@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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@@ -0,0 +1,26 @@
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+ import { missionRulesPack } from "../missionRules.js";
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+ import { ruleWatcher } from "./computer.js";
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+ //#region src/ai/missionRules.ts
4
+ /**
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+ * Mission rules as data (campaign plan MS1): the rules a map keeps (`MissionRule`, under `GameMap.data.rules`, written
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+ * in the editor's Rules panel) run as the game plays, `rules` of the game's own code beside them. Each `when` a
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+ * condition of the computer players' language holds (`docs/ai/scripting.md`), asked as a player, `do`es its actions
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+ * (`MissionActionData`: an objective of the map's given, done or failed, a line said, a cinematic played, a prefab
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+ * spawned, a computer told, a relation set, a timer started, win, lose). Checked once a second; what the rules
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+ * remember is in the world's state, so a save mid-mission has it. The code reaches the rules with `tellRules` and hears
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+ * them fire as `ruleFired`; the map's checks say what is wrong with them (`checkMissionRules`). Of `@v12-engine/engine/ai`, as
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+ * a condition is asked of a watcher seated as the computer players are (`ruleWatcher`); the map objectives pack
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+ * (`mapObjectives`) goes with it, for the objectives a rule gives
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+ *
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+ * @beta
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+ */
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+ function missionRules(options = {}) {
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+ return missionRulesPack({
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+ ...options,
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+ watch: ruleWatcher
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+ });
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+ }
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+ //#endregion
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+ export { missionRules };
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+
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+ //# sourceMappingURL=missionRules.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"missionRules.js","names":[],"sources":["../../src/ai/missionRules.ts"],"sourcesContent":["import { type MissionRule, missionRulesPack } from '#engine/missionRules'\nimport type { GamePack } from '#engine/packs/pack'\nimport { ruleWatcher } from './computer'\n\n/**\n * Mission rules as data (campaign plan MS1): the rules a map keeps (`MissionRule`, under `GameMap.data.rules`, written\n * in the editor's Rules panel) run as the game plays, `rules` of the game's own code beside them. Each `when` a\n * condition of the computer players' language holds (`docs/ai/scripting.md`), asked as a player, `do`es its actions\n * (`MissionActionData`: an objective of the map's given, done or failed, a line said, a cinematic played, a prefab\n * spawned, a computer told, a relation set, a timer started, win, lose). Checked once a second; what the rules\n * remember is in the world's state, so a save mid-mission has it. The code reaches the rules with `tellRules` and hears\n * them fire as `ruleFired`; the map's checks say what is wrong with them (`checkMissionRules`). Of `@v12-engine/engine/ai`, as\n * a condition is asked of a watcher seated as the computer players are (`ruleWatcher`); the map objectives pack\n * (`mapObjectives`) goes with it, for the objectives a rule gives\n *\n * @beta\n */\nexport function missionRules(options: { rules?: MissionRule[] } = {}): GamePack {\n\treturn missionRulesPack({ ...options, watch: ruleWatcher })\n}\n"],"mappings":";;;;;;;;;;;;;;;;AAiBA,SAAgB,aAAa,UAAqC,CAAC,GAAa;CAC/E,OAAO,iBAAiB;EAAE,GAAG;EAAS,OAAO;CAAY,CAAC;AAC3D"}
@@ -87,6 +87,7 @@ export type AiPhase = (typeof AI_PHASES)[number];
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  * @beta
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  */
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  export interface ModuleKey<M extends AiModule> {
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+ /** The id the module is found by: a module of that id is the one this key finds */
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  readonly id: string;
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  /** The shape the module has: never set, for the type alone */
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  readonly shape?: M;
@@ -111,6 +112,9 @@ export type AiModuleDef = AiModule | (((ai: Brain) => AiModule) & {
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  * A module made for each brain by a function of it, with its id known before it is made: what a brain's `without`
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  * leaves out by name (`meleeBrain.with({ without: ['scouting'] })`). The kit's modules are all defined so
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  *
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- * @beta
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+ * @public
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  */
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- export declare function defineModule(id: string, make: (ai: Brain) => AiModule): AiModuleDef;
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+ export declare function defineModule(def: {
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+ id: string;
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+ make: (ai: Brain) => AiModule;
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+ }): AiModuleDef;
@@ -0,0 +1,37 @@
1
+ //#region src/ai/module.ts
2
+ /**
3
+ * The phases of a think, in the order they run (`AiModule.phase`): `hear` what it was told and its rules, `sense`
4
+ * what threatens it and its team, `plan` its economy, buildings and training, `decide` what its own goals are, `act`
5
+ * the picker, the squads and the waves, `fight` the micro
6
+ *
7
+ * @beta
8
+ */
9
+ var AI_PHASES = [
10
+ "hear",
11
+ "sense",
12
+ "plan",
13
+ "decide",
14
+ "act",
15
+ "fight"
16
+ ];
17
+ /**
18
+ * A key to a module of a game's own (`ai.module(key)` gives it with its shape)
19
+ *
20
+ * @beta
21
+ */
22
+ function moduleKey(id) {
23
+ return { id };
24
+ }
25
+ /**
26
+ * A module made for each brain by a function of it, with its id known before it is made: what a brain's `without`
27
+ * leaves out by name (`meleeBrain.with({ without: ['scouting'] })`). The kit's modules are all defined so
28
+ *
29
+ * @public
30
+ */
31
+ function defineModule(def) {
32
+ return Object.assign(def.make, { id: def.id });
33
+ }
34
+ //#endregion
35
+ export { AI_PHASES, defineModule, moduleKey };
36
+
37
+ //# sourceMappingURL=module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"module.js","names":[],"sources":["../../src/ai/module.ts"],"sourcesContent":["/**\n * A module of a brain (`AiModule`): one part of a think, made for each brain (`defineModule`). Apart from the brain\n * (`brain.ts`), which is made of them, so that a module and an area of the kit import this and the brain's type only,\n * and the brain imports no module back\n */\nimport type { Brain } from './brain'\nimport type { AiReport } from './report'\n\n/**\n * One named part of a computer player's think (`defineBrain`'s `modules`). Modules run in their order each think, over\n * the same picture of the game, each reading it through the brain it is handed (`ai.snapshot`, later `ai.view`) and\n * acting through `ai.send`. A module is made for each brain (`AiModuleDef`: a function of the brain), so that what it\n * keeps in itself is one seat's. What it remembers between thinks goes through `save` and `restore`, as plain data\n *\n * @beta\n */\nexport interface AiModule {\n\t/** Unique in a brain: what its memory is kept under, what the timing and the debug tools name it by */\n\tid: string\n\t/**\n\t * The version of what it remembers (`save`): 1 when left out. Raised when the shape of it changes; a load that finds\n\t * memory of another version gives it to `migrate`, or starts the module afresh where there is none\n\t */\n\tversion?: number\n\t/** Runs once in so many thinks, for work that does not need doing every think. Every think when left out */\n\teveryThinks?: number\n\t/** With `everyThinks`, the think in each round it runs at: modules with the same `every` and other offsets spread the work */\n\toffset?: number\n\t/**\n\t * When in a think it runs (`AiPhase`): the brain runs its modules phase by phase, as listed within each. Left out,\n\t * in the phase of the module listed before it (the first phase for the first)\n\t */\n\tphase?: AiPhase\n\t/**\n\t * Ids of modules of the brain this one runs ahead of, for what one phase needs within itself. Ids of modules the\n\t * brain does not have are passed over\n\t */\n\tbefore?: string[]\n\t/** Ids of modules of the brain this one runs after, within its phase */\n\tafter?: string[]\n\t/**\n\t * Ids this module's memory was kept under before it was called what it is: a save made then gives it back under\n\t * the old id, and it is read as this module's (through `migrate` where the version differs too)\n\t */\n\twasCalled?: string[]\n\t/** Its part of the think */\n\tthink(ai: Brain): void\n\t/** What it remembers between thinks, as plain data for a save. Nothing (`undefined`) for a module that remembers nothing */\n\tsave?(): unknown\n\t/** Takes back what `save` gave, in a game loaded from a save */\n\trestore?(data: unknown): void\n\t/**\n\t * Brings what an earlier version of the module saved (`from`: its version) up to what this one takes. Nothing\n\t * (`undefined`) says it cannot be brought up, and the module starts afresh; so does a module without `migrate`\n\t */\n\tmigrate?(data: unknown, from: number): unknown\n\t/**\n\t * What it is thinking, as plain data, for the debug tools: what the report has no part for, kept under the module's\n\t * id in its `sections` (`Brain.report`)\n\t */\n\tinspect?(): unknown\n\t/**\n\t * Writes its part of the report (`Brain.report`), where the report has a part for it: a kit's module fills the part\n\t * it names (its squads, its plans). Plain data only\n\t */\n\treport?(report: AiReport): void\n\t/** Lets go of what it holds outside the brain when the computer is unseated */\n\tdispose?(): void\n}\n\n/**\n * The phases of a think, in the order they run (`AiModule.phase`): `hear` what it was told and its rules, `sense`\n * what threatens it and its team, `plan` its economy, buildings and training, `decide` what its own goals are, `act`\n * the picker, the squads and the waves, `fight` the micro\n *\n * @beta\n */\nexport const AI_PHASES = ['hear', 'sense', 'plan', 'decide', 'act', 'fight'] as const\n\n/**\n * A phase of a think (`AI_PHASES`)\n *\n * @beta\n */\nexport type AiPhase = (typeof AI_PHASES)[number]\n\n/**\n * What finds a module of a brain with its shape (`ai.module(key)`): its id, typed. The kit's are `MELEE_ARMY` and\n * `LANES`; a game makes its own with `moduleKey`\n *\n * @beta\n */\nexport interface ModuleKey<M extends AiModule> {\n\t/** The id the module is found by: a module of that id is the one this key finds */\n\treadonly id: string\n\t/** The shape the module has: never set, for the type alone */\n\treadonly shape?: M\n}\n\n/**\n * A key to a module of a game's own (`ai.module(key)` gives it with its shape)\n *\n * @beta\n */\nexport function moduleKey<M extends AiModule>(id: string): ModuleKey<M> {\n\treturn { id }\n}\n\n/**\n * A module of a brain: made for each brain by a function of it, so that two brains never share one; or one as it is,\n * for a module that keeps nothing. A function made with `defineModule` carries the module's id before it is made,\n * which is how `BrainDef.without` names it\n *\n * @beta\n */\nexport type AiModuleDef = AiModule | (((ai: Brain) => AiModule) & { id?: string })\n\n/**\n * A module made for each brain by a function of it, with its id known before it is made: what a brain's `without`\n * leaves out by name (`meleeBrain.with({ without: ['scouting'] })`). The kit's modules are all defined so\n *\n * @public\n */\nexport function defineModule(def: { id: string; make: (ai: Brain) => AiModule }): AiModuleDef {\n\treturn Object.assign(def.make, { id: def.id })\n}\n"],"mappings":";;;;;;;;AA6EA,IAAa,YAAY;CAAC;CAAQ;CAAS;CAAQ;CAAU;CAAO;AAAO;;;;;;AA2B3E,SAAgB,UAA8B,IAA0B;CACvE,OAAO,EAAE,GAAG;AACb;;;;;;;AAiBA,SAAgB,aAAa,KAAiE;CAC7F,OAAO,OAAO,OAAO,IAAI,MAAM,EAAE,IAAI,IAAI,GAAG,CAAC;AAC9C"}
@@ -27,18 +27,18 @@ export interface AiOptions {
27
27
  /**
28
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  * Goals of the game's own, picked with the engine's each turn (`ai.goals`): a goal that scores itself from
29
29
  * considerations and claims units (`defineGoal`). A raid on workers, holding a hill, escorting a caravan. Code: not kept
30
- * in a save; a brain's own goals are (`meleeBrain.with({ goals })`, `GameModule.brains`)
30
+ * in a save; a brain's own goals are (`meleeBrain.with({ goals })`, `Rules.brains`)
31
31
  */
32
32
  goals?: GoalDef[];
33
33
  /**
34
- * How hard it plays (`easy`, `normal`, `hard`, `insane`, or a game's own: `GameModule.ai.difficulties`): how often it thinks, when it first attacks
34
+ * How hard it plays (`easy`, `normal`, `hard`, `insane`, or a game's own: `Rules.ai.difficulties`): how often it thinks, when it first attacks
35
35
  * and how many it sends, how far it comes to defend, how many workers it keeps, how many commands a think, how often
36
36
  * it slips, whether it sees through the fog (`insane`). A layer of the profile (`AiProfile`): the personality's, the
37
37
  * map's and the seat's settings go over it. `normal` when left out
38
38
  */
39
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  difficulty?: string;
40
40
  /**
41
- * How it likes to play (`balanced`, `rusher`, `turtle`, `expander`, `harasser`, or a game's own: `GameModule.ai.personalities`):
41
+ * How it likes to play (`balanced`, `rusher`, `turtle`, `expander`, `harasser`, or a game's own: `Rules.ai.personalities`):
42
42
  * the weights of its goals, when it attacks and expands, its towers. Over the difficulty. `balanced` when left out
43
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  */
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  personality?: string;
@@ -51,9 +51,13 @@ export interface WantData {
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  * @beta
52
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  */
53
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  export interface Want extends Omit<WantData, 'count' | 'when' | 'near' | 'placement'> {
54
+ /** How many of the type the want asks for, or a function of the brain that gives it; 1 when left out */
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  count?: number | ((ai: Brain) => number);
56
+ /** A condition the want holds only while true; when it is false the want is not pursued */
55
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  when?: AiCondition;
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+ /** Where to build: a point, the name of an entity or region the map gave, or a function of the brain that finds one each think */
56
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  near?: Vec2 | string | ((ai: Brain) => Vec2 | undefined);
60
+ /** How the spot is chosen: a strategy by name or a function; the build plan's table or the type's own when left out */
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  placement?: PlacementName | PlacementStrategy;
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  }
59
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  /**
@@ -97,7 +101,9 @@ interface WantMemory {
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  * @beta
98
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  */
99
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  export interface BuildPlanMemory {
104
+ /** The version of the memory's format: 1 so far */
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  v: 1;
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+ /** Each want by id with its memory, and its data where the want is plain data (a rule's) */
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  wants: {
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  id: string;
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  memory: WantMemory;
@@ -115,16 +121,27 @@ export interface BuildPlanMemory {
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  * @beta
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  */
117
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  export interface WantReport {
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+ /** The want's id, which the plan knows it by */
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  id: string;
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+ /** The id of the unit type the want is for */
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  type: string;
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+ /** How many of the type it asks for */
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  count: number;
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+ /** How many of the type the player has now */
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  have: number;
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+ /** How many a worker is on its way to build or the queue is making */
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  onItsWay: number;
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+ /** How important the want is; a higher one is served first and holds its money in the purse first */
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  priority: number;
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+ /** Who wants it: `order`, `production`, `economy`, a goal's or a rule's id */
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  by?: string;
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+ /** Whether it is a standing want, built anew when lost */
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  keep?: true;
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+ /** What it waits for or how far it is, in words */
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  status: string;
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+ /** The steps to the type that are still to take, in words */
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  steps: string[];
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+ /** What the want holds in the purse */
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  holds?: Cost;
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  }
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  /**
@@ -133,7 +150,9 @@ export interface WantReport {
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  * @beta
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  */
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  export interface BuildPlanReport {
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+ /** Every want of the plan */
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  wants: WantReport[];
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+ /** The id of the want that saves up money now, if one does */
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  saving?: string;
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  }
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  /**
@@ -254,7 +273,7 @@ export declare class BuildPlan {
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  }): boolean;
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  /**
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  * Mends: a worker sent to a damaged building of the player's that no enemy strength reaches, one a think, when
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- * the purse has what the mending will cost (`GameRules.economy.repairCost` of what is missing). Not one being mended already
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+ * the purse has what the mending will cost (`RuleSettings.economy.repairCost` of what is missing). Not one being mended already
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  */
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  private mend;
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  /** The wants in the order they were added: what the report and a save list them in, the same in a loaded game */