@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 +1,306 @@
1
+ import type { AbilityDef, BuffDef, ItemDef, ResourceDef, StatDef, UnitTypeDef, UpgradeDef } from './defs';
2
+ import type { AreaDef } from './areas';
3
+ import type { BrainDef } from './ai/brain';
4
+ import type { CellLayerDef } from './cellLayers';
5
+ import type { CommandDef } from './commands';
6
+ import { type Component, type ComponentOptions } from './components';
7
+ import type { EffectType } from './abilities/effects';
8
+ import { type EventKey } from './events';
9
+ import type { FormationDef } from './formation';
10
+ import type { Rules } from './game';
11
+ import type { GameFileDef } from './gameFiles';
12
+ import type { GamePack } from './packs/pack';
13
+ import type { HookHandler, HookKey, HookName } from './hooks';
14
+ import type { HotContext } from './hotReload';
15
+ import type { GameMap } from './map';
16
+ import type { ObjectiveDef } from './objectives';
17
+ import type { PlayerId } from './entity';
18
+ import type { PrefabDef } from './prefabs';
19
+ import type { RaceDef } from './races';
20
+ import type { OrderBehavior, SystemDef } from './registry';
21
+ import type { RuleSettingsInit } from './rules';
22
+ import type { RulesProblem } from './rulesCheck';
23
+ import { type SequenceDef, type Step } from './sequences';
24
+ import type { Targeting } from './targeting';
25
+ import type { TileDef } from './tiles';
26
+ import { type TimerDef, type TimerInfo } from './timers';
27
+ import type { TunableDef } from './tunables';
28
+ import type { World } from './world';
29
+ /**
30
+ * What a game's start is told (`Game.onStart`): the map its world was made from, the player at the screen (in a page),
31
+ * the lobby's settings (on a server), and whether the world is new (`fresh`) or loaded from a save, which has
32
+ * everything a start gives already. Each host says what it knows; the rest is left out
33
+ *
34
+ * @public
35
+ */
36
+ export interface GameStartContext {
37
+ /** The map the world was made from; none for a world made in code */
38
+ map?: GameMap;
39
+ /** The player at the screen, in a page */
40
+ player?: PlayerId;
41
+ /** What the lobby set, on a server */
42
+ settings?: Record<string, string>;
43
+ /** Whether the world is new: false for one loaded from a save. True when left out */
44
+ fresh?: boolean;
45
+ }
46
+ /**
47
+ * What a game does once a world is made, before anyone plays (`Game.onStart`, a mission's `onStart`): computer
48
+ * players seated, a mission given, the first wave sent
49
+ *
50
+ * @public
51
+ */
52
+ export type GameStart = (world: World, context: GameStartContext) => void | Promise<void>;
53
+ /**
54
+ * A game's maps by name (`Game.maps`): each the map, or what fetches it as it is first asked for (`mapsFrom` of a lazy
55
+ * glob), so that a page carries none of a map it does not open
56
+ *
57
+ * @public
58
+ */
59
+ export type GameMaps = Readonly<Record<string, GameMap | (() => Promise<GameMap>)>>;
60
+ /**
61
+ * What a game is made with (`createGame`): its id and name, and any field of the module underneath (`Rules`) said at
62
+ * once: a whole `Rules` is a game too (`createGame(rules)`). What is registered on the game after comes after what is
63
+ * given here
64
+ *
65
+ * @public
66
+ */
67
+ export interface GameInit extends Partial<Rules> {
68
+ /** The game's id, which a save, a map (`GameMap.game`) and a server know it by */
69
+ id: string;
70
+ /** What the player sees the game called */
71
+ name: string;
72
+ /**
73
+ * Packs of content to play it with in a page, by URL (`'/packs/gnomes/pack.json'`): fetched as a game of it is got
74
+ * ready, before its world is made, and composed in this order (the client's `mergePacks`). A server plays its own
75
+ * (`readPacks`). None when left out
76
+ */
77
+ contentPacks?: readonly string[];
78
+ /**
79
+ * What is done, as its view is fetched in a page, about a view that names what the rules do not have (the client's
80
+ * `checkGame`): a warning for each when left out, an error with all of them (`'throw'`), or nothing (`false`)
81
+ */
82
+ checkView?: 'warn' | 'throw' | false;
83
+ }
84
+ /**
85
+ * Where a listener or a hook's handler registered on a game or a mission goes by: an id of its own, in the place of the
86
+ * one made for it (`<game>.on.<event>.<n>`, `<game>.<mission>.before.<hook>.<n>`), and a priority for a hook (lower
87
+ * runs first: `before` is -1 and `after` 1 when left out, the engine's own handlers 0)
88
+ *
89
+ * @public
90
+ */
91
+ export interface HandlerOptions {
92
+ /** Its id, under the game's (or the mission's): `'gate'` is `<game>.gate`. Made for it when left out */
93
+ id?: string;
94
+ /** A hook handler's priority: lower runs first. -1 for `before`, 1 for `after` when left out */
95
+ priority?: number;
96
+ }
97
+ /**
98
+ * What a mission registers its parts with (`Game.mission`): each part's id is made of the game's, the mission's and its
99
+ * own (`'raze'` in the mission `homecoming` of `my-game` is `my-game.homecoming.raze`), and the parts go into the game's
100
+ * rules, so that a save finds them by those ids. Its `onStart` runs where the world's map is one it `plays`, or as it is
101
+ * `start`ed
102
+ *
103
+ * @public
104
+ */
105
+ export interface Mission {
106
+ /** Its id, the game's and its own: `my-game.homecoming` */
107
+ readonly id: string;
108
+ /** The id of a part of it, by its own name: `my-game.homecoming.raze` for `'raze'` */
109
+ idOf(name: string): string;
110
+ /** An objective of the mission (`defineObjective`), its id made of the mission's */
111
+ objective(def: ObjectiveDef): ObjectiveDef;
112
+ /** A sequence of steps of the mission (`defineSequence`), its id made of the mission's, listed in the rules */
113
+ sequence<D = undefined>(def: {
114
+ id: string;
115
+ steps: (Step<D> | readonly Step<D>[])[];
116
+ }): SequenceDef<D>;
117
+ /** A timer of the mission (`defineTimer`), its id made of the mission's, listed in the rules */
118
+ timer<T = undefined>(def: {
119
+ id: string;
120
+ run: (world: World, data: T, timer: TimerInfo) => void;
121
+ }): TimerDef<T>;
122
+ /** State the mission keeps (`defineComponent`), its id made of the mission's, listed in the rules */
123
+ component<T, S = T>(def: {
124
+ id: string;
125
+ } & ComponentOptions<T, S>): Component<T, S>;
126
+ /** A part of the map the mission watches (`AreaDef`), its id made of the mission's, listed in the rules */
127
+ area(def: AreaDef): AreaDef;
128
+ /** How the mission reacts to an event: a listener of the rules (`defineListener`), its id under the mission's */
129
+ on<T>(event: EventKey<T>, run: (world: World, payload: T) => void, options?: HandlerOptions): Mission;
130
+ /** A handler of a hook that runs before the engine's own (priority -1), its id under the mission's */
131
+ before<K extends HookName>(hook: K, run: HookHandler<K>, options?: HandlerOptions): Mission;
132
+ /** A handler of a game's own hook (`HookKey`) that runs before the rest, its id under the mission's */
133
+ before<T>(hook: HookKey<T>, run: (world: World, event: T) => void, options?: HandlerOptions): Mission;
134
+ /** A handler of a hook that runs after the engine's own (priority 1), its id under the mission's */
135
+ after<K extends HookName>(hook: K, run: HookHandler<K>, options?: HandlerOptions): Mission;
136
+ /** A handler of a game's own hook (`HookKey`) that runs after the rest, its id under the mission's */
137
+ after<T>(hook: HookKey<T>, run: (world: World, event: T) => void, options?: HandlerOptions): Mission;
138
+ /** What the mission does as a world of it starts: its objectives given, its sequences started (`fresh` says whether to) */
139
+ onStart(run: GameStart): Mission;
140
+ /** The maps it is played on, by their name (`GameMap.name`) or their name in `Game.maps`: a world made from one starts it */
141
+ plays(...maps: string[]): Mission;
142
+ /** Starts it on a world: its `onStart` in the order given. What a campaign's scene calls, knowing whether the world is new */
143
+ start(world: World, context?: GameStartContext): void | Promise<void>;
144
+ }
145
+ /**
146
+ * A game: one object everything of it is registered on, which every host takes (`createGame`). Its rules are made
147
+ * from what it holds (`toRules()`, the module underneath that a server, a test and a worker run); its view is fetched as
148
+ * a page first needs it (`view(() => import('./view'))`, `toView()`), so that the rules are read where nothing draws
149
+ * (a server, a test) without the client. Each method that registers a definition gives it back
150
+ *
151
+ * export const game = createGame({ id: 'td', name: 'Tower defense' })
152
+ * export const archer = game.unit({ id: 'archer', name: 'Archer', kind: 'unit', stats: { health: 200 } })
153
+ * game.on(entityDied, (world, { entity }) => { … })
154
+ * game.onStart((world, { map }) => { … })
155
+ * game.maps(mapsFrom(import.meta.glob('./maps/*.vgmap.json', { import: 'default' })))
156
+ * game.view(() => import('./view'))
157
+ *
158
+ * @public
159
+ */
160
+ export interface Game<V = unknown> {
161
+ /** The game's id (`Rules.id`): what a save, a map, a replay and a server call it by */
162
+ readonly id: string;
163
+ /** What the player sees the game called (`Rules.name`) */
164
+ readonly name: string;
165
+ /** Packs of content to play it with in a page, by URL (`GameInit.contentPacks`) */
166
+ readonly contentPacks: readonly string[];
167
+ /** What a page does about a view that does not fit the rules as it fetches it (`GameInit.checkView`) */
168
+ readonly checkView: 'warn' | 'throw' | false;
169
+ /** Whether a view was given (`view`): a game without one has rules alone, for a server or a test */
170
+ readonly hasView: boolean;
171
+ /** A unit type (`UnitTypeDef`), building or resource alike */
172
+ unit<T extends UnitTypeDef>(def: T): T;
173
+ /** An ability (`AbilityDef`) */
174
+ ability<T extends AbilityDef>(def: T): T;
175
+ /** A buff (`BuffDef`) */
176
+ buff<T extends BuffDef>(def: T): T;
177
+ /** An item (`ItemDef`) */
178
+ item<T extends ItemDef>(def: T): T;
179
+ /** An upgrade (`UpgradeDef`) */
180
+ upgrade<T extends UpgradeDef>(def: T): T;
181
+ /** A side players can play (`RaceDef`) */
182
+ race<T extends RaceDef>(def: T): T;
183
+ /** What players have amounts of and pay with (`ResourceDef`) */
184
+ resource<T extends ResourceDef>(def: T): T;
185
+ /** A stat of the game's own (`StatDef`) */
186
+ stat<T extends StatDef>(def: T): T;
187
+ /** A system of the game's own (`SystemDef`): after the core ones unless it says a phase; one named as a core one takes its place */
188
+ system<T extends SystemDef>(def: T): T;
189
+ /** An order type (`OrderBehavior`), or one in the place of a core one of its type */
190
+ order<T extends OrderBehavior>(def: T): T;
191
+ /** State of its own (`defineComponent`), listed so that a world, a save and a snapshot find it */
192
+ component<T extends Component<any, any>>(component: T): T;
193
+ /** A command of its own (`defineCommand`), or one in the place of a core one */
194
+ command<T extends CommandDef>(def: T): T;
195
+ /** An event of its own (`defineEvent`), listed so that a world finds it */
196
+ event<T extends EventKey<any>>(key: T): T;
197
+ /** A part of the map the rules watch (`AreaDef`) */
198
+ area<T extends AreaDef>(def: T): T;
199
+ /** A group of things spawned as one (`definePrefab`) */
200
+ prefab<T extends PrefabDef>(def: T): T;
201
+ /** Something set to go off later (`defineTimer`) */
202
+ timer<T extends TimerDef<any>>(def: T): T;
203
+ /** A script of steps (`defineSequence`) */
204
+ sequence<T extends SequenceDef<any>>(def: T): T;
205
+ /** A file of its own data its rules read (`defineGameFile`) */
206
+ file<T extends GameFileDef<any>>(def: T): T;
207
+ /** A brain of its computer players (`defineBrain`): the first given is what a seat that names none gets */
208
+ brain<T extends BrainDef>(def: T): T;
209
+ /** What the ground can be painted with (`TileDef`), in order */
210
+ tile<T extends TileDef>(def: T): T;
211
+ /** A type of effect of its own (`defineEffect`), or one in the place of the engine's of its type */
212
+ effect<T extends EffectType>(def: T): T;
213
+ /** A way of aiming of its own (`defineTargeting`) */
214
+ targeting<T extends Targeting>(def: T): T;
215
+ /** A formation of its own (`FormationDef`) */
216
+ formation<T extends FormationDef>(def: T): T;
217
+ /** A number of its rules to tune while it plays (`defineTunable`) */
218
+ tunable<T extends TunableDef>(def: T): T;
219
+ /** A layer of cells of its own (`CellLayerDef`) */
220
+ cellLayer<T extends CellLayerDef>(def: T): T;
221
+ /** A part of the rules it opts into (`GamePack`: `heroesPack()`), before its own */
222
+ pack(pack: GamePack): Game<V>;
223
+ /** Its numbers that are not about any one unit (`RuleSettingsInit`), laid over what was said before, group by group */
224
+ settings(settings: RuleSettingsInit): Game<V>;
225
+ /** How the game reacts to an event, the engine's or its own: a listener (`defineListener`), its id made for it */
226
+ on<T>(event: EventKey<T>, run: (world: World, payload: T) => void, options?: HandlerOptions): Game<V>;
227
+ /** A handler of a hook that runs before the engine's own (priority -1): one that may say no (`event.cancel()`) */
228
+ before<K extends HookName>(hook: K, run: HookHandler<K>, options?: HandlerOptions): Game<V>;
229
+ /** A handler of a game's own hook (`HookKey`) that runs before the rest */
230
+ before<T>(hook: HookKey<T>, run: (world: World, event: T) => void, options?: HandlerOptions): Game<V>;
231
+ /** A handler of a hook that runs after the engine's own (priority 1): one that reads or changes what they made of it */
232
+ after<K extends HookName>(hook: K, run: HookHandler<K>, options?: HandlerOptions): Game<V>;
233
+ /** A handler of a game's own hook (`HookKey`) that runs after the rest */
234
+ after<T>(hook: HookKey<T>, run: (world: World, event: T) => void, options?: HandlerOptions): Game<V>;
235
+ /** What the game does once a world is made, before anyone plays; each given runs, in order, before a mission's */
236
+ onStart(run: GameStart): Game<V>;
237
+ /** A mission: its parts registered through `setup` with ids made of the game's and the mission's (`Mission`) */
238
+ mission(id: string, setup: (mission: Mission) => void): Mission;
239
+ /** Its maps by name, laid over those given before; the first is the one a game is on when nothing says which */
240
+ maps(maps: GameMaps): Game<V>;
241
+ /**
242
+ * Its view (how it looks and sounds: the client's `GameView`), or what fetches it as a page first needs it:
243
+ * `() => import('./view')` (a module whose `view` or `default` is the view). Given so, nothing of the client is part
244
+ * of what imports the game, which a server and a test do
245
+ */
246
+ view(view: V | (() => Promise<unknown>)): Game<V>;
247
+ /**
248
+ * What does not fit: the rules against themselves (`checkRules`), ids given twice among what was registered (one
249
+ * takes the other's place unseen), and each map (fetched where it is lazy) against the rules: a type it places that
250
+ * no unit type is, a map of another game. A save or a map naming an id that nothing registered is what this finds
251
+ * before it is played
252
+ */
253
+ check(): Promise<RulesProblem[]>;
254
+ /**
255
+ * The module underneath (`Rules`): what the hosts run. The same object each time; what is registered after it was
256
+ * made is put into it in place
257
+ */
258
+ toRules(): Rules;
259
+ /** The view, fetched the first time it is asked for. Throws when none was given */
260
+ toView(): Promise<V>;
261
+ /** Its start: the `onStart`s given, then the mission whose map the world was made from. None when it has neither */
262
+ toStart(): GameStart | undefined;
263
+ /** Its maps by name, as given (`maps`) */
264
+ toMaps(): GameMaps;
265
+ /** A map of it by name (the first when left out), fetched where it is lazy, as a copy: a game changes nothing of the next one's */
266
+ loadMap(name?: string): Promise<GameMap>;
267
+ }
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+ /**
269
+ * Whether something is a game made by `createGame`, rather than the module underneath (`Rules`)
270
+ *
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+ * @public
272
+ */
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+ export declare function isGame(value: unknown): value is Game<unknown>;
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+ /**
275
+ * The module underneath what a host is given: a game's (`toRules()`), or the module itself
276
+ *
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+ * @beta
278
+ */
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+ export declare function rulesOf(game: Game<unknown> | Rules): Rules;
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+ /**
281
+ * The start of what a host is given, where it says none of its own: a game's (`toStart()`); a module has none
282
+ *
283
+ * @beta
284
+ */
285
+ export declare function startOf(game: Game<unknown> | Rules): GameStart | undefined;
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+ /**
287
+ * Makes a game: one object its units, abilities, systems, hooks and listeners, missions, maps and view are registered
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+ * on, which every host takes (`Game`). `init` is its id and name, and any field of the module underneath said at once:
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+ * `createGame(rules)` makes a game of a module written whole
290
+ *
291
+ * @public
292
+ */
293
+ export declare function createGame<V = unknown>(init: GameInit): Game<V>;
294
+ /**
295
+ * A game's module's new version, taken while it runs (hot reload), as `hotRules` takes a module's: at the end of the
296
+ * module that makes the game, the call to Vite written out as it is (Vite finds a module that takes its own new
297
+ * versions by it):
298
+ *
299
+ * if (import.meta.hot) import.meta.hot.accept((module) => hotGame(import.meta.hot, game, module?.game))
300
+ *
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+ * The rules the hosts were given are made the new version's in place (`hotRules`); the view, a module of its own, takes
302
+ * its own (the client's `hotView`). What does not go loads the page again
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+ *
304
+ * @public
305
+ */
306
+ export declare function hotGame(hot: HotContext | undefined, current: Game<unknown>, next: unknown): void;