@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 +1,476 @@
1
+ import { type AreaShape } from './areas';
2
+ import type { CellLayerDef } from './cellLayers';
3
+ import { type ConcealmentOptions } from './concealment';
4
+ import type { DamageType } from './defs';
5
+ import { type Entity, type EntityId } from './entity';
6
+ import { type Cancellable } from './hooks';
7
+ import type { Vec2 } from './math';
8
+ import type { GamePack } from './packs/pack';
9
+ import type { World } from './world';
10
+ /**
11
+ * The id of the foliage pack (`foliagePack`), for `hasPack`
12
+ *
13
+ * @beta
14
+ */
15
+ export declare const FOLIAGE = "foliage";
16
+ /**
17
+ * What has happened to a cell of grass or bushes, as the values of the layer's state layer (`foliageStateLayer`):
18
+ * `whole` (0: as it grew, and what a cell never touched is), `flattened` (crushed under what walked over it, or by
19
+ * `ruin`), `cut` (down to stubble: fire does not cross it), `burning`, `burnt` (charred: by a fire, or scorched by
20
+ * `ruin`), `growing` (coming back to whole). The style stays in the layer itself, so that what grows back is what
21
+ * stood there. Values past these are kept for states to come
22
+ *
23
+ * @beta
24
+ */
25
+ export declare const FOLIAGE_STATE: {
26
+ readonly whole: 0;
27
+ readonly flattened: 1;
28
+ readonly cut: 2;
29
+ readonly burning: 3;
30
+ readonly burnt: 4;
31
+ readonly growing: 5;
32
+ };
33
+ /**
34
+ * What has happened to a cell of grass or bushes, by name (`FOLIAGE_STATE`)
35
+ *
36
+ * @beta
37
+ */
38
+ export type FoliageState = keyof typeof FOLIAGE_STATE;
39
+ /**
40
+ * The state a value of a state layer says (`FOLIAGE_STATE`): `whole` for a value that is none of them
41
+ *
42
+ * @beta
43
+ */
44
+ export declare const foliageStateOf: (value: number) => FoliageState;
45
+ /**
46
+ * The id of the layer of cells that keeps what happened to each cell of a layer of grass or bushes (`FOLIAGE_STATE`):
47
+ * `grass.state` for `grass`. A layer like any other (`Terrain.cells`, `world.setCells`): saved, told to the players who
48
+ * see a cell and to the others as it comes into their sight, kept with a map that starts with a field already burnt.
49
+ * No game lists it (`Rules.cellLayers`), so the editor does not offer it to paint
50
+ *
51
+ * @beta
52
+ */
53
+ export declare const foliageStateLayer: (layer: string) => string;
54
+ /**
55
+ * The layer a state layer is the state of (`foliageStateLayer`): none for a layer that is not one
56
+ *
57
+ * @beta
58
+ */
59
+ export declare const foliageLayerOfState: (layer: string) => string | undefined;
60
+ /**
61
+ * What a style of grass or bushes is to the rules: a value of a layer's cells (`CellLayerValue.foliage`), said in the
62
+ * game's code, in its `data.json` (`GameData.cellLayers`, every map) or in a map (`GameMap.definitions`, that map
63
+ * alone), each over the one before field by field. Plain data, every field: the editor writes it. What a value does
64
+ * not say is the layer's (`FoliageLayerOptions.style`), then what each field says it is when left out
65
+ *
66
+ * @beta
67
+ */
68
+ export interface FoliageStyleDef {
69
+ /** Whether it hides who stands in it from the teams that have nobody in the same patch (`ConcealmentOptions`): no when left out */
70
+ conceals?: boolean;
71
+ /**
72
+ * Whether it hides what is taller than it stands (`height`): yes when left out. With `false`, a unit taller than the
73
+ * grass is seen over it (`FoliageConceal.heightOf`)
74
+ */
75
+ concealsTaller?: boolean;
76
+ /** How tall it stands to the rules, in cells: what `concealsTaller` is measured against, 1 when left out. How it is drawn is the look's own height */
77
+ height?: number;
78
+ /**
79
+ * How fast one on foot goes through it, as a multiplier of its speed (as `CellLayerDef.speed`, for this value alone):
80
+ * the layer's `speed` when left out, and 1 where the layer says none either
81
+ */
82
+ speed?: number;
83
+ /**
84
+ * Whether one on foot may walk through it: yes when left out. A hedge nothing goes through with `false`: the ways go
85
+ * round it as round a wall, whatever its state (a burnt hedge still stops, until its style is changed). Painted or
86
+ * cleared in play, the navigation's tiles it reaches are cut again: a few milliseconds a call on a big map, so not a
87
+ * call a tick
88
+ */
89
+ walkable?: boolean;
90
+ /** How easily it catches fire from a burning cell beside it, 0 (never: a firebreak) to 1 (as dry grass): 0 when left out, and nothing burns */
91
+ flammable?: number;
92
+ /** How many seconds a cell of it burns before it is burnt: 6 when left out */
93
+ burns?: number;
94
+ /** How hot it burns: how much likelier than 1 a burning cell of it is to light those beside it. 1 when left out */
95
+ fuel?: number;
96
+ /** Seconds after it was burnt, cut or flattened that it starts to grow back by itself; `false` for never (until `regrow`). Never when left out */
97
+ regrows?: number | false;
98
+ /** Seconds it takes to grow back once it starts by itself (`regrows`): hiding as it grows, whole at the end. 10 when left out */
99
+ grows?: number;
100
+ /**
101
+ * What walking over it does to it, to the rules: `crush` lays it flat for good (`flattened`, which hides nobody)
102
+ * under those the layer says (`FoliageLayerOptions.tramples`); `none` when left out. How it bends on the screen
103
+ * and stands up again is the look's (`FoliageLook.walked`)
104
+ */
105
+ trample?: 'none' | 'crush';
106
+ }
107
+ /**
108
+ * How a layer of grass hides who stands in it (`FoliageLayerOptions.conceal`): what `ConcealmentOptions` says of it,
109
+ * the layer aside, and how tall a unit stands
110
+ *
111
+ * @beta
112
+ */
113
+ export interface FoliageConceal extends Pick<ConcealmentOptions, 'reach' | 'hides' | 'seenBy' | 'rustle' | 'rustleEvery'> {
114
+ /**
115
+ * How tall a unit stands, in cells, for the styles that do not hide what is taller than they are
116
+ * (`FoliageStyleDef.concealsTaller`): twice its type's `radius` when left out
117
+ */
118
+ heightOf?: (world: World, entity: Entity) => number;
119
+ }
120
+ /**
121
+ * One layer of grass or bushes of the pack (`foliagePack`): its id, what its styles are where they say nothing, how
122
+ * it hides and who tramples it
123
+ *
124
+ * @beta
125
+ */
126
+ export interface FoliageLayerOptions {
127
+ /** The layer of cells (`Rules.cellLayers`): its values are the styles (`CellLayerValue.foliage`) */
128
+ layer: string;
129
+ /** What every style of the layer is where it says nothing of its own: a layer of one kind of grass says it all here */
130
+ style?: FoliageStyleDef;
131
+ /** How it hides who stands in the styles that conceal (`FoliageConceal`): `reach`, what it hides, the rustle */
132
+ conceal?: FoliageConceal;
133
+ /**
134
+ * Who crushes the styles that are crushed (`FoliageStyleDef.trample`), asked of a unit as it moves over one: every
135
+ * unit that walks when left out (not structures, nor what flies or sails), since a style is crushed only where it
136
+ * says so. A game's own for the heavy ones alone: `(world, unit) => unit.def.radius >= 1`
137
+ */
138
+ tramples?: (world: World, entity: Entity) => boolean;
139
+ }
140
+ /**
141
+ * How fire goes in a game's grass and bushes (`FoliageOptions.fire`): how often it spreads, what the wind and the
142
+ * slope do to it, how much may burn at once, what it does to who stands in it
143
+ *
144
+ * @beta
145
+ */
146
+ export interface FoliageFire {
147
+ /** Whether a burning cell lights those beside it: yes when left out. With `false`, only what is set alight burns */
148
+ spread?: boolean;
149
+ /** How often a burning cell tries to light those beside it, in seconds: 0.25 when left out */
150
+ every?: number;
151
+ /** How much the wind decides which way it goes (`MapEnvironment.wind`), 0 (not at all) and up: 1 when left out */
152
+ wind?: number;
153
+ /** How much faster it goes uphill than down, 0 (the same) and up: 1 when left out */
154
+ slope?: number;
155
+ /** How strong a wind (0 to 1) has it jump a gap of one cell: never when left out */
156
+ jump?: number;
157
+ /** How wet everything is, 0 (dry) to 1 (nothing catches): 0 when left out */
158
+ wet?: number;
159
+ /** Whether rain and snow damp it and put it out (`MapEnvironment.weather`): yes when left out */
160
+ weather?: boolean;
161
+ /** The most cells that burn at once, over all the pack's layers: those past it wait their turn. 4000 when left out */
162
+ maxBurning?: number;
163
+ /** Seconds after which a fire dies, whatever is left to burn: never when left out */
164
+ lasts?: number;
165
+ /** Damage a second to units that stand in a burning cell, by whoever lit it: none when left out */
166
+ damage?: number;
167
+ /** The type that damage is dealt as: magic when left out */
168
+ damageType?: DamageType;
169
+ /**
170
+ * Whether a burning cell may set alight what burns and stands on it or on a cell next to it (trees, a wooden wall:
171
+ * grass does not burn under what stands), in a game with the burning pack too (`burningPack`): no when left out. It
172
+ * passes as fire does, not at once: at each of the cell's tries (`every`), by a chance of its own (0.05 for grass
173
+ * of `fuel` 1 in still, dry air, likelier downwind), asked of the game (`burnStart`, `cause: 'foliage'`), under the
174
+ * most that may burn there (`BurningOptions.maxBurning`). What caught is set alight at the end of the burning pack's
175
+ * turn, and tries nothing before its own next turn. The other way is that pack's to say (`BurningOptions.lightsFoliage`)
176
+ */
177
+ lights?: boolean;
178
+ }
179
+ /**
180
+ * What the foliage pack is made with (`foliagePack`): a layer of grass or bushes with its settings, more layers beside
181
+ * it, and how fire goes in them all
182
+ *
183
+ * @beta
184
+ */
185
+ export interface FoliageOptions extends FoliageLayerOptions {
186
+ /** More layers of the same pack, each with settings of its own: fire passes from one to the next where both grow */
187
+ also?: FoliageLayerOptions[];
188
+ /** How fire goes (`FoliageFire`); `false` for a game whose grass never burns */
189
+ fire?: FoliageFire | false;
190
+ }
191
+ /**
192
+ * The layers a foliage pack was made with, each with its settings: the first, then those beside it (`FoliageOptions.also`)
193
+ *
194
+ * @beta
195
+ */
196
+ export declare function foliageLayers(options: FoliageOptions): FoliageLayerOptions[];
197
+ /**
198
+ * What a style of a layer is to the rules, by its value: what the value says (`CellLayerValue.foliage`, the game's
199
+ * code with its data and the map's over it) over the layer's own (`FoliageLayerOptions.style`). None for 0, which is
200
+ * no grass. A value the layer does not list is the layer's own style
201
+ *
202
+ * @beta
203
+ */
204
+ export declare function foliageStyle(game: {
205
+ cellLayers?: readonly CellLayerDef[];
206
+ packs?: readonly GamePack[];
207
+ }, layer: string, value: number): FoliageStyleDef | undefined;
208
+ /**
209
+ * Why a style said as data is not one (`FoliageStyleDef`), where it is first wrong: nothing for one that is. `what`
210
+ * names it in what is said
211
+ *
212
+ * @beta
213
+ */
214
+ export declare function foliageStyleProblem(said: unknown, what: string): string | undefined;
215
+ /**
216
+ * Where something is done to grass: a shape on the ground, or cells by their indices (as `world.setCells` takes them)
217
+ *
218
+ * @beta
219
+ */
220
+ export type FoliageWhere = AreaShape | readonly number[];
221
+ /**
222
+ * A cell of grass or bushes as the rules know it now (`foliageAt`)
223
+ *
224
+ * @beta
225
+ */
226
+ export interface FoliageCell {
227
+ /** The cell's index in the layer, row by row */
228
+ cell: number;
229
+ /** The style painted there: the layer's value, 1 to 255 */
230
+ value: number;
231
+ /** What that style is to the rules (`foliageStyle`) */
232
+ style: FoliageStyleDef;
233
+ /** What has happened to it (`FOLIAGE_STATE`) */
234
+ state: FoliageState;
235
+ /** Whether it burns now */
236
+ burning: boolean;
237
+ /** Seconds it still burns, 0 where it does not */
238
+ left: number;
239
+ /** Who set alight the fire it burns of, where someone did */
240
+ by?: EntityId;
241
+ }
242
+ /**
243
+ * How grass is ruined (`ruin`): `cut` to stubble (a firebreak), `crush` flat, `scorch` black with nothing left to burn
244
+ *
245
+ * @beta
246
+ */
247
+ export type FoliageRuin = 'cut' | 'crush' | 'scorch';
248
+ /**
249
+ * A cell of grass about to catch fire (the `foliageIgnite` hook): set alight (`ignite`, an ability) or lit by a cell
250
+ * burning beside it. `cancel()` keeps it from catching; `chance` is a handler's to change (a wet valley, a blessed
251
+ * grove)
252
+ *
253
+ * @beta
254
+ */
255
+ export interface FoliageIgnite extends Cancellable {
256
+ /** The layer the cell is of */
257
+ readonly layer: string;
258
+ /** The cell's index in the layer */
259
+ readonly cell: number;
260
+ /** The cell's middle along the map's x axis */
261
+ readonly x: number;
262
+ /** The cell's middle along the map's z axis */
263
+ readonly z: number;
264
+ /**
265
+ * Whether it was set alight (`ignite`), caught from a neighbour (`spread`), or caught from a burning thing beside it
266
+ * (`burning`: a tree of the burning pack, `BurningOptions.lightsFoliage`)
267
+ */
268
+ readonly cause: FoliageCause;
269
+ /** The burning cell it catches from, for a spread */
270
+ readonly from?: number;
271
+ /** The burning thing it catches from, for one caught from a burning thing (`burning`) */
272
+ readonly thing?: Entity;
273
+ /** Who set alight the fire it is of, where someone did */
274
+ readonly by?: Entity;
275
+ /**
276
+ * How likely it is to catch, 0 to 1, as the style, the wind, the slope and the wet make it: 1 for one set alight.
277
+ * What a handler leaves it at is held to 0 to 1 (more than 1 is sure, less than 0 never)
278
+ */
279
+ chance: number;
280
+ }
281
+ /**
282
+ * How a cell of grass caught fire (`FoliageIgnite.cause`, `foliageIgnited`): set alight (`ignite`, an ability), caught
283
+ * from a burning cell beside it (`spread`), or from a burning thing beside it (`burning`: `BurningOptions.lightsFoliage`)
284
+ *
285
+ * @beta
286
+ */
287
+ export type FoliageCause = 'ignite' | 'spread' | 'burning';
288
+ /**
289
+ * Asked before a cell of grass catches fire (`FoliageIgnite`): a handler refuses it or changes its chance. For every
290
+ * cell a fire tries, so a handler does little
291
+ *
292
+ * @beta
293
+ */
294
+ export declare const foliageIgnite: import("./hooks").HookKey<FoliageIgnite>;
295
+ /**
296
+ * Cells of grass caught fire this tick, by layer and cause: what a game's rules and its computer players hear. The
297
+ * screens are told by the state layer's cells, each as far as it sees
298
+ *
299
+ * @beta
300
+ */
301
+ export declare const foliageIgnited: import("./events").EventKey<{
302
+ layer: string;
303
+ cells: number[];
304
+ cause: FoliageCause;
305
+ by?: EntityId;
306
+ }>;
307
+ /**
308
+ * Cells of grass burnt out this tick: charred now, to grow back where their style says
309
+ *
310
+ * @beta
311
+ */
312
+ export declare const foliageBurnt: import("./events").EventKey<{
313
+ layer: string;
314
+ cells: number[];
315
+ }>;
316
+ /**
317
+ * Cells of grass were ruined (`ruin`, `firebreak`, an ability, what tramples): how, and by whom where someone did
318
+ *
319
+ * @beta
320
+ */
321
+ export declare const foliageRuined: import("./events").EventKey<{
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+ layer: string;
323
+ cells: number[];
324
+ how: FoliageRuin;
325
+ by?: EntityId;
326
+ }>;
327
+ /**
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+ * Cells of grass are whole again: grown back by themselves, or by `regrow` (by whom, where it said)
329
+ *
330
+ * @beta
331
+ */
332
+ export declare const foliageRegrown: import("./events").EventKey<{
333
+ layer: string;
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+ cells: number[];
335
+ by?: EntityId;
336
+ }>;
337
+ /**
338
+ * The last burning cell of a layer went out: burnt out, put out or stopped
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+ *
340
+ * @beta
341
+ */
342
+ export declare const foliageFireOut: import("./events").EventKey<{
343
+ layer: string;
344
+ }>;
345
+ /**
346
+ * Grass and bushes in the rules, on a layer of cells whose values are styles (`CellLayerValue.foliage`,
347
+ * `FoliageStyleDef`): the styles that conceal hide who stands in them (as `concealmentPack`, patch by patch, while
348
+ * they stand whole), a style may slow or stop one on foot, be crushed under who walks over it, be ruined and grow
349
+ * back, catch fire and pass it on (`FoliageFire`). What happened to each cell is kept in the layer's state layer
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+ * (`foliageStateLayer`). One a game:
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+ *
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+ * export const rules = { ...myGame, packs: [foliagePack({ layer: 'grass', fire: { damage: 8 } })] }
353
+ *
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+ * A layer of the pack is not given to `concealmentPack` too: the pack hides in it by itself. Its styles are read from
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+ * the game's layers as laid (`foliageStyle`: the code, the game's `data.json`, the map's definitions), so a style the
356
+ * editor made hides and slows as one of the code's. What it does today: hiding by style and state, a style's
357
+ * `speed` and `walkable`, trampling (`trample: 'crush'`, by who `tramples` says), fire (`ignite`, `FoliageFire`) with
358
+ * `firebreak`, `extinguish` and `stopFire`, ruin (`ruin`) and growing back (`regrow`, by itself where a style
359
+ * `regrows`), and the `foliage` ability effect
360
+ *
361
+ * @beta
362
+ */
363
+ export declare function foliagePack(options: FoliageOptions): GamePack;
364
+ /**
365
+ * Sets grass alight: the cells there that can burn start burning (`foliageIgnite` is asked of each), and the fire
366
+ * goes on from them. `by`: who lit it, whom its damage is dealt by. A cell catches where its style burns
367
+ * (`flammable` over 0), it stands whole or grows back, and it is not on water, a road (the game's `road` tile), what
368
+ * blocks the way or under a building. Past the most that may burn at once (`FoliageFire.maxBurning`), the rest wait
369
+ * their turn. Returns the cells that caught, in order; none in a game whose grass does not burn (`fire: false`)
370
+ *
371
+ * @beta
372
+ */
373
+ export declare function ignite(world: World, layer: string, where: FoliageWhere, options?: {
374
+ by?: Entity;
375
+ }): number[];
376
+ /**
377
+ * Puts out what burns there: the cells stop burning as they are, burnt. Returns the cells put out, in order
378
+ *
379
+ * @beta
380
+ */
381
+ export declare function extinguish(world: World, layer: string, where: FoliageWhere): number[];
382
+ /**
383
+ * Cuts grass down to stubble, which fire does not cross: `ruin` with `cut`. What burns there stops burning, cut. A
384
+ * cell burnt already, or cut, is left as it is. Returns the cells cut, in order
385
+ *
386
+ * @beta
387
+ */
388
+ export declare function firebreak(world: World, layer: string, where: FoliageWhere, options?: {
389
+ by?: Entity;
390
+ }): number[];
391
+ /**
392
+ * Puts out every fire of a layer, or of all the pack's layers when none is named: what burns is burnt, what waits its
393
+ * turn is not lit. Returns how many cells were burning
394
+ *
395
+ * @beta
396
+ */
397
+ export declare function stopFire(world: World, layer?: string): number;
398
+ /**
399
+ * Ruins grass: cut to stubble (`cut`, state `cut`: a firebreak), crushed flat (`crush`, state `flattened`, as what
400
+ * tramples it does) or scorched black (`scorch`, state `burnt`: nothing left to burn) (`FoliageRuin`). What burns there
401
+ * goes out as it is ruined. It hides nobody and does not burn until it has grown back (`regrow`, or by itself after
402
+ * its style's `regrows` seconds, over its `grows`). A cell is left as it is where it is that already, or burnt (nothing
403
+ * to cut or crush), or cut (nothing to crush). Told (`foliageRuined`), by `by` where it says. Changes the state layer
404
+ * alone: the ways are not weighed again. Returns the cells ruined, in order
405
+ *
406
+ * @beta
407
+ */
408
+ export declare function ruin(world: World, layer: string, where: FoliageWhere, options: {
409
+ how: FoliageRuin;
410
+ by?: Entity;
411
+ }): number[];
412
+ /**
413
+ * Has ruined or burnt grass (cut, flattened, burnt) grow back to what it was: over `over` seconds (growing, which
414
+ * hides and burns as whole grass does, and whole at its end), or at once when left out or 0, when grass growing back
415
+ * already stands whole at once too. What it waited for by itself (`regrows`) it waits for no more. Told as it is whole
416
+ * (`foliageRegrown`), by `by` where it says. Returns the cells that started to, in order
417
+ *
418
+ * @beta
419
+ */
420
+ export declare function regrow(world: World, layer: string, where: FoliageWhere, options?: {
421
+ over?: number;
422
+ by?: Entity;
423
+ }): number[];
424
+ /**
425
+ * Takes grass away for good: the cells are no style any more (0), and nothing grows back. Returns the cells cleared
426
+ *
427
+ * @beta
428
+ */
429
+ export declare function clearFoliage(world: World, layer: string, where: FoliageWhere): number[];
430
+ /**
431
+ * Paints grass of a style: `world.setCells` on the layer, checked (a value the layer has a style for, or 0), the
432
+ * cells whole again. Returns the cells that changed
433
+ *
434
+ * @beta
435
+ */
436
+ export declare function setFoliage(world: World, layer: string, where: FoliageWhere, value: number): number[];
437
+ /**
438
+ * The grass at a point as the rules know it (`FoliageCell`): its style, what happened to it, whether it burns. None
439
+ * where no grass is, or off the map
440
+ *
441
+ * @beta
442
+ */
443
+ export declare function foliageAt(world: World, layer: string, x: number, z: number): FoliageCell | undefined;
444
+ /**
445
+ * The cells of a layer that burn now, in order of their indices: for a game's rules and its computer players. Not to
446
+ * be kept or changed: the pack's own list. None in a game whose grass does not burn
447
+ *
448
+ * @beta
449
+ */
450
+ export declare function burningCells(world: World, layer: string): readonly number[];
451
+ /**
452
+ * A gust of wind at a place, for the grass and bushes there to bend to: an explosion's ring, a dragon's wings
453
+ *
454
+ * @beta
455
+ */
456
+ export interface WindGust {
457
+ /** How far around it reaches, in cells */
458
+ radius: number;
459
+ /** How hard it blows, as the wind's strength: 1 a gale */
460
+ strength: number;
461
+ /** Which way it blows, in degrees as the wind's (`MapWind.around`): outwards from its middle when left out */
462
+ around?: number;
463
+ /** How many seconds it lasts: 0.6 when left out */
464
+ lasts?: number;
465
+ }
466
+ /**
467
+ * A gust of wind at a place, on the screen of every player who sees it (`WindGust`): the grass bends to it there (a
468
+ * ring outwards as it spreads, or a push one way where it says `around`), as `client.gust` bends it on one screen. A
469
+ * player is told where their team sees its middle or any of its edge; an observer always. Nothing it does decides
470
+ * anything: it is not in the world's state or a save, and it changes nothing of the world
471
+ *
472
+ * @beta
473
+ */
474
+ export declare function gust(world: World, at: Vec2, gust: WindGust): void;
475
+ /** A gust of wind (`gust`): to each player whose team sees its middle or its edge, as a `gust` message */
476
+ export declare const toldGust: import("./replication").ReplicatedEvent;