@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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@@ -1,6 +1,6 @@
1
1
  import type { AdvanceState, AlongPath, AttackGroundState, AttackState, FollowState, HoldState, PatrolState } from './orders/basic';
2
2
  import type { GameFileDef } from './gameFiles';
3
- import type { ReplicatedEvent, SnapshotPart } from './replication';
3
+ import type { ReplicatedEvent, SnapshotField } from './replication';
4
4
  import { type DataDefs, type DataKind } from './gameData';
5
5
  import { Definitions } from './definitions';
6
6
  import type { BuildState, RepairState, WorkState } from './orders/build';
@@ -12,22 +12,27 @@ import type { RaceDef } from './races';
12
12
  import type { Logger } from './log';
13
13
  import type { Component } from './components';
14
14
  import { type EventKey } from './events';
15
- import type { EffectHandler, EffectKind } from './abilities/effects';
15
+ import type { EffectHandler, EffectType } from './abilities/effects';
16
+ import type { Targeting } from './targeting';
16
17
  import type { CommandDef } from './commands';
17
- import { type AbilityDef, type BuffDef, type DayCycle, type ItemDef, type ResourceDef, type ResourceKind, type StatDef, type Stats, type UnitTypeDef, type UpgradeDef, type UpkeepTier } from './defs';
18
+ import { type AbilityDef, type BuffDef, type DayCycle, type ItemDef, type ResourceDef, type ResourceId, type StatDef, type Stats, type TagDef, type UnitTypeDef, type UpgradeDef, type UpkeepTier } from './defs';
18
19
  import type { Entity, EntityId, Order, PlayerId } from './entity';
19
20
  import type { Vec2 } from './math';
20
- import type { StatPart } from './stats';
21
+ import type { StatField } from './stats';
21
22
  import type { FormationDef } from './formation';
22
- import type { AssembledGame, GameModule } from './game';
23
- import { type GameRules } from './rules';
23
+ import type { AssembledGame, Rules } from './game';
24
+ import { type RuleSettings } from './rules';
24
25
  import type { TileDef } from './tiles';
25
26
  import type { PrefabDef } from './prefabs';
26
27
  import type { TunableDef } from './tunables';
27
28
  import type { World } from './world';
28
29
  import type { CellLayerDef } from './cellLayers';
29
30
  import type { ResolvedScore } from './score';
30
- /** @beta */
31
+ /**
32
+ * Where an order stands after an update: still `running`, `done`, or `failed`
33
+ *
34
+ * @beta
35
+ */
31
36
  export type OrderStatus = 'running' | 'done' | 'failed';
32
37
  /**
33
38
  * What an order can be given, every order's field in one: for what reads an order of any type (the queue, a save, a
@@ -36,12 +41,16 @@ export type OrderStatus = 'running' | 'done' | 'failed';
36
41
  * @beta
37
42
  */
38
43
  export interface OrderParams {
44
+ /** The entity an order is aimed at: to attack, follow, harvest from, repair, board or load */
39
45
  target?: EntityId;
46
+ /** The point an order is aimed at, in world coordinates */
40
47
  point?: Vec2;
41
48
  /** Type to build, for build orders */
42
49
  unitType?: string;
43
50
  /** Ability to use, for cast orders */
44
51
  ability?: string;
52
+ /** For an ability aimed along two points (`vector`): the second, the way it goes from `point` */
53
+ to?: Vec2;
45
54
  /** An item: the one to use, drop or hand over by its place in the inventory, or the one on the ground to pick up */
46
55
  item?: number;
47
56
  /** Direction to face at the end. Commands fill this in with the direction of travel */
@@ -79,26 +88,47 @@ export interface OrderParams {
79
88
  * @beta
80
89
  */
81
90
  export interface OrderInits {
91
+ /** What a `move` order is given (`Order.init`): point, facing, target, together and speedCap: where to, which way to face at the end, an entity to go to, group pace */
82
92
  move: Pick<OrderParams, 'point' | 'facing' | 'target' | 'together' | 'speedCap'>;
93
+ /** What a `hold` order is given (`Order.init`): facing: which way to face while holding */
83
94
  hold: Pick<OrderParams, 'facing'>;
95
+ /** What a `attack` order is given (`Order.init`): the target to attack and the facing to keep */
84
96
  attack: Pick<OrderParams, 'target' | 'facing'>;
97
+ /** What a `attackMove` order is given (`Order.init`): the point to advance to, fighting what it meets, and the facing at the end */
85
98
  attackMove: Pick<OrderParams, 'point' | 'facing'>;
99
+ /** What a `followPath` order is given (`Order.init`): the map path to follow by name and which end (`towards`) to go to */
86
100
  followPath: Pick<OrderParams, 'path' | 'towards'>;
101
+ /** What a `attackPath` order is given (`Order.init`): the map path to advance along, fighting, and which end (`towards`) to go to */
87
102
  attackPath: Pick<OrderParams, 'path' | 'towards'>;
103
+ /** What a `patrolPath` order is given (`Order.init`): the map path to patrol along and which end (`towards`) to start towards */
88
104
  patrolPath: Pick<OrderParams, 'path' | 'towards'>;
105
+ /** What a `patrol` order is given (`Order.init`): the point to patrol to and back from, and the facing */
89
106
  patrol: Pick<OrderParams, 'point' | 'facing'>;
107
+ /** What a `follow` order is given (`Order.init`): the entity to follow */
90
108
  follow: Pick<OrderParams, 'target'>;
109
+ /** What a `attackGround` order is given (`Order.init`): the point to attack and optionally an entity there */
91
110
  attackGround: Pick<OrderParams, 'point' | 'target'>;
92
- cast: Pick<OrderParams, 'ability' | 'item' | 'target' | 'point'>;
111
+ /** What a `cast` order is given (`Order.init`): the ability, an item to use, the target, the point and the second point (`to`) of a vector ability */
112
+ cast: Pick<OrderParams, 'ability' | 'item' | 'target' | 'point' | 'to'>;
113
+ /** What a `harvest` order is given (`Order.init`): the resource entity to gather from */
93
114
  harvest: Pick<OrderParams, 'target'>;
115
+ /** What a `return` order is given (`Order.init`): the hall to hand in at; the resource to go back to when left out */
94
116
  return: Pick<OrderParams, 'target'>;
117
+ /** What a `build` order is given (`Order.init`): the unit type to build, the point and the facing of the site */
95
118
  build: Pick<OrderParams, 'unitType' | 'point' | 'facing'>;
119
+ /** What a `construct` order is given (`Order.init`): the unfinished building to work on */
96
120
  construct: Pick<OrderParams, 'target'>;
121
+ /** What a `repair` order is given (`Order.init`): the building to repair */
97
122
  repair: Pick<OrderParams, 'target'>;
123
+ /** What a `pickUp` order is given (`Order.init`): the item on the ground to pick up (`target`) and the inventory slot */
98
124
  pickUp: Pick<OrderParams, 'target' | 'item'>;
125
+ /** What a `dropItem` order is given (`Order.init`): the inventory slot to drop, and the point or the unit to drop it at */
99
126
  dropItem: Pick<OrderParams, 'item' | 'point' | 'target'>;
127
+ /** What a `board` order is given (`Order.init`): the transport to board */
100
128
  board: Pick<OrderParams, 'target'>;
129
+ /** What a `load` order is given (`Order.init`): the unit for a transport to load */
101
130
  load: Pick<OrderParams, 'target'>;
131
+ /** What a `unload` order is given (`Order.init`): the point to unload the cargo at */
102
132
  unload: Pick<OrderParams, 'point'>;
103
133
  }
104
134
  /**
@@ -117,7 +147,7 @@ export type OrderInit<Type extends string = string> = {
117
147
  type: Type;
118
148
  /**
119
149
  * The formation units ordered to a point together take, by id (`FormationDef`): the engine's `rows`, `circle`,
120
- * `square` or `none`, or a game's own. What the rules say (`GameRules.movement.formation`: `rows`) when left out
150
+ * `square` or `none`, or a game's own. What the rules say (`RuleSettings.movement.formation`: `rows`) when left out
121
151
  */
122
152
  formation?: string;
123
153
  } & OrderInitOf<Type>;
@@ -128,9 +158,10 @@ export type OrderInit<Type extends string = string> = {
128
158
  * `State` is what it keeps in the order (`Order.state`), every field optional: the order starts with none of them.
129
159
  * `OrderStates` names each order type's, for `registry.order(type)` to hand back the behaviour typed
130
160
  *
131
- * @beta
161
+ * @public
132
162
  */
133
163
  export interface OrderBehavior<State extends object = Record<string, any>, Init extends object = OrderParams> {
164
+ /** The order type this behaviour handles, the key of `registry.order` and of `Order.type` */
134
165
  type: string;
135
166
  /** Units ordered to a point together are spread out in a formation instead of all walking to the same spot */
136
167
  formation?: boolean;
@@ -138,6 +169,7 @@ export interface OrderBehavior<State extends object = Record<string, any>, Init
138
169
  accepts(world: World, entity: Entity, init: Init): boolean;
139
170
  /** Called once when the order reaches the front of the queue */
140
171
  start?(world: World, entity: Entity, order: Order<State, Init>): void;
172
+ /** Runs each tick while the order is at the front; returns whether it is still running, done or failed. `dt` is the tick's seconds */
141
173
  update(world: World, entity: Entity, order: Order<State, Init>, dt: number): OrderStatus;
142
174
  /** Called when the order finishes or is interrupted, to undo anything it left behind */
143
175
  end?(world: World, entity: Entity, order: Order<State, Init>): void;
@@ -147,8 +179,8 @@ export interface OrderBehavior<State extends object = Record<string, any>, Init
147
179
  */
148
180
  committed?(order: Order<State, Init>): boolean;
149
181
  /**
150
- * Whether the unit stands waiting by a fight for a spot in it (an attack-move held up): an ally on its way may ask it
151
- * aside (`rules.movement.makesWay`). Never, when left out
182
+ * Whether the unit stands waiting by a fight for a spot in it (an attack or an attack-move held up: `holdOff`): an
183
+ * ally on its way may ask it aside (`settings.movement.makesWay`). Never, when left out
152
184
  */
153
185
  waiting?(order: Order<State, Init>): boolean;
154
186
  /** Whether the unit keeps something up that being stunned breaks off (a channelled ability). Never, when left out */
@@ -178,25 +210,45 @@ export type OrderFact = 'committed' | 'waiting' | 'channelling' | 'building';
178
210
  * @beta
179
211
  */
180
212
  export interface OrderStates {
213
+ /** What a `move` order keeps in `Order.state` */
181
214
  move: NoState;
215
+ /** What a `hold` order keeps in `Order.state` */
182
216
  hold: HoldState;
217
+ /** What a `attack` order keeps in `Order.state` */
183
218
  attack: AttackState;
219
+ /** What a `attackMove` order keeps in `Order.state` */
184
220
  attackMove: AdvanceState;
221
+ /** What a `followPath` order keeps in `Order.state` */
185
222
  followPath: AlongPath;
223
+ /** What a `attackPath` order keeps in `Order.state` */
186
224
  attackPath: AlongPath & AdvanceState;
225
+ /** What a `patrol` order keeps in `Order.state` */
187
226
  patrol: PatrolState;
227
+ /** What a `follow` order keeps in `Order.state` */
188
228
  follow: FollowState;
229
+ /** What a `attackGround` order keeps in `Order.state` */
189
230
  attackGround: AttackGroundState;
231
+ /** What a `cast` order keeps in `Order.state` */
190
232
  cast: CastState;
233
+ /** What a `harvest` order keeps in `Order.state` */
191
234
  harvest: HarvestState;
235
+ /** What a `return` order keeps in `Order.state` */
192
236
  return: HarvestState;
237
+ /** What a `build` order keeps in `Order.state` */
193
238
  build: BuildState;
239
+ /** What a `construct` order keeps in `Order.state` */
194
240
  construct: WorkState;
241
+ /** What a `repair` order keeps in `Order.state` */
195
242
  repair: RepairState;
243
+ /** What a `pickUp` order keeps in `Order.state` */
196
244
  pickUp: ItemOrderState;
245
+ /** What a `dropItem` order keeps in `Order.state` */
197
246
  dropItem: ItemOrderState;
247
+ /** What a `board` order keeps in `Order.state` */
198
248
  board: BoardState;
249
+ /** What a `load` order keeps in `Order.state` */
199
250
  load: LoadState;
251
+ /** What a `unload` order keeps in `Order.state` */
200
252
  unload: UnloadState;
201
253
  }
202
254
  /**
@@ -221,7 +273,7 @@ export type SystemPhase = 'commands' | 'decide' | 'move' | 'resolve' | 'cleanup'
221
273
  * Something that runs every tick, or every few: moves units, lands attacks, works out what each team sees.
222
274
  * When it runs is worked out once, from its phase, then from what it says it comes before and after.
223
275
  *
224
- * @beta
276
+ * @public
225
277
  */
226
278
  export interface System {
227
279
  /** Unique in a world. A game's system with the name of a core one takes its place */
@@ -230,6 +282,7 @@ export interface System {
230
282
  phase?: SystemPhase;
231
283
  /** Names of systems in the same phase this one runs ahead of, or after */
232
284
  before?: string[];
285
+ /** Names of systems in the same phase this one runs after */
233
286
  after?: string[];
234
287
  /** Runs once in so many ticks, for work that does not need doing every tick. Every tick when left out */
235
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  every?: number;
@@ -241,9 +294,11 @@ export interface System {
241
294
  */
242
295
  update?(world: World, dt: number): void;
243
296
  /**
244
- * What `each` is run for (OB5): every actor (`'actors'`, when left out), what has a component, in the order of its
245
- * id as a walk through the actors would meet it (`EntityIndex.ordered`: a system about a few, like the buildings
246
- * that train, does not look at every unit and tree), or the actors a test says yes to
297
+ * What `each` is run for (OB5): every unit (`'units'`, when left out, in `World.units`' order), what has a component,
298
+ * in the order of its id (`EntityIndex.ordered`: a system about a few, like the buildings that train, does not look
299
+ * at every unit and tree), or the units a test says yes to. The two orders differ for scenery woken into a unit
300
+ * (`Spawning.wake`), which `World.units` has last: moving a system from one to the other can change which of two
301
+ * equals goes first, unless it breaks ties by id
247
302
  *
248
303
  * @beta
249
304
  */
@@ -264,20 +319,20 @@ export interface System {
264
319
  restore?(world: World, data: unknown): void;
265
320
  }
266
321
  /**
267
- * What a system runs `each` for (`System.over`): every actor, what has a component, or the actors a test says yes to
322
+ * What a system runs `each` for (`System.over`): every unit, what has a component, or the units a test says yes to
268
323
  *
269
324
  * @beta
270
325
  */
271
- export type SystemOver = 'actors' | Component<unknown, unknown> | ((entity: Entity, world: World) => boolean);
326
+ export type SystemOver = 'units' | Component<unknown, unknown> | ((entity: Entity, world: World) => boolean);
272
327
  /**
273
328
  * A system, or what makes one for each world: for a system that keeps state of its own, which belongs to one game
274
329
  *
275
- * @beta
330
+ * @public
276
331
  */
277
332
  export type SystemDef = System | ((world: World) => System);
278
333
  /**
279
- * What is thrown for a component or an event of its own that a game uses without listing it (`GameModule.components`,
280
- * `GameModule.events`): no world finds it by its id, so a save, a snapshot or the index would lose it
334
+ * What is thrown for a component or an event of its own that a game uses without listing it (`Rules.components`,
335
+ * `Rules.events`): no world finds it by its id, so a save, a snapshot or the index would lose it
281
336
  *
282
337
  * @beta
283
338
  */
@@ -296,30 +351,38 @@ export declare class UnlistedError extends Error {
296
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  /** The id of the game that used it */
297
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  game: string);
298
353
  }
299
- /** @beta */
354
+ /**
355
+ * The registry of a game's definitions and behaviours: unit types, abilities, orders, systems, buffs and the rest, by id
356
+ *
357
+ * @public
358
+ */
300
359
  export declare class Registry {
301
- /** The game's unit types, buildings and resources (`GameModule.units`) */
360
+ /** The game's unit types, buildings and resources (`Rules.units`) */
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  readonly units: Definitions<UnitTypeDef>;
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  /** The orders units can be given, the engine's and the game's, by type */
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  readonly orders: Definitions<OrderBehavior<Record<string, any>, OrderParams>>;
305
- /** How groups line up (`GameModule.formations`) */
364
+ /** How groups line up (`Rules.formations`) */
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  readonly formations: Definitions<FormationDef>;
307
- /** The game's research (`GameModule.upgrades`) */
366
+ /** The game's research (`Rules.upgrades`) */
308
367
  readonly upgrades: Definitions<UpgradeDef>;
309
- /** Every ability there is, of units, heroes and items alike (`GameModule.abilities`) */
368
+ /** Every ability there is, of units, heroes and items alike (`Rules.abilities`) */
310
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  readonly abilities: Definitions<AbilityDef>;
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- /** The game's buffs (`GameModule.buffs`) */
370
+ /** The game's buffs (`Rules.buffs`) */
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  readonly buffs: Definitions<BuffDef>;
313
- /** The game's items (`GameModule.items`) */
372
+ /** The game's items (`Rules.items`) */
314
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  readonly items: Definitions<ItemDef>;
315
- /** The game's races, in its order (`GameModule.races`): none in a game without */
374
+ /** The tags of the game's items named and given a look (`Rules.tags`): a tag none names is its own word */
375
+ readonly tags: Definitions<TagDef>;
376
+ /** The game's races, in its order (`Rules.races`): none in a game without */
316
377
  readonly races: Definitions<RaceDef>;
317
- /** The game's prefabs (`GameModule.prefabs`) */
378
+ /** The game's prefabs (`Rules.prefabs`) */
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  readonly prefabs: Definitions<PrefabDef>;
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  /** The commands a world takes, the engine's and the game's, by type */
320
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  readonly commands: Definitions<CommandDef<import("./fields").Fields>>;
321
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  /** What each type of an ability's effect does, by type */
322
- readonly effects: Definitions<EffectKind<keyof import("./defs").EffectTypes>>;
383
+ readonly effects: Definitions<EffectType<keyof import("./defs").EffectTypes>>;
384
+ /** A game's own ways of aiming an ability (`Rules.targetings`), by name */
385
+ readonly targetings: Definitions<Targeting>;
323
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  /**
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  * The kinds of definition a game's data is kept for (`DataKind`), each its collection: what the Data panel, mods,
325
388
  * saves and a game's reload walk, one loop each
@@ -327,11 +390,11 @@ export declare class Registry {
327
390
  readonly kinds: {
328
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  readonly [K in DataKind]: Definitions<DataDefs[K]>;
329
392
  };
330
- /** The components the game lists (`GameModule.components`), and those its app keeps in its worlds, by id */
393
+ /** The components the game lists (`Rules.components`), and those its app keeps in its worlds, by id */
331
394
  private readonly components;
332
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  /** The engine's own components (`coreComponents`) and the listed, by id: what `component` finds, in one look */
333
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  private readonly known;
334
- /** The events of its own the game lists (`GameModule.events`), by id */
397
+ /** The events of its own the game lists (`Rules.events`), by id */
335
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  private readonly events;
336
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  /** Takes in the components and events a game lists. Throws for an id that is there twice, another way */
337
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  defineParts(components: readonly Component<unknown>[], events: readonly EventKey<unknown>[]): void;
@@ -340,8 +403,9 @@ export declare class Registry {
340
403
  /** A component of this game by its id, as something of the world uses it: throws for one the game does not list (`UnlistedError`) */
341
404
  used(id: string): Component<unknown>;
342
405
  /**
343
- * An event of the game's own by its id: listed, or the engine's (`core.`). One of a game's that it does not list
344
- * throws (`UnlistedError`)
406
+ * An event of the game's own by its id: listed, or the engine's (`core.`), as the engine defined it. One of a game's
407
+ * that it does not list throws (`UnlistedError`). Never another game's: a process may hold more than one, each
408
+ * defining an id its own way (E7)
345
409
  */
346
410
  event(id: string): EventKey<unknown> | undefined;
347
411
  /**
@@ -366,7 +430,7 @@ export declare class Registry {
366
430
  /** Id of the game module it was made from */
367
431
  game: string;
368
432
  /** The game module it was made from */
369
- module: GameModule | null;
433
+ module: Rules | null;
370
434
  private hashed?;
371
435
  /** What identifies the game exactly, mods and code included (see `gameHash`). Worked out the first time it is asked for */
372
436
  get hash(): string;
@@ -376,9 +440,9 @@ export declare class Registry {
376
440
  * check they share: the two run builds of the same code that print it differently
377
441
  */
378
442
  get dataHash(): string;
379
- /** The version of what the game keeps in a save (`GameModule.saves.version`): 1 for a game that says none */
443
+ /** The version of what the game keeps in a save (`Rules.saves.version`): 1 for a game that says none */
380
444
  get saveVersion(): number;
381
- /** The game's own stats, next to the engine's (`GameModule.stats`) */
445
+ /** The game's own stats, next to the engine's (`Rules.stats`) */
382
446
  stats: StatDef[];
383
447
  /** The game put together with its packs (`assembleGame`): set as the registry is made of it */
384
448
  assembly: AssembledGame | null;
@@ -391,18 +455,18 @@ export declare class Registry {
391
455
  /** Whether a structure stands open now, in nobody's way, by its parts (`Component.passable`): a gate opened */
392
456
  standsOpen(entity: Entity): boolean;
393
457
  /** What the game's packs add to a unit's stats (`GamePack.stats`): a hero's growth */
394
- statParts: StatPart[];
458
+ statFields: StatField[];
395
459
  /** How each event of the world is told to a player, the engine's then the packs' (`replicateEvent`), in order */
396
460
  replications: readonly ReplicatedEvent[];
397
- /** The parts of a player's snapshot, the engine's then the packs' (`SnapshotPart`), in order */
398
- snapshotParts: readonly SnapshotPart[];
399
- /** What the game counts of its players (`GameRules.score`), its stats made: null for a game that counts nothing */
461
+ /** The parts of a player's snapshot, the engine's then the packs' (`SnapshotField`), in order */
462
+ snapshotFields: readonly SnapshotField[];
463
+ /** What the game counts of its players (`RuleSettings.score`), its stats made: null for a game that counts nothing */
400
464
  score: ResolvedScore | null;
401
- /** What each of the game's own files was read as (`GameModule.files`), by id */
465
+ /** What each of the game's own files was read as (`Rules.files`), by id */
402
466
  private files;
403
- /** The game's own files (`GameModule.files`), by id */
467
+ /** The game's own files (`Rules.files`), by id */
404
468
  private fileDefs;
405
- /** What the rules read of a file of the game's own data (`GameModule.files`): throws for one the game does not list */
469
+ /** What the rules read of a file of the game's own data (`Rules.files`): throws for one the game does not list */
406
470
  file<T>(def: GameFileDef<T>): T;
407
471
  /** Puts what a file of the game's is read as, for this registry's world alone: the editor's panel, as it is edited */
408
472
  setFile<T>(def: GameFileDef<T>, value: T): void;
@@ -410,11 +474,11 @@ export declare class Registry {
410
474
  fileDef(id: string): GameFileDef<unknown> | undefined;
411
475
  /** A prefab of the game's by id, for `world.spawnPrefab`; throws for one there is not */
412
476
  prefab(id: string): PrefabDef;
413
- /** What the ground can be painted with, in the order of their indices: the first is 1 (`GameModule.tiles`) */
477
+ /** What the ground can be painted with, in the order of their indices: the first is 1 (`Rules.tiles`) */
414
478
  tiles: TileDef[];
415
- /** The game's layers of cells (`GameModule.cellLayers`): what `Terrain.cells` is keyed by, with what each means */
479
+ /** The game's layers of cells (`Rules.cellLayers`): what `Terrain.cells` is keyed by, with what each means */
416
480
  cellLayers: CellLayerDef[];
417
- /** The numbers of the rules to be tuned while the game plays (`GameModule.tunables`) */
481
+ /** The numbers of the rules to be tuned while the game plays (`Rules.tunables`) */
418
482
  tunables: TunableDef[];
419
483
  /** A tunable by id, or nothing for one the game does not have */
420
484
  tunable(id: string): TunableDef | undefined;
@@ -426,11 +490,11 @@ export declare class Registry {
426
490
  statKeys: string[];
427
491
  /** Every stat of the game at 0, its own at their default: what base stats start from */
428
492
  statDefaults: Readonly<Stats>;
429
- /** The game's numbers that are not about any one unit (`GameModule.rules`) */
430
- rules: Readonly<GameRules>;
493
+ /** The game's numbers that are not about any one unit (`Rules.settings`) */
494
+ settings: Readonly<RuleSettings>;
431
495
  /** Null for a game where it is always day */
432
496
  day: DayCycle | null;
433
- /** What the game tells each player about itself, see `GameModule.report`. Asked by the session that runs the world */
497
+ /** What the game tells each player about itself, see `Rules.report`. Asked by the session that runs the world */
434
498
  report: ((world: World, player: PlayerId) => Record<string, unknown>) | null;
435
499
  /** The resources of the game, in the order players are shown them */
436
500
  resources: ResourceDef[];
@@ -438,11 +502,11 @@ export declare class Registry {
438
502
  * The resource prices, bounties, revives and sales are in: the game's money. Null for a game without one,
439
503
  * where there is nothing of that kind to pay with
440
504
  */
441
- currency: ResourceKind | null;
505
+ currency: ResourceId | null;
442
506
  /** The command type, or undefined for one the game does not have: commands come from outside, and may name anything */
443
507
  command(type: string): CommandDef | undefined;
444
508
  /** The definition of a resource, or undefined for one the game does not have */
445
- resource(id: ResourceKind): ResourceDef | undefined;
509
+ resource(id: ResourceId): ResourceDef | undefined;
446
510
  /** A unit type by id: throws for one the game does not have (`units`) */
447
511
  unit(id: string): UnitTypeDef;
448
512
  /** An upgrade by id: throws for one the game does not have (`upgrades`) */