@vibemancer/core 1.0.8 → 1.0.10
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- package/dist/{chunk-MUU3ELH5.js → chunk-OLGKLCCB.js} +36 -11
- package/dist/chunk-OLGKLCCB.js.map +1 -0
- package/dist/{index-browser-ClmR9SkR.d.ts → index-browser-BLioGWvO.d.ts} +97 -12
- package/dist/index-browser.d.ts +1 -1
- package/dist/index-browser.js +3 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.js +3 -1
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/src/bots/sniper/01_Spellshot.ts +11 -5
- package/src/engine/physics.ts +12 -2
- package/src/engine/simulation.ts +79 -2
- package/src/engine-version.ts +1 -1
- package/src/hooks/action-builders.ts +299 -266
- package/src/hooks/index.ts +84 -83
- package/src/hooks/types.ts +227 -200
- package/src/trace.ts +497 -490
- package/src/types.ts +9 -3
- package/dist/chunk-MUU3ELH5.js.map +0 -1
package/src/types.ts
CHANGED
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@@ -151,9 +151,15 @@ export interface WizardActions
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cancel?: boolean;
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/**
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-
*
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-
*
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-
*
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* Set the wizard's facing this tick (degrees). Set it with `aim()`.
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*
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* A missile launches with whatever rotation the wizard has when the cast COMPLETES, so
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* applying this on every tick of a cast is how you aim a shot at a moving target —
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* recomputing the lead each tick, rather than freezing it at cast start.
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*
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* Applies whenever it is set, not only while casting: the previous version of this
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* comment claimed "Only applies while state === 'casting' and castingSpell === 'missile'"
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* and the engine has never checked either condition.
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*/
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aimDirection?: number;
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