@v12-engine/engine 0.1.1 → 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 +1,417 @@
1
+ import { hypot } from "../exactMath.js";
2
+ import { statsOf } from "../stats.js";
3
+ import { edgeDistance, fighting, moving } from "../entity.js";
4
+ import { engineMessage } from "../messages.js";
5
+ import { attackStat, groundAttack } from "../attacks.js";
6
+ import { engageWith, isBlocked, shun } from "../engagement.js";
7
+ import { halt, isMovingTo, moveTo, moveToEntity, setAnchored } from "../systems/movement.js";
8
+ import { acquireInRange, bombard, canAttack, canSee, cancelSwing, disengage, engage, fireOnTheMove, searchTarget } from "../systems/combat.js";
9
+ import { holdOff, waitBy } from "./waiting.js";
10
+ //#region src/orders/basic.ts
11
+ /** How close a unit gets to the unit or building it was sent to */
12
+ var FOLLOW_RANGE = .75;
13
+ var moveOrder = {
14
+ type: "move",
15
+ formation: true,
16
+ accepts: (_world, entity) => !!entity.get(moving),
17
+ start(world, entity, order) {
18
+ const target = world.get(order.init.target);
19
+ const m = entity.get(moving);
20
+ if (m) m.cap = order.init.speedCap;
21
+ if (target) moveToEntity(world, entity, target, FOLLOW_RANGE);
22
+ else if (order.init.point) moveTo(world, entity, order.init.point, {
23
+ groupId: order.groupId,
24
+ facing: order.init.facing
25
+ });
26
+ },
27
+ update(world, entity, order, dt) {
28
+ const m = entity.get(moving);
29
+ if (entity.def.attacks?.some((attack) => attack.onTheMove)) order.state.shooting = fireOnTheMove(world, entity, order.state.shooting, dt);
30
+ if (order.init.target) {
31
+ const target = world.get(order.init.target);
32
+ if (!target || target.hidden) return "done";
33
+ if (m.status === "moving") return "running";
34
+ return m.status === "failed" ? "failed" : "done";
35
+ }
36
+ if (m.status === "moving") return "running";
37
+ return m.status === "failed" ? "failed" : "done";
38
+ },
39
+ end(world, entity, order) {
40
+ if (order.state.shooting !== void 0) cancelSwing(world, entity);
41
+ const m = entity.get(moving);
42
+ if (m) m.cap = void 0;
43
+ }
44
+ };
45
+ /** Stand still and only fight what comes into range */
46
+ var holdOrder = {
47
+ type: "hold",
48
+ accepts: (_world, entity) => !!entity.get(moving),
49
+ start(world, entity) {
50
+ halt(world, entity);
51
+ setAnchored(world, entity, true);
52
+ },
53
+ update(world, entity, order, dt) {
54
+ if (!entity.def.attacks?.length) return "running";
55
+ const { state } = order;
56
+ const target = world.get(state.target);
57
+ if (target) {
58
+ if (engage(world, entity, target, dt, false) === "attacking") return "running";
59
+ state.target = 0;
60
+ }
61
+ if ((world.tick + entity.id) % 4 === 0) {
62
+ const found = acquireInRange(world, entity);
63
+ if (found) engageWith(world, entity, found);
64
+ state.target = found?.id ?? 0;
65
+ }
66
+ return "running";
67
+ },
68
+ end(world, entity) {
69
+ disengage(world, entity);
70
+ }
71
+ };
72
+ var attackOrder = {
73
+ type: "attack",
74
+ waiting: (order) => order.state.waiting === true,
75
+ accepts(world, entity, init) {
76
+ const target = world.get(init.target);
77
+ return !!target && canAttack(world, entity, target, true);
78
+ },
79
+ start(world, _entity, order) {
80
+ const target = world.get(order.init.target);
81
+ if (target?.isStructure) order.state.lastSeen = {
82
+ x: target.pos.x,
83
+ z: target.pos.z
84
+ };
85
+ },
86
+ update(world, entity, order, dt) {
87
+ const { state } = order;
88
+ const target = world.get(order.init.target);
89
+ if (!target || !canAttack(world, entity, target, true)) return "done";
90
+ if (!canSee(world, entity, target)) {
91
+ const m = entity.get(moving);
92
+ if (!m || !state.lastSeen) return "done";
93
+ if (!state.searching) {
94
+ state.searching = true;
95
+ state.waiting = false;
96
+ state.meanwhile = 0;
97
+ state.spot = void 0;
98
+ disengage(world, entity);
99
+ moveTo(world, entity, state.lastSeen);
100
+ return "running";
101
+ }
102
+ return m.status === "moving" ? "running" : "done";
103
+ }
104
+ state.searching = false;
105
+ const seen = state.lastSeen ??= {
106
+ x: 0,
107
+ z: 0
108
+ };
109
+ seen.x = target.pos.x;
110
+ seen.z = target.pos.z;
111
+ if (holdOff(world, entity, order, target, dt)) return "running";
112
+ const result = engage(world, entity, target, dt, !!entity.get(moving), true);
113
+ return result === "invalid" || result === "outOfRange" ? "done" : "running";
114
+ },
115
+ end(world, entity) {
116
+ disengage(world, entity);
117
+ }
118
+ };
119
+ /** The target the attacker let go of last and leaves alone for now (`shun`), while it is still there to fight */
120
+ function letGo(world, entity) {
121
+ const shunned = entity.get(fighting)?.shunned;
122
+ if (!shunned) return void 0;
123
+ for (let i = shunned.length - 1; i >= 0; i--) {
124
+ const [id, until] = shunned[i];
125
+ const target = until > world.time ? world.get(id) : void 0;
126
+ if (target?.alive && !target.hidden) return target;
127
+ }
128
+ }
129
+ /**
130
+ * One tick of walking to a point and fighting everything met on the way.
131
+ * What it needs to remember is kept in the state of the order.
132
+ */
133
+ function advance(world, entity, order, point, dt) {
134
+ const { state } = order;
135
+ if (entity.def.attacks?.length) {
136
+ const target = world.get(state.target);
137
+ if (target) {
138
+ const result = engage(world, entity, target, dt, true);
139
+ const escaped = edgeDistance(entity, target) > world.settings.combat.acquisitionRange(world, entity) * 1.6;
140
+ const blocked = result === "chasing" && isBlocked(world, entity, target);
141
+ if (result !== "invalid" && !escaped && !blocked) return "fighting";
142
+ if (blocked) shun(world, entity, target);
143
+ state.target = 0;
144
+ state.resume = true;
145
+ disengage(world, entity);
146
+ }
147
+ if (state.resume || (world.tick + entity.id) % 4 === 0) {
148
+ const { target: found, passedOver: waiting } = searchTarget(world, entity);
149
+ if (found) {
150
+ state.waiting = false;
151
+ engageWith(world, entity, found);
152
+ state.target = found.id;
153
+ state.resume = true;
154
+ return "fighting";
155
+ }
156
+ if (waiting && !state.waiting) {
157
+ const by = letGo(world, entity);
158
+ if (by) waitBy(world, entity, order, by);
159
+ else if (entity.get(moving)?.status === "moving") halt(world, entity);
160
+ }
161
+ state.waiting = waiting;
162
+ }
163
+ if (state.waiting) return "fighting";
164
+ }
165
+ const m = entity.get(moving);
166
+ if (state.resume || !isMovingTo(entity, point)) {
167
+ const heading = state.heading;
168
+ if (!state.resume && m.status !== "moving" && heading?.x === point.x && heading.z === point.z) {
169
+ if (m.status === "failed" && m.stuck) {
170
+ moveTo(world, entity, point, {
171
+ groupId: order.groupId,
172
+ facing: order.init.facing
173
+ });
174
+ return "walking";
175
+ }
176
+ return m.status === "failed" ? "failed" : "arrived";
177
+ }
178
+ state.resume = false;
179
+ state.heading = {
180
+ x: point.x,
181
+ z: point.z
182
+ };
183
+ moveTo(world, entity, point, {
184
+ groupId: order.groupId,
185
+ facing: order.init.facing
186
+ });
187
+ return "walking";
188
+ }
189
+ return "walking";
190
+ }
191
+ /** Walk to a point, fighting everything met on the way */
192
+ var attackMoveOrder = {
193
+ type: "attackMove",
194
+ formation: true,
195
+ waiting: (order) => order.state.waiting === true,
196
+ accepts: (_world, entity, init) => !!entity.get(moving) && !!init.point,
197
+ update(world, entity, order, dt) {
198
+ const result = advance(world, entity, order, order.init.point, dt);
199
+ return result === "arrived" ? "done" : result === "failed" ? "failed" : "running";
200
+ },
201
+ end(world, entity) {
202
+ disengage(world, entity);
203
+ }
204
+ };
205
+ /** The points of a path of the world's map, by name: none for a path it does not have */
206
+ var pathPoints = (world, name) => name === void 0 ? void 0 : world.map.paths.find((path) => path.name === name)?.points;
207
+ /**
208
+ * Where along a path a unit sets out from, and which way: away from the end it is nearer to, from the bend after the
209
+ * stretch it stands by. What two sides sent along one lane from its two ends need: each goes towards the other
210
+ */
211
+ function setOut(points, at, towards) {
212
+ const nearerFirst = hypot(at.x - points[0].x, at.z - points[0].z) <= hypot(at.x - points.at(-1).x, at.z - points.at(-1).z);
213
+ const step = towards ? towards === "last" ? 1 : -1 : nearerFirst ? 1 : -1;
214
+ let nearest = 1;
215
+ let best = Infinity;
216
+ for (let i = 1; i < points.length; i++) {
217
+ const a = points[i - 1];
218
+ const b = points[i];
219
+ const dx = b.x - a.x;
220
+ const dz = b.z - a.z;
221
+ const length = dx * dx + dz * dz;
222
+ const t = length > 0 ? Math.min(Math.max(((at.x - a.x) * dx + (at.z - a.z) * dz) / length, 0), 1) : 0;
223
+ const d = hypot(at.x - (a.x + dx * t), at.z - (a.z + dz * t));
224
+ if (d < best) {
225
+ best = d;
226
+ nearest = i;
227
+ }
228
+ }
229
+ return {
230
+ leg: step === 1 ? nearest : nearest - 1,
231
+ step
232
+ };
233
+ }
234
+ /**
235
+ * Walk along a path of the map, bend after bend, to its far end: away from the end it starts nearer to. Done there.
236
+ * Nothing on the way stops it: a tower defense's invaders, a caravan. With `attackPath`, it fights its way instead
237
+ *
238
+ * @internal
239
+ */
240
+ var followPathOrder = {
241
+ type: "followPath",
242
+ accepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,
243
+ start(world, entity, order) {
244
+ const points = pathPoints(world, order.init.path);
245
+ Object.assign(order.state, setOut(points, entity.pos, order.init.towards));
246
+ moveTo(world, entity, points[order.state.leg]);
247
+ },
248
+ update(world, entity, order) {
249
+ const points = pathPoints(world, order.init.path);
250
+ if (!points) return "failed";
251
+ const { state } = order;
252
+ const status = entity.get(moving).status;
253
+ if (status === "moving") return "running";
254
+ if (status === "failed") {
255
+ moveTo(world, entity, points[state.leg]);
256
+ return "running";
257
+ }
258
+ state.leg += state.step;
259
+ if (state.leg < 0 || state.leg >= points.length) return "done";
260
+ moveTo(world, entity, points[state.leg]);
261
+ return "running";
262
+ }
263
+ };
264
+ /**
265
+ * Go along a path of the map to its far end, fighting everything met on the way, as attack-move does to a point: a
266
+ * lane's minions. Away from the end it starts nearer to; done at the other
267
+ *
268
+ * @internal
269
+ */
270
+ var attackPathOrder = {
271
+ type: "attackPath",
272
+ waiting: (order) => order.state.waiting === true,
273
+ accepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,
274
+ start(world, entity, order) {
275
+ Object.assign(order.state, setOut(pathPoints(world, order.init.path), entity.pos, order.init.towards));
276
+ },
277
+ update(world, entity, order, dt) {
278
+ const points = pathPoints(world, order.init.path);
279
+ if (!points) return "failed";
280
+ const { state } = order;
281
+ const result = advance(world, entity, order, points[state.leg], dt);
282
+ if (result === "failed") return "failed";
283
+ if (result !== "arrived") return "running";
284
+ state.leg += state.step;
285
+ if (state.leg < 0 || state.leg >= points.length) return "done";
286
+ state.heading = void 0;
287
+ return "running";
288
+ },
289
+ end(world, entity) {
290
+ disengage(world, entity);
291
+ }
292
+ };
293
+ /**
294
+ * Walk a path of the map back and forth, bend after bend, fighting everything met on the way, until told otherwise: a
295
+ * patrol route (`MapObjectOrder`, a map's guard). From the end it starts nearer to, turned back at each end
296
+ *
297
+ * @internal
298
+ */
299
+ var patrolPathOrder = {
300
+ type: "patrolPath",
301
+ waiting: (order) => order.state.waiting === true,
302
+ accepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,
303
+ start(world, entity, order) {
304
+ Object.assign(order.state, setOut(pathPoints(world, order.init.path), entity.pos, order.init.towards));
305
+ },
306
+ update(world, entity, order, dt) {
307
+ const points = pathPoints(world, order.init.path);
308
+ if (!points) return "failed";
309
+ const { state } = order;
310
+ const result = advance(world, entity, order, points[state.leg], dt);
311
+ if (result === "failed") return "failed";
312
+ if (result !== "arrived") return "running";
313
+ if (state.leg + state.step < 0 || state.leg + state.step >= points.length) state.step = state.step === 1 ? -1 : 1;
314
+ state.leg += state.step;
315
+ state.heading = void 0;
316
+ return "running";
317
+ },
318
+ end(world, entity) {
319
+ disengage(world, entity);
320
+ }
321
+ };
322
+ /** Walk back and forth between where the unit stands and a point, fighting everything met on the way, until told otherwise */
323
+ var patrolOrder = {
324
+ type: "patrol",
325
+ formation: true,
326
+ accepts: (_world, entity, init) => !!entity.get(moving) && !!init.point,
327
+ start(_world, entity, order) {
328
+ order.state.ends = [{
329
+ x: order.init.point.x,
330
+ z: order.init.point.z
331
+ }, {
332
+ x: entity.pos.x,
333
+ z: entity.pos.z
334
+ }];
335
+ order.state.leg = 0;
336
+ order.init.facing = void 0;
337
+ },
338
+ update(world, entity, order, dt) {
339
+ const { state } = order;
340
+ const result = advance(world, entity, order, state.ends[state.leg], dt);
341
+ if (result === "arrived") state.leg = 1 - state.leg;
342
+ else if (result === "failed") {
343
+ if (state.stuck) return "failed";
344
+ state.stuck = true;
345
+ state.leg = 1 - state.leg;
346
+ } else if (result === "walking" && entity.get(moving).stalledTime === 0) state.stuck = false;
347
+ return "running";
348
+ },
349
+ end(world, entity) {
350
+ disengage(world, entity);
351
+ }
352
+ };
353
+ /** How far behind a unit stays that follows another */
354
+ var FOLLOW_DISTANCE = 1.2;
355
+ /** Stay with a unit wherever it goes, for as long as it lives */
356
+ var followOrder = {
357
+ type: "follow",
358
+ accepts(world, entity, init) {
359
+ const target = world.get(init.target);
360
+ return !!entity.get(moving) && !!target && target !== entity && !!target.get(moving);
361
+ },
362
+ update(world, entity, order) {
363
+ const target = world.get(order.init.target);
364
+ if (!target) return "done";
365
+ if (target.hidden) return "running";
366
+ if (!world.areAllies(entity.owner, target.owner) && !canSee(world, entity, target)) return "done";
367
+ const m = entity.get(moving);
368
+ const away = edgeDistance(entity, target);
369
+ if (m.status === "moving") return "running";
370
+ if (away > 2.7) {
371
+ if (m.status === "failed" && order.state.tried === world.tick - 1) return "failed";
372
+ order.state.tried = world.tick;
373
+ moveToEntity(world, entity, target, FOLLOW_DISTANCE);
374
+ }
375
+ return "running";
376
+ }
377
+ };
378
+ /** Attack a spot on the ground, or what stands there, until told otherwise. For attacks that hit an area */
379
+ var attackGroundOrder = {
380
+ type: "attackGround",
381
+ accepts(world, entity, init) {
382
+ if (groundAttack(entity.def) < 0 || !entity.get(fighting)) return false;
383
+ return !!init.point || !!world.get(init.target);
384
+ },
385
+ start(world, _entity, order) {
386
+ const target = world.get(order.init.target);
387
+ if (target) order.init.point = {
388
+ x: target.pos.x,
389
+ z: target.pos.z
390
+ };
391
+ },
392
+ update(world, entity, order, dt) {
393
+ const { state } = order;
394
+ const point = order.init.point;
395
+ if (order.init.target && !world.get(order.init.target)) return "done";
396
+ if (bombard(world, entity, point, dt) === "attacking") return "running";
397
+ const m = entity.get(moving);
398
+ if (!m) return "failed";
399
+ if (m.status === "moving") return "running";
400
+ if (state.walked) {
401
+ world.message(entity.owner, engineMessage("cannotReach"));
402
+ return "failed";
403
+ }
404
+ state.walked = true;
405
+ disengage(world, entity);
406
+ const range = attackStat(statsOf(world, entity), entity.def.attacks?.[groundAttack(entity.def)], "range") + entity.def.radius;
407
+ moveTo(world, entity, point, { range: Math.max(range - .6, .2) });
408
+ return "running";
409
+ },
410
+ end(world, entity) {
411
+ disengage(world, entity);
412
+ }
413
+ };
414
+ //#endregion
415
+ export { attackGroundOrder, attackMoveOrder, attackOrder, attackPathOrder, followOrder, followPathOrder, holdOrder, moveOrder, patrolOrder, patrolPathOrder };
416
+
417
+ //# sourceMappingURL=basic.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"basic.js","names":[],"sources":["../../src/orders/basic.ts"],"sourcesContent":["import { edgeDistance, type Entity, type EntityId, type Order } from '#engine/entity'\nimport type { Vec2 } from '#engine/math'\nimport type { OrderBehavior, OrderInits } from '#engine/registry'\nimport { statsOf } from '#engine/stats'\nimport { acquireInRange, bombard, canAttack, canSee, cancelSwing, disengage, engage, fireOnTheMove, searchTarget } from '#engine/systems/combat'\nimport { attackStat, groundAttack } from '#engine/attacks'\nimport { halt, isMovingTo, moveTo, moveToEntity, setAnchored } from '#engine/systems/movement'\nimport type { World } from '#engine/world'\nimport { engageWith, isBlocked, shun } from '#engine/engagement'\nimport { engineMessage } from '#engine/messages'\nimport { holdOff, waitBy, type WaitState } from '#engine/orders/waiting'\nimport { hypot } from '#engine/exactMath'\nimport { moving, fighting } from '../entity'\n\n/**\n * What `hold` keeps in its order: what it is fighting, 0 for nothing\n *\n * @beta\n */\nexport interface HoldState {\n\t/** What it fights, 0 for nothing */\n\ttarget?: EntityId\n}\n\n/**\n * What `attack` keeps: whether it lost sight and walks to where it last saw its target, and whether it waits for room\n * by it (`WaitState`)\n *\n * @beta\n */\nexport interface AttackState extends WaitState {\n\t/** Walking to where it last saw its target */\n\tsearching?: boolean\n\t/** Where it last saw it */\n\tlastSeen?: Vec2\n}\n\n/**\n * What walking to a point and fighting on the way keeps (`attackMove`, `attackPath`, `patrol`)\n *\n * @beta\n */\nexport interface AdvanceState extends WaitState {\n\t/** What it fights, 0 for nothing */\n\ttarget?: EntityId\n\t/** To walk on again once the fight is over */\n\tresume?: boolean\n\t/** The point it last set out for */\n\theading?: Vec2\n}\n\n/**\n * What an order along a path keeps (`followPath`, `attackPath`): the bend it goes to next, and which way. Set as it starts\n *\n * @beta\n */\nexport interface AlongPath {\n\t/** The bend of the path it goes to next, by its place in the path */\n\tleg: number\n\t/** Which way along the path: towards its last point (1) or its first (-1) */\n\tstep: 1 | -1\n}\n\n/**\n * What `patrol` keeps: its two ends and the one it goes to (set as it starts), and whether it found one out of reach\n *\n * @beta\n */\nexport interface PatrolState extends AdvanceState {\n\t/** The point it was sent to, and where it stood */\n\tends: [Vec2, Vec2]\n\t/** Which of the two it goes to */\n\tleg: number\n\t/** It could not get to the other end */\n\tstuck?: boolean\n}\n\n/**\n * What `follow` keeps: the tick it last set out after its target\n *\n * @beta\n */\nexport interface FollowState {\n\t/** The tick it last set out after its target */\n\ttried?: number\n}\n\n/**\n * What `attackGround` keeps: whether it walked into range already\n *\n * @beta\n */\nexport interface AttackGroundState {\n\t/** It walked into range already */\n\twalked?: boolean\n}\n\n/** How close a unit gets to the unit or building it was sent to */\nconst FOLLOW_RANGE = 0.75\n\n/** What a move remembers: what it shoots at on its way, with an attack that fires on the move (`AttackDef.onTheMove`) */\nexport interface MoveState {\n\tshooting?: number\n}\n\nexport const moveOrder: OrderBehavior<MoveState, OrderInits['move']> = {\n\ttype: 'move',\n\tformation: true,\n\taccepts: (_world, entity) => !!entity.get(moving),\n\tstart(world, entity, order) {\n\t\tconst target = world.get(order.init.target)\n\t\t// at its group's pace, where it goes together (GP1)\n\t\tconst m = entity.get(moving)\n\t\tif (m) m.cap = order.init.speedCap\n\t\tif (target) moveToEntity(world, entity, target, FOLLOW_RANGE)\n\t\telse if (order.init.point) moveTo(world, entity, order.init.point, { groupId: order.groupId, facing: order.init.facing })\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst m = entity.get(moving)!\n\t\t// an attack that fires on the move: what it passes, shot at as it goes\n\t\tif (entity.def.attacks?.some((attack) => attack.onTheMove)) order.state.shooting = fireOnTheMove(world, entity, order.state.shooting, dt)\n\t\tif (order.init.target) {\n\t\t\tconst target = world.get(order.init.target)\n\t\t\tif (!target || target.hidden) return 'done'\n\t\t\t// a moving target is chased until caught up with, and that is the end of it\n\t\t\tif (m.status === 'moving') return 'running'\n\t\t\treturn m.status === 'failed' ? 'failed' : 'done'\n\t\t}\n\t\tif (m.status === 'moving') return 'running'\n\t\treturn m.status === 'failed' ? 'failed' : 'done'\n\t},\n\tend(world, entity, order) {\n\t\tif (order.state.shooting !== undefined) cancelSwing(world, entity)\n\t\tconst m = entity.get(moving)\n\t\tif (m) m.cap = undefined\n\t}\n}\n\n/** Stand still and only fight what comes into range */\nexport const holdOrder: OrderBehavior<HoldState, OrderInits['hold']> = {\n\ttype: 'hold',\n\taccepts: (_world, entity) => !!entity.get(moving),\n\tstart(world, entity) {\n\t\thalt(world, entity)\n\t\tsetAnchored(world, entity, true)\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tif (!entity.def.attacks?.length) return 'running'\n\t\tconst { state } = order\n\t\tconst target = world.get(state.target)\n\t\tif (target) {\n\t\t\tif (engage(world, entity, target, dt, false) === 'attacking') return 'running'\n\t\t\tstate.target = 0\n\t\t}\n\t\tif ((world.tick + entity.id) % 4 === 0) {\n\t\t\tconst found = acquireInRange(world, entity)\n\t\t\t// claimed at once, so that others picking in the same tick count it\n\t\t\tif (found) engageWith(world, entity, found)\n\t\t\tstate.target = found?.id ?? 0\n\t\t}\n\t\treturn 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\nexport const attackOrder: OrderBehavior<AttackState, OrderInits['attack']> = {\n\ttype: 'attack',\n\t// waiting for room by its target, it makes way for others (`RuleSettings.movement.makesWay`)\n\twaiting: (order) => order.state.waiting === true,\n\taccepts(world, entity, init) {\n\t\tconst target = world.get(init.target)\n\t\treturn !!target && canAttack(world, entity, target, true)\n\t},\n\tstart(world, _entity, order) {\n\t\t// a structure stays where it was seen: one remembered in the fog (the command accepts it) is walked to, not given up on\n\t\tconst target = world.get(order.init.target)\n\t\tif (target?.isStructure) order.state.lastSeen = { x: target.pos.x, z: target.pos.z }\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst { state } = order\n\t\tconst target = world.get(order.init.target)\n\t\tif (!target || !canAttack(world, entity, target, true)) return 'done'\n\n\t\tif (!canSee(world, entity, target)) {\n\t\t\t// lost sight: walk to where it was last seen, then give up\n\t\t\tconst m = entity.get(moving)\n\t\t\tif (!m || !state.lastSeen) return 'done'\n\t\t\tif (!state.searching) {\n\t\t\t\tstate.searching = true\n\t\t\t\tstate.waiting = false\n\t\t\t\tstate.meanwhile = 0\n\t\t\t\tstate.spot = undefined\n\t\t\t\tdisengage(world, entity)\n\t\t\t\tmoveTo(world, entity, state.lastSeen)\n\t\t\t\treturn 'running'\n\t\t\t}\n\t\t\treturn m.status === 'moving' ? 'running' : 'done'\n\t\t}\n\t\tstate.searching = false\n\t\t// every tick of every attacker: the point it has, written over (what walks to it takes a copy, `moveTo`)\n\t\tconst seen = (state.lastSeen ??= { x: 0, z: 0 })\n\t\tseen.x = target.pos.x\n\t\tseen.z = target.pos.z\n\n\t\t// no room for it by its target, or no way there: it waits its turn, out of the way, instead of pushing in\n\t\tif (holdOff(world, entity, order, target, dt)) return 'running'\n\t\tconst result = engage(world, entity, target, dt, !!entity.get(moving), true)\n\t\treturn result === 'invalid' || result === 'outOfRange' ? 'done' : 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\ntype Advance = 'fighting' | 'walking' | 'arrived' | 'failed'\n\n/** The target the attacker let go of last and leaves alone for now (`shun`), while it is still there to fight */\nfunction letGo(world: World, entity: Entity): Entity | undefined {\n\tconst shunned = entity.get(fighting)?.shunned\n\tif (!shunned) return undefined\n\tfor (let i = shunned.length - 1; i >= 0; i--) {\n\t\tconst [id, until] = shunned[i]\n\t\tconst target = until > world.time ? world.get(id) : undefined\n\t\tif (target?.alive && !target.hidden) return target\n\t}\n\treturn undefined\n}\n\n/**\n * One tick of walking to a point and fighting everything met on the way.\n * What it needs to remember is kept in the state of the order.\n */\nfunction advance(world: World, entity: Entity, order: Order<AdvanceState>, point: Vec2, dt: number): Advance {\n\tconst { state } = order\n\tif (entity.def.attacks?.length) {\n\t\tconst target = world.get(state.target)\n\t\tif (target) {\n\t\t\tconst result = engage(world, entity, target, dt, true)\n\t\t\tconst escaped = edgeDistance(entity, target) > world.settings.combat.acquisitionRange(world, entity) * 1.6\n\t\t\t// held up on the way to it (by its own, in a pass): something else, or on its way\n\t\t\tconst blocked = result === 'chasing' && isBlocked(world, entity, target)\n\t\t\tif (result !== 'invalid' && !escaped && !blocked) return 'fighting'\n\t\t\tif (blocked) shun(world, entity, target)\n\t\t\tstate.target = 0\n\t\t\tstate.resume = true\n\t\t\tdisengage(world, entity)\n\t\t}\n\t\tif (state.resume || (world.tick + entity.id) % 4 === 0) {\n\t\t\tconst { target: found, passedOver: waiting } = searchTarget(world, entity)\n\t\t\tif (found) {\n\t\t\t\tstate.waiting = false\n\t\t\t\tengageWith(world, entity, found)\n\t\t\t\tstate.target = found.id\n\t\t\t\tstate.resume = true\n\t\t\t\treturn 'fighting'\n\t\t\t}\n\t\t\t// it let go of what it could not get at, and the fight is still on: it waits by it, out of the way, for a\n\t\t\t// spot or for its side to win, and does not walk on alone past it\n\t\t\t// it goes once to stand by the fight it let go of, out of the way of those in it (`waitBy`, as an attack waits);\n\t\t\t// stepping aside for others afterwards is left to go on\n\t\t\tif (waiting && !state.waiting) {\n\t\t\t\tconst by = letGo(world, entity)\n\t\t\t\tif (by) waitBy(world, entity, order, by)\n\t\t\t\telse if (entity.get(moving)?.status === 'moving') halt(world, entity)\n\t\t\t}\n\t\t\tstate.waiting = waiting\n\t\t}\n\t\tif (state.waiting) return 'fighting'\n\t}\n\n\tconst m = entity.get(moving)!\n\tif (state.resume || !isMovingTo(entity, point)) {\n\t\t// on the way again after a fight, or on the way to somewhere else\n\t\t// compared by where it is, not by being the same object: order state has to come back the same from a save\n\t\tconst heading = state.heading\n\t\tif (!state.resume && m.status !== 'moving' && heading?.x === point.x && heading.z === point.z) {\n\t\t\t// stuck in a crowd is not lost: it tries again, as long as there is a way there\n\t\t\tif (m.status === 'failed' && m.stuck) {\n\t\t\t\tmoveTo(world, entity, point, { groupId: order.groupId, facing: order.init.facing })\n\t\t\t\treturn 'walking'\n\t\t\t}\n\t\t\treturn m.status === 'failed' ? 'failed' : 'arrived'\n\t\t}\n\t\tstate.resume = false\n\t\tstate.heading = { x: point.x, z: point.z }\n\t\tmoveTo(world, entity, point, { groupId: order.groupId, facing: order.init.facing })\n\t\treturn 'walking'\n\t}\n\treturn 'walking'\n}\n\n/** Walk to a point, fighting everything met on the way */\nexport const attackMoveOrder: OrderBehavior<AdvanceState, OrderInits['attackMove']> = {\n\ttype: 'attackMove',\n\tformation: true,\n\twaiting: (order) => order.state.waiting === true,\n\taccepts: (_world, entity, init) => !!entity.get(moving) && !!init.point,\n\tupdate(world, entity, order, dt) {\n\t\tconst result = advance(world, entity, order, order.init.point!, dt)\n\t\treturn result === 'arrived' ? 'done' : result === 'failed' ? 'failed' : 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\n/** The points of a path of the world's map, by name: none for a path it does not have */\nconst pathPoints = (world: World, name: string | undefined): readonly Vec2[] | undefined =>\n\tname === undefined ? undefined : world.map.paths.find((path) => path.name === name)?.points\n\n/**\n * Where along a path a unit sets out from, and which way: away from the end it is nearer to, from the bend after the\n * stretch it stands by. What two sides sent along one lane from its two ends need: each goes towards the other\n */\nfunction setOut(points: readonly Vec2[], at: Vec2, towards?: 'first' | 'last'): { leg: number; step: 1 | -1 } {\n\tconst nearerFirst = hypot(at.x - points[0].x, at.z - points[0].z) <= hypot(at.x - points.at(-1)!.x, at.z - points.at(-1)!.z)\n\tconst step = towards ? (towards === 'last' ? 1 : -1) : nearerFirst ? 1 : -1\n\tlet nearest = 1\n\tlet best = Infinity\n\tfor (let i = 1; i < points.length; i++) {\n\t\tconst a = points[i - 1]\n\t\tconst b = points[i]\n\t\tconst dx = b.x - a.x\n\t\tconst dz = b.z - a.z\n\t\tconst length = dx * dx + dz * dz\n\t\tconst t = length > 0 ? Math.min(Math.max(((at.x - a.x) * dx + (at.z - a.z) * dz) / length, 0), 1) : 0\n\t\tconst d = hypot(at.x - (a.x + dx * t), at.z - (a.z + dz * t))\n\t\tif (d < best) {\n\t\t\tbest = d\n\t\t\tnearest = i\n\t\t}\n\t}\n\t// the bend ahead, the way it goes: the end of its stretch going forwards, the start of it going back\n\treturn { leg: step === 1 ? nearest : nearest - 1, step }\n}\n\n/**\n * Walk along a path of the map, bend after bend, to its far end: away from the end it starts nearer to. Done there.\n * Nothing on the way stops it: a tower defense's invaders, a caravan. With `attackPath`, it fights its way instead\n *\n * @internal\n */\nexport const followPathOrder: OrderBehavior<AlongPath, OrderInits['followPath']> = {\n\ttype: 'followPath',\n\taccepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,\n\tstart(world, entity, order) {\n\t\tconst points = pathPoints(world, order.init.path)!\n\t\tObject.assign(order.state, setOut(points, entity.pos, order.init.towards))\n\t\tmoveTo(world, entity, points[order.state.leg])\n\t},\n\tupdate(world, entity, order) {\n\t\tconst points = pathPoints(world, order.init.path)\n\t\tif (!points) return 'failed'\n\t\tconst { state } = order\n\t\tconst status = entity.get(moving)!.status\n\t\tif (status === 'moving') return 'running'\n\t\tif (status === 'failed') {\n\t\t\t// pushed off its way by the crowd: on to the same bend again\n\t\t\tmoveTo(world, entity, points[state.leg])\n\t\t\treturn 'running'\n\t\t}\n\t\tstate.leg += state.step\n\t\tif (state.leg < 0 || state.leg >= points.length) return 'done'\n\t\tmoveTo(world, entity, points[state.leg])\n\t\treturn 'running'\n\t}\n}\n\n/**\n * Go along a path of the map to its far end, fighting everything met on the way, as attack-move does to a point: a\n * lane's minions. Away from the end it starts nearer to; done at the other\n *\n * @internal\n */\nexport const attackPathOrder: OrderBehavior<AlongPath & AdvanceState, OrderInits['attackPath']> = {\n\ttype: 'attackPath',\n\twaiting: (order) => order.state.waiting === true,\n\taccepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,\n\tstart(world, entity, order) {\n\t\tObject.assign(order.state, setOut(pathPoints(world, order.init.path)!, entity.pos, order.init.towards))\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst points = pathPoints(world, order.init.path)\n\t\tif (!points) return 'failed'\n\t\tconst { state } = order\n\t\tconst result = advance(world, entity, order, points[state.leg], dt)\n\t\tif (result === 'failed') return 'failed'\n\t\tif (result !== 'arrived') return 'running'\n\t\tstate.leg += state.step\n\t\tif (state.leg < 0 || state.leg >= points.length) return 'done'\n\t\t// on to the next bend: what it remembered of the way to the last one is of no use\n\t\tstate.heading = undefined\n\t\treturn 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\n/**\n * Walk a path of the map back and forth, bend after bend, fighting everything met on the way, until told otherwise: a\n * patrol route (`MapObjectOrder`, a map's guard). From the end it starts nearer to, turned back at each end\n *\n * @internal\n */\nexport const patrolPathOrder: OrderBehavior<AlongPath & AdvanceState, OrderInits['patrolPath']> = {\n\ttype: 'patrolPath',\n\twaiting: (order) => order.state.waiting === true,\n\taccepts: (world, entity, init) => !!entity.get(moving) && (pathPoints(world, init.path)?.length ?? 0) >= 2,\n\tstart(world, entity, order) {\n\t\tObject.assign(order.state, setOut(pathPoints(world, order.init.path)!, entity.pos, order.init.towards))\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst points = pathPoints(world, order.init.path)\n\t\tif (!points) return 'failed'\n\t\tconst { state } = order\n\t\tconst result = advance(world, entity, order, points[state.leg], dt)\n\t\tif (result === 'failed') return 'failed'\n\t\tif (result !== 'arrived') return 'running'\n\t\t// at an end: back the other way\n\t\tif (state.leg + state.step < 0 || state.leg + state.step >= points.length) state.step = state.step === 1 ? -1 : 1\n\t\tstate.leg += state.step\n\t\tstate.heading = undefined\n\t\treturn 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\n/** Walk back and forth between where the unit stands and a point, fighting everything met on the way, until told otherwise */\nexport const patrolOrder: OrderBehavior<PatrolState, OrderInits['patrol']> = {\n\ttype: 'patrol',\n\tformation: true,\n\taccepts: (_world, entity, init) => !!entity.get(moving) && !!init.point,\n\tstart(_world, entity, order) {\n\t\torder.state.ends = [\n\t\t\t{ x: order.init.point!.x, z: order.init.point!.z },\n\t\t\t{ x: entity.pos.x, z: entity.pos.z }\n\t\t]\n\t\torder.state.leg = 0\n\t\t// which way to look at the end only makes sense for one of the two\n\t\torder.init.facing = undefined\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst { state } = order\n\t\tconst result = advance(world, entity, order, state.ends[state.leg], dt)\n\t\tif (result === 'arrived') state.leg = 1 - state.leg\n\t\telse if (result === 'failed') {\n\t\t\t// cannot get there: the other end then, and give up when that is out of reach as well\n\t\t\tif (state.stuck) return 'failed'\n\t\t\tstate.stuck = true\n\t\t\tstate.leg = 1 - state.leg\n\t\t} else if (result === 'walking' && entity.get(moving)!.stalledTime === 0) state.stuck = false\n\t\treturn 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, entity)\n\t}\n}\n\n/** How far behind a unit stays that follows another */\nconst FOLLOW_DISTANCE = 1.2\n/** And how far the other one has to get away before it starts walking again */\nconst FOLLOW_SLACK = 1.5\n\n/** Stay with a unit wherever it goes, for as long as it lives */\nexport const followOrder: OrderBehavior<FollowState, OrderInits['follow']> = {\n\ttype: 'follow',\n\taccepts(world, entity, init) {\n\t\tconst target = world.get(init.target)\n\t\treturn !!entity.get(moving) && !!target && target !== entity && !!target.get(moving)\n\t},\n\tupdate(world, entity, order) {\n\t\tconst target = world.get(order.init.target)\n\t\tif (!target) return 'done'\n\t\t// inside something: wait in front of it\n\t\tif (target.hidden) return 'running'\n\t\tif (!world.areAllies(entity.owner, target.owner) && !canSee(world, entity, target)) return 'done'\n\t\tconst m = entity.get(moving)!\n\t\tconst away = edgeDistance(entity, target)\n\t\tif (m.status === 'moving') return 'running'\n\t\tif (away > FOLLOW_DISTANCE + FOLLOW_SLACK) {\n\t\t\tif (m.status === 'failed' && order.state.tried === world.tick - 1) return 'failed'\n\t\t\torder.state.tried = world.tick\n\t\t\tmoveToEntity(world, entity, target, FOLLOW_DISTANCE)\n\t\t}\n\t\treturn 'running'\n\t}\n}\n\n/** Attack a spot on the ground, or what stands there, until told otherwise. For attacks that hit an area */\nexport const attackGroundOrder: OrderBehavior<AttackGroundState, OrderInits['attackGround']> = {\n\ttype: 'attackGround',\n\taccepts(world, entity, init) {\n\t\tif (groundAttack(entity.def) < 0 || !entity.get(fighting)) return false\n\t\treturn !!init.point || !!world.get(init.target)\n\t},\n\tstart(world, _entity, order) {\n\t\tconst target = world.get(order.init.target)\n\t\tif (target) order.init.point = { x: target.pos.x, z: target.pos.z }\n\t},\n\tupdate(world, entity, order, dt) {\n\t\tconst { state } = order\n\t\tconst point = order.init.point!\n\t\t// aimed at something: that is gone at some point\n\t\tif (order.init.target && !world.get(order.init.target)) return 'done'\n\t\tif (bombard(world, entity, point, dt) === 'attacking') return 'running'\n\n\t\tconst m = entity.get(moving)\n\t\tif (!m) return 'failed'\n\t\tif (m.status === 'moving') return 'running'\n\t\tif (state.walked) {\n\t\t\tworld.message(entity.owner, engineMessage('cannotReach'))\n\t\t\treturn 'failed'\n\t\t}\n\t\tstate.walked = true\n\t\tdisengage(world, entity)\n\t\tconst range = attackStat(statsOf(world, entity), entity.def.attacks?.[groundAttack(entity.def)], 'range') + entity.def.radius\n\t\t// no closer than it has to, but close enough to be in range for sure\n\t\tmoveTo(world, entity, point, { range: Math.max(range - 0.6, 0.2) })\n\t\treturn 'running'\n\t},\n\tend(world, entity) {\n\t\tdisengage(world, 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