each ask, as it
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* would have. Asked before anything else is asked of it, and by the world as each tick ends
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*/
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settleGround(): void;
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/** 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 */
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private cutWhole;
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/**
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* A slowing layer of cells changed on these cells (`World.setCells`): the tiles they are in are cut again alone from
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* the ground as it is now (`retile`), its triangles marked with their cells' speeds as a whole
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* cut marks them, so that the polygons part where the speed does now and the navmesh is the one a world made or
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* loaded now cuts whole, tile for tile and area for area: a game saved after it plays out the same loaded. Only the
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* ground about those tiles is read (`groundPart`). Where the change may have made cells walkable or not
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* (`walkability`, a thicket), the tiles whose border reaches them too: the ground kept from them by the agents' radius
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* reaches over the tile's edge. Never cut whole, however many tiles: cutting them alone is quicker, even all of them
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* (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
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* what the other changes of the ground asked, before the next thing asked of it or as the tick ends (`settleGround`)
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*/
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groundChanged(cells: readonly number[], walkability?: boolean): void;
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/** The navmesh's tiles of a column of the grid made again: from its layers made alone where it is one of them */
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private buildTilesAt;
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/** Takes every layer of a column out of the navmesh */
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private removeTilesAt;
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/**
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* Cuts again only these tiles (their keys: those a part of the ground reshaped reaches, `reshape`, and those a slowing
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* layer was painted on, `groundChanged`) of the whole ground as it is now (`retile`). False, with nothing changed,
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* where it cannot be (the ground cut on another grid now): it is cut whole
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*/
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-
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private reshapeTiles;
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/**
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*
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*
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* the
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* Cuts these columns of the grid again alone (their keys, in order), each from the build as a whole cut of it would
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* make it (`groundTileLayers`; `speedOf` where the build is a part of the ground), and keeps their layers apart from
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* the whole's tile cache (`overridden`, which Recast cannot take a tile out of): the navmesh's tiles there made again
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* from them with the obstacles on them, in order (`buildColumn`). Only what these columns need is done, however many
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* were made alone before. False, with nothing changed, where they could not be made: it is cut whole
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*/
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private retile;
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/**
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* The navmesh's tiles of a column made alone (`retile`) made again from its layers, as the whole's tile cache makes a
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* tile: through a tile cache of that column alone, in the whole's allocator and compressor, with every obstacle about
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* it put down on it (Detour carves an obstacle into the tiles it touches as it is put down, so the layers go in
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* first), a batch at a time as Detour queues them. Every layer of the column taken out of the navmesh first: the
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* ground as it is now may have fewer than it had. Every layer is made again, each once: those an obstacle touches by
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* Detour as it puts it down, the rest after (an obstacle `columnsOf` puts about a column may touch none of it)
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*/
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private buildColumn;
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/** An obstacle put in the columns it is about (`byColumn`), or taken out of them */
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private indexObstacle;
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/** The tiles made alone let go of: the whole's tile cache is the navmesh's again */
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private dropOverridden;
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/**
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* 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
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* that it made again from its own layers, or that an obstacle came to or went from (`requested`), are made again from
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* theirs. Whether the whole's is done
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*/
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private updateTiles;
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/** The limits it was made with, from the map's size or the options: obstacles, and the steps of a path search */
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get limits(): {
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maxObstacles: number;
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@@ -161,9 +297,36 @@ export declare class RecastNavigation implements Navigation {
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* one is made and every agent moved over as it is: where it is, how fast it goes, where to
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*/
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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 */
|