@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 +1,636 @@
1
+ import { atan2 } from "./exactMath.js";
2
+ import { distSq } from "./math.js";
3
+ import { statsOf } from "./stats.js";
4
+ import { commandHandled, commandRejected, constructionCancelled } from "./engineEvents.js";
5
+ import { replicateEvent } from "./replication.js";
6
+ import { constructionSite, underConstruction } from "./systems/construction.js";
7
+ import { fighting, moving } from "./entity.js";
8
+ import { giveBack } from "./player.js";
9
+ import { productionOf } from "./systems/productionQueue.js";
10
+ import { isStunned } from "./abilities/buffs.js";
11
+ import { joinFormation } from "./systems/movement.js";
12
+ import { canAttack } from "./systems/combat.js";
13
+ import { dashing } from "./dashing.js";
14
+ import { steerMissile } from "./abilities/effects.js";
15
+ import { CINEMATIC_OUTCOMES, cinematicChose, cinematicEnded } from "./cinematics.js";
16
+ import { Invalid, bool, id, ids, index, number, object, oneOf, optional, point, string } from "./fields.js";
17
+ import { cameraCommandFields, cameraCommanded } from "./cameraOrders.js";
18
+ import { aimKind } from "./targeting.js";
19
+ import { formationPoints } from "./formation.js";
20
+ import { createOrder, giveOrder, interrupt } from "./orders/queue.js";
21
+ import { castAside, notReady } from "./orders/cast.js";
22
+ import { cancelProduction, enqueueMorph, enqueueProduction, enqueueResearch } from "./systems/production.js";
23
+ import { smartOrder } from "./smart.js";
24
+ import { chat, ping } from "./talk.js";
25
+ import { give, shareWith } from "./trade.js";
26
+ import { askPause, surrender } from "./endings.js";
27
+ import { runOrder } from "./systems/orders.js";
28
+ //#region src/commands.ts
29
+ /**
30
+ * Defines a command type, for a game module's `commands`: its type, its fields (see `fields.ts`), and what it does.
31
+ * `command` is typed by the fields.
32
+ *
33
+ * ```ts
34
+ * const sellTower = defineCommand('sellTower', { tower: id }, (world, player, command) => { ... })
35
+ * session.send(sellTower.make({ tower: 12 }))
36
+ * ```
37
+ *
38
+ * @public
39
+ */
40
+ function defineCommand(type, fields, execute, options = {}) {
41
+ for (const own of [
42
+ "type",
43
+ "player",
44
+ "seq"
45
+ ]) if (own in fields) throw new Error(`Command "${type}": "${own}" is what every command carries (who sent it, and the like), name the field otherwise`);
46
+ return {
47
+ type,
48
+ fields,
49
+ execute,
50
+ ...options.outsideTick && { outsideTick: true },
51
+ make: (values) => ({
52
+ ...values,
53
+ type
54
+ })
55
+ };
56
+ }
57
+ /** Part of the cost returned when a construction site is cancelled */
58
+ /** The buildings something is to be made in: the selected ones, of which the least busy gets it. `building` for just one */
59
+ /** @internal */
60
+ var producers = {
61
+ building: optional(id),
62
+ buildings: optional(ids)
63
+ };
64
+ /**
65
+ * Of the player's buildings that were named, the one that will get to something first: finished, able to make it,
66
+ * and with the shortest queue that has room. As in classic RTS games, a group of barracks shares the work. When none has
67
+ * room, the first that could make it, which then says its queue is full
68
+ *
69
+ * @internal
70
+ */
71
+ function leastBusy(world, player, command, fits) {
72
+ const named = [...command.building !== void 0 ? [command.building] : [], ...command.buildings ?? []];
73
+ let best;
74
+ let first;
75
+ for (const entity of owned(world, player, named)) {
76
+ const production = productionOf(entity);
77
+ if (!production || !entity.operational || !fits(entity)) continue;
78
+ first ??= entity;
79
+ const length = production.queue.length;
80
+ if (length < world.settings.production.queue && (!best || length < productionOf(best).queue.length)) best = entity;
81
+ }
82
+ return best ?? first;
83
+ }
84
+ /**
85
+ * The units a command names that the player may command: their own, and what another shares control of with them
86
+ * (`world.mayCommand`). One of another's, or one there never was, is what their own client never sends: it is
87
+ * turned away (`commandRejected`), and the rest goes on. One that has died meanwhile is let be
88
+ *
89
+ * @internal
90
+ */
91
+ function owned(world, player, ids) {
92
+ const result = [];
93
+ for (const id of ids) {
94
+ const entity = world.get(id);
95
+ if (entity && world.mayCommand(player, entity)) result.push(entity);
96
+ else if (entity) world.events.emit(commandRejected, {
97
+ player,
98
+ kind: "notTheirs",
99
+ reason: `unit ${id} is not theirs`
100
+ });
101
+ else if (!world.made(id)) world.events.emit(commandRejected, {
102
+ player,
103
+ kind: "noSuchUnit",
104
+ reason: `there is no unit ${id}`
105
+ });
106
+ }
107
+ return result;
108
+ }
109
+ /** Direction from the middle of a group to where it was sent, so the whole group ends up facing the same way */
110
+ function travelDirection(entities, point) {
111
+ let x = 0;
112
+ let z = 0;
113
+ for (const entity of entities) {
114
+ x += entity.pos.x;
115
+ z += entity.pos.z;
116
+ }
117
+ x = point.x - x / entities.length;
118
+ z = point.z - z / entities.length;
119
+ return x * x + z * z > .04 ? atan2(x, z) : void 0;
120
+ }
121
+ /**
122
+ * Entity a player may point at: one their team sees, a structure they have seen before, or, on a map explored from
123
+ * the start, a structure of nobody's (a tree, a mine). Commands naming anything else are probing for what the player
124
+ * cannot know.
125
+ *
126
+ * @internal
127
+ */
128
+ function known(world, player, id) {
129
+ const entity = world.get(id);
130
+ if (!entity) return void 0;
131
+ const { team } = world.player(player);
132
+ if (world.areAllies(entity.owner, player) || world.isVisibleTo(entity, team)) return entity;
133
+ if (!entity.isStructure) return void 0;
134
+ if (world.sight.hasSeen(entity, team)) return entity;
135
+ const owner = world.players.get(entity.owner);
136
+ return world.fog.exploredFromStart && (owner?.neutral || owner?.creeps) ? entity : void 0;
137
+ }
138
+ /** What a unit is told to do, as a command carries it. See `OrderInit` */
139
+ var orderInit = object({
140
+ type: string,
141
+ target: optional(id),
142
+ point: optional(point),
143
+ unitType: optional(string),
144
+ ability: optional(string),
145
+ item: optional(index),
146
+ facing: optional(number),
147
+ path: optional(string),
148
+ towards: optional(oneOf("first", "last")),
149
+ formation: optional(string),
150
+ together: optional(bool)
151
+ });
152
+ /**
153
+ * The engine's `order` command: gives an order to entities the player owns, replacing theirs or queued after them
154
+ *
155
+ * @internal
156
+ */
157
+ var orderCommand = defineCommand("order", {
158
+ entities: ids,
159
+ order: orderInit,
160
+ queue: optional(bool)
161
+ }, (world, player, { entities: chosen, order: init, queue = false }) => {
162
+ if (!world.registry.orders.has(init.type)) return;
163
+ if (init.target && !known(world, player, init.target)) return;
164
+ const behavior = world.registry.order(init.type);
165
+ let entities = owned(world, player, chosen).filter((entity) => !entity.has(constructionSite) && behavior.accepts(world, entity, init));
166
+ if (init.type === "cast" && init.item !== void 0 && !queue) entities = entities.filter((entity) => !castAside(world, entity, init));
167
+ if (init.type === "attack" && init.target !== void 0 && !queue) entities = entities.filter((entity) => {
168
+ const current = entity.orders[0];
169
+ if (current?.type !== "attack" || current.init.target !== init.target) return true;
170
+ entity.keepOrders(1);
171
+ return false;
172
+ });
173
+ if (entities.length === 0) return;
174
+ const groupId = world.newId();
175
+ const facing = init.facing ?? (init.point && !init.target ? travelDirection(entities, init.point) : void 0);
176
+ const points = /* @__PURE__ */ new Map();
177
+ if (behavior.formation && init.point && !init.target && entities.length > 1) {
178
+ const id = init.formation ?? world.settings.movement.formation(world, entities, init);
179
+ const formation = world.registry.formations.has(id) ? world.registry.formation(id) : world.registry.formation(world.settings.movement.formation(world, entities, init));
180
+ const flyers = entities.filter((entity) => entity.flying);
181
+ const walkers = entities.filter((entity) => !entity.flying);
182
+ for (const [id, point] of formationPoints(world, walkers, init.point, formation, init.facing)) points.set(id, point);
183
+ for (const [id, point] of formationPoints(world, flyers, init.point, formation, init.facing)) points.set(id, point);
184
+ }
185
+ const speedCap = init.type === "move" && !init.target && entities.length > 1 && (init.together ?? false) ? Math.min(...entities.map((entity) => statsOf(world, entity).moveSpeed)) : void 0;
186
+ for (const entity of entities) {
187
+ const point = points.get(entity.id) ?? init.point;
188
+ giveOrder(world, entity, createOrder(world, {
189
+ ...init,
190
+ point,
191
+ facing,
192
+ ...speedCap !== void 0 && { speedCap }
193
+ }, groupId), queue);
194
+ if (points.has(entity.id) && entity.orders.at(-1)?.groupId === groupId) joinFormation(entity, groupId);
195
+ }
196
+ });
197
+ /**
198
+ * The engine's `rally` command: sets where the units a building makes go, a point or an entity
199
+ *
200
+ * @internal
201
+ */
202
+ var rallyCommand = defineCommand("rally", {
203
+ buildings: ids,
204
+ point,
205
+ target: optional(id)
206
+ }, (world, player, command) => {
207
+ const target = known(world, player, command.target);
208
+ for (const building of owned(world, player, command.buildings)) {
209
+ const production = productionOf(building);
210
+ if (!production) continue;
211
+ if (target === building) production.rally = null;
212
+ else production.rally = {
213
+ point: {
214
+ x: command.point.x,
215
+ z: command.point.z
216
+ },
217
+ target: target?.id ?? 0
218
+ };
219
+ }
220
+ });
221
+ /**
222
+ * The right-click: every unit does what makes sense for it, buildings set their rally point
223
+ *
224
+ * @internal
225
+ */
226
+ var smartCommand = defineCommand("smart", {
227
+ entities: ids,
228
+ point,
229
+ target: optional(id),
230
+ queue: optional(bool),
231
+ formation: optional(string),
232
+ facing: optional(number)
233
+ }, (world, player, { point, queue, formation, facing, ...command }) => {
234
+ const target = known(world, player, command.target);
235
+ const entities = owned(world, player, command.entities);
236
+ const units = entities.filter((entity) => entity.get(moving));
237
+ if (units.length === 0) {
238
+ rallyCommand.execute(world, player, {
239
+ buildings: entities.map((entity) => entity.id),
240
+ point,
241
+ target: target?.id
242
+ });
243
+ return;
244
+ }
245
+ const groups = /* @__PURE__ */ new Map();
246
+ for (const unit of units) {
247
+ const order = smartOrder(world, unit, point, target);
248
+ if (!order) continue;
249
+ if (formation !== void 0) order.formation = formation;
250
+ if (facing !== void 0 && !target) order.facing = facing;
251
+ if (order.type === "move" && world.settings.movement.together) order.together = true;
252
+ const key = `${order.type}:${order.target ?? ""}`;
253
+ let group = groups.get(key);
254
+ if (!group) groups.set(key, group = {
255
+ order,
256
+ ids: []
257
+ });
258
+ group.ids.push(unit.id);
259
+ }
260
+ for (const group of groups.values()) orderCommand.execute(world, player, {
261
+ entities: group.ids,
262
+ order: group.order,
263
+ queue
264
+ });
265
+ });
266
+ /**
267
+ * Attack the target, for whoever can. Everyone else, or without a target: attack-move to the point
268
+ *
269
+ * @internal
270
+ */
271
+ var attackCommand = defineCommand("attack", {
272
+ entities: ids,
273
+ point,
274
+ target: optional(id),
275
+ queue: optional(bool),
276
+ formation: optional(string)
277
+ }, (world, player, { point, queue, formation, ...command }) => {
278
+ const target = known(world, player, command.target);
279
+ const units = owned(world, player, command.entities).filter((entity) => entity.get(moving) || entity.get(fighting));
280
+ const attackers = target ? units.filter((unit) => canAttack(world, unit, target, true)) : [];
281
+ if (target && attackers.length) {
282
+ orderCommand.execute(world, player, {
283
+ entities: attackers.map((unit) => unit.id),
284
+ order: {
285
+ type: "attack",
286
+ target: target.id
287
+ },
288
+ queue
289
+ });
290
+ return;
291
+ }
292
+ orderCommand.execute(world, player, {
293
+ entities: units.map((unit) => unit.id),
294
+ order: {
295
+ type: "attackMove",
296
+ point
297
+ },
298
+ queue
299
+ });
300
+ });
301
+ /**
302
+ * Use an ability. Abilities that need a target are cast by one unit, the one that can and is closest
303
+ *
304
+ * @internal
305
+ */
306
+ var castCommand = defineCommand("cast", {
307
+ entities: ids,
308
+ ability: string,
309
+ point: optional(point),
310
+ to: optional(point),
311
+ target: optional(id),
312
+ queue: optional(bool)
313
+ }, (world, player, command) => {
314
+ const { queue } = command;
315
+ if (!world.registry.abilities.has(command.ability)) return;
316
+ const ability = world.registry.ability(command.ability);
317
+ const target = known(world, player, command.target);
318
+ if (command.target && !target) return;
319
+ const init = {
320
+ type: "cast",
321
+ ability: ability.id,
322
+ target: target?.id,
323
+ point: command.point,
324
+ ...command.to && { to: command.to }
325
+ };
326
+ const kind = aimKind(world.registry, ability);
327
+ const behavior = world.registry.order("cast");
328
+ const casters = owned(world, player, command.entities).filter((entity) => behavior.accepts(world, entity, init));
329
+ if (casters.length === 0) return;
330
+ const instant = !queue && !ability.castTime && (kind === "none" || kind === "direction");
331
+ const give = (caster) => {
332
+ const order = createOrder(world, init);
333
+ giveOrder(world, caster, order, queue);
334
+ if (instant && caster.orders[0] === order && !isStunned(world, caster) && !caster.get(dashing)?.pulled) runOrder(world, caster, order, 0);
335
+ };
336
+ if (kind === "none") {
337
+ for (const caster of casters) if (queue) give(caster);
338
+ else if (!notReady(world, caster, ability) && !castAside(world, caster, { ability: ability.id })) give(caster);
339
+ return;
340
+ }
341
+ const aim = target?.pos ?? command.point;
342
+ const ready = casters.filter((caster) => !notReady(world, caster, ability));
343
+ const pool = ready.length ? ready : casters;
344
+ let best = pool[0];
345
+ for (const caster of pool) if (aim && distSq(caster.pos, aim) < distSq(best.pos, aim)) best = caster;
346
+ if (instant && !notReady(world, best, ability) && castAside(world, best, { ability: ability.id }, command.point)) return;
347
+ give(best);
348
+ });
349
+ /**
350
+ * Turns the player's missiles of an ability that are steered (`EffectFields.steer`) towards a point, as they fly
351
+ * (`steerMissile`): what the screen sends while one is in the air, for where the pointer is
352
+ *
353
+ * @beta
354
+ */
355
+ var steerCommand = defineCommand("steer", {
356
+ ability: string,
357
+ point
358
+ }, (world, player, command) => {
359
+ for (const missile of world.missiles) if (missile.owner === player && missile.ability === command.ability) steerMissile(world, missile, command.point);
360
+ });
361
+ /**
362
+ * The engine's `autocast` command: turns an ability's autocast on or off for the entities named
363
+ *
364
+ * @internal
365
+ */
366
+ var autocastCommand = defineCommand("autocast", {
367
+ entities: ids,
368
+ ability: string,
369
+ enabled: bool
370
+ }, (world, player, command) => {
371
+ for (const entity of owned(world, player, command.entities)) {
372
+ const state = entity.abilities.find((ability) => ability.id === command.ability);
373
+ if (state) state.autocast = command.enabled;
374
+ }
375
+ });
376
+ /**
377
+ * Stops what units are doing, as the classic Stop does: a plain interrupt. They fight what comes near again at once; a
378
+ * unit that is to stand down and take no fights is put in a stance (`stanceCommand`, `stancesPack`)
379
+ *
380
+ * @beta
381
+ */
382
+ var stopCommand = defineCommand("stop", { entities: ids }, (world, player, command) => {
383
+ for (const entity of owned(world, player, command.entities)) interrupt(world, entity);
384
+ });
385
+ /**
386
+ * The engine's `train` command: queues a unit type at the least busy building that can train it
387
+ *
388
+ * @internal
389
+ */
390
+ var trainCommand = defineCommand("train", {
391
+ ...producers,
392
+ unitType: string
393
+ }, (world, player, command) => {
394
+ const building = leastBusy(world, player, command, (entity) => !!entity.def.trains?.includes(command.unitType));
395
+ if (building) enqueueProduction(world, building, command.unitType);
396
+ });
397
+ /**
398
+ * The engine's `research` command: queues an upgrade at the least busy building that can research it
399
+ *
400
+ * @internal
401
+ */
402
+ var researchCommand = defineCommand("research", {
403
+ ...producers,
404
+ upgrade: string
405
+ }, (world, player, command) => {
406
+ const building = leastBusy(world, player, command, (entity) => !!entity.def.researches?.includes(command.upgrade));
407
+ if (building) enqueueResearch(world, building, command.upgrade);
408
+ });
409
+ /**
410
+ * Upgrades a building into a type it can become: `into`, one of its `upgradesTo`, or the first where none is named
411
+ *
412
+ * @internal
413
+ */
414
+ var upgradeBuildingCommand = defineCommand("upgradeBuilding", {
415
+ building: id,
416
+ into: optional(string)
417
+ }, (world, player, command) => {
418
+ const [building] = owned(world, player, [command.building]);
419
+ if (building) enqueueMorph(world, building, command.into);
420
+ });
421
+ /**
422
+ * The engine's `cancelTrain` command: takes the item at an index out of a building's queue
423
+ *
424
+ * @internal
425
+ */
426
+ var cancelTrainCommand = defineCommand("cancelTrain", {
427
+ building: id,
428
+ index
429
+ }, (world, player, command) => {
430
+ const [building] = owned(world, player, [command.building]);
431
+ if (building) cancelProduction(world, building, command.index);
432
+ });
433
+ /**
434
+ * The engine's `cancelConstruction` command: stops a building under construction, refunds part of its cost and removes it
435
+ *
436
+ * @internal
437
+ */
438
+ var cancelConstructionCommand = defineCommand("cancelConstruction", { building: id }, (world, player, command) => {
439
+ const [building] = owned(world, player, [command.building]);
440
+ const site = building && underConstruction(building);
441
+ if (!site) return;
442
+ giveBack(world, player, site.paid ?? building.def.cost, world.settings.production.cancelRefund, "structure", building.def.id);
443
+ world.events.emit(constructionCancelled, building);
444
+ world.kill(building, void 0, false, "cancelled");
445
+ });
446
+ /** The player skips the line of dialog they hear: a conversation goes on to its next line. See `world.dialog` */
447
+ var skipLineCommand = defineCommand("skipLine", {}, (world, player) => world.dialog.skip(player));
448
+ /** A player marks a spot of the map for their allies: `look`, `danger`, `assist` or `onMyWay` (see `ping`) */
449
+ var pingCommand = defineCommand("ping", {
450
+ point,
451
+ kind: optional(string),
452
+ to: optional(string),
453
+ by: optional(string)
454
+ }, (world, player, command) => ping(world, player, command.point, command.kind, command.to, command.by), { outsideTick: true });
455
+ /** A player says a line of chat: to `allies` (when left out), or to `all` (see `chat`) */
456
+ var chatCommand = defineCommand("chat", {
457
+ text: string,
458
+ to: optional(string),
459
+ by: optional(string)
460
+ }, (world, player, command) => chat(world, player, command.text, command.to, command.by), { outsideTick: true });
461
+ /** A player gives an ally some of a resource they have (see `give`) */
462
+ var giveCommand = defineCommand("give", {
463
+ to: id,
464
+ resource: string,
465
+ amount: number
466
+ }, (world, player, command) => give(world, player, command.to, command.resource, command.amount));
467
+ /** A player shares control of their units, or their team's sight, with an ally, or no longer (see `shareWith`) */
468
+ var shareCommand = defineCommand("share", {
469
+ with: id,
470
+ vision: optional(bool),
471
+ control: optional(bool)
472
+ }, (world, player, command) => shareWith(world, player, command.with, {
473
+ vision: command.vision,
474
+ control: command.control
475
+ }));
476
+ /**
477
+ * A player gives up: out of the game, as if beaten (see `surrender`)
478
+ *
479
+ * @internal
480
+ */
481
+ var surrenderCommand = defineCommand("surrender", {}, (world, player) => surrender(world, player));
482
+ /**
483
+ * A player asks for the game to be paused, one of their pauses (see `askPause`): whoever runs it pauses it
484
+ *
485
+ * @internal
486
+ */
487
+ var pauseCommand = defineCommand("pause", {}, (world, player) => askPause(world, player));
488
+ /**
489
+ * A player's own screen says something of its camera (see `cameraFor`): being a command, a replay has it. A seat that
490
+ * names another's (`seat`) is refused
491
+ *
492
+ * @internal
493
+ */
494
+ var cameraCommand = defineCommand("camera", cameraCommandFields, cameraCommanded);
495
+ /**
496
+ * A player's screen says a cinematic the rules played on it is over, and how (see `cinematic`'s `wait`): sent by the
497
+ * client as the cinematic ends, so that the rules hear it in the same tick on every machine and in a replay
498
+ *
499
+ * @internal
500
+ */
501
+ var cinematicCommand = defineCommand("cinematic", {
502
+ cinematic: string,
503
+ outcome: oneOf(...CINEMATIC_OUTCOMES)
504
+ }, (world, player, command) => cinematicEnded(world, player, command.cinematic, command.outcome));
505
+ /**
506
+ * A player's screen says which answer of a cinematic's choice they picked (C3): heard by the rules in the same tick on
507
+ * every machine and in a replay, as `cinematicChoice`
508
+ *
509
+ * @internal
510
+ */
511
+ var cinematicChoiceCommand = defineCommand("cinematicChoice", {
512
+ cinematic: string,
513
+ question: string,
514
+ choice: string,
515
+ timedOut: optional(bool)
516
+ }, (world, player, command) => cinematicChose(world, {
517
+ player,
518
+ cinematic: command.cinematic,
519
+ question: command.question,
520
+ choice: command.choice,
521
+ timedOut: !!command.timedOut
522
+ }));
523
+ /**
524
+ * The commands the engine knows, which every game has
525
+ *
526
+ * @beta
527
+ */
528
+ var coreCommands = [
529
+ cameraCommand,
530
+ orderCommand,
531
+ smartCommand,
532
+ attackCommand,
533
+ castCommand,
534
+ steerCommand,
535
+ autocastCommand,
536
+ stopCommand,
537
+ trainCommand,
538
+ researchCommand,
539
+ upgradeBuildingCommand,
540
+ cancelTrainCommand,
541
+ rallyCommand,
542
+ cancelConstructionCommand,
543
+ skipLineCommand,
544
+ pingCommand,
545
+ chatCommand,
546
+ giveCommand,
547
+ shareCommand,
548
+ surrenderCommand,
549
+ pauseCommand,
550
+ cinematicCommand,
551
+ cinematicChoiceCommand
552
+ ];
553
+ /** Type and sender, the part every command has */
554
+ var head = object({
555
+ type: string,
556
+ player: id
557
+ });
558
+ /**
559
+ * Checks a command and carries it out. A command that is not what it says it is (an unknown type, a field missing
560
+ * or of the wrong kind, a player that is not in the game) is turned away with `commandRejected`, and changes nothing
561
+ */
562
+ function executeCommand(world, raw) {
563
+ let def;
564
+ let player;
565
+ let fields;
566
+ let kind = "badFields";
567
+ try {
568
+ const { type, player: sender } = head(raw, "command");
569
+ const found = world.registry.command(type);
570
+ kind = "unknownType";
571
+ if (!found) throw new Invalid(`there is no command "${type}"`);
572
+ kind = "noSuchPlayer";
573
+ if (!world.players.has(sender)) throw new Invalid(`there is no player ${sender}`);
574
+ kind = "badFields";
575
+ def = found;
576
+ player = sender;
577
+ fields = object(def.fields)(raw, "");
578
+ } catch (error) {
579
+ if (!(error instanceof Invalid)) throw error;
580
+ const { type, player, seq } = typeof raw === "object" && raw ? raw : {};
581
+ const sender = typeof player === "number" ? player : void 0;
582
+ world.events.emit(commandRejected, {
583
+ player: sender,
584
+ type: typeof type === "string" ? type : void 0,
585
+ kind,
586
+ reason: error.message
587
+ });
588
+ if (sender !== void 0 && typeof seq === "number") world.events.emit(commandHandled, {
589
+ player: sender,
590
+ seq,
591
+ refusal: { key: error.message }
592
+ });
593
+ return;
594
+ }
595
+ const seq = raw.seq;
596
+ if (world.player(player).defeated) {
597
+ if (typeof seq === "number") world.events.emit(commandHandled, {
598
+ player,
599
+ seq,
600
+ refusal: { key: "defeated" }
601
+ });
602
+ return;
603
+ }
604
+ const handling = {
605
+ player,
606
+ refusal: void 0
607
+ };
608
+ world.handling = handling;
609
+ try {
610
+ def.execute(world, player, fields);
611
+ } catch (error) {
612
+ world.caught(error, {
613
+ kind: "command",
614
+ id: def.type,
615
+ player
616
+ });
617
+ handling.refusal ??= { key: "failed" };
618
+ } finally {
619
+ world.handling = void 0;
620
+ }
621
+ if (typeof seq === "number") world.events.emit(commandHandled, {
622
+ player,
623
+ seq,
624
+ refusal: handling.refusal
625
+ });
626
+ }
627
+ /** What became of a command: to whoever sent it */
628
+ var toldCommand = replicateEvent(commandHandled, "command", ({ player, seq, refusal }, view) => player === view.player ? {
629
+ type: "command",
630
+ seq,
631
+ ...refusal ? { refusal } : {}
632
+ } : void 0);
633
+ //#endregion
634
+ export { attackCommand, autocastCommand, cameraCommand, cancelConstructionCommand, cancelTrainCommand, castCommand, chatCommand, cinematicChoiceCommand, cinematicCommand, coreCommands, defineCommand, executeCommand, giveCommand, known, leastBusy, orderCommand, owned, pauseCommand, pingCommand, producers, rallyCommand, researchCommand, shareCommand, skipLineCommand, smartCommand, steerCommand, stopCommand, surrenderCommand, toldCommand, trainCommand, upgradeBuildingCommand };
635
+
636
+ //# sourceMappingURL=commands.js.map