@zylem/behaviors 0.8.10 → 0.8.11
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.
- package/dist/acrobatics-2d.d.ts +25 -0
- package/dist/acrobatics-2d.js +37 -0
- package/dist/action-rpg.d.ts +21 -0
- package/dist/action-rpg.js +39 -0
- package/dist/adventure-tools.d.ts +22 -0
- package/dist/adventure-tools.js +39 -0
- package/dist/behavior-descriptor-NS_qnzzp.d.ts +4527 -0
- package/dist/behavior-metadata-Drm1zxI2.d.ts +13 -0
- package/dist/catalog.d.ts +2143 -0
- package/dist/catalog.js +9 -0
- package/dist/chunk-2BE5BW7D.js +130 -0
- package/dist/{chunk-VNQLMRWC.js → chunk-2QCCLHJC.js} +9 -5
- package/dist/chunk-2UGT4MIF.js +94 -0
- package/dist/chunk-3J3ISPFQ.js +99 -0
- package/dist/chunk-3LBGEWT6.js +124 -0
- package/dist/{chunk-UUMH3DC3.js → chunk-3QBNWT7B.js} +5 -1
- package/dist/chunk-3T44EDXU.js +114 -0
- package/dist/chunk-5AJJ44QK.js +129 -0
- package/dist/{chunk-YDLO5M7S.js → chunk-5SMXQ6AU.js} +1 -0
- package/dist/chunk-5VJIP535.js +71 -0
- package/dist/chunk-6DTIJB7B.js +166 -0
- package/dist/chunk-73MHJY6R.js +78 -0
- package/dist/chunk-73YASAYS.js +137 -0
- package/dist/{chunk-NZM5YQBW.js → chunk-7HGDADLB.js} +8 -4
- package/dist/chunk-7IOQEXYR.js +92 -0
- package/dist/{chunk-G5S5U6WI.js → chunk-APAM55J3.js} +9 -5
- package/dist/chunk-BLTBZJPG.js +126 -0
- package/dist/chunk-BN6QZDR5.js +90 -0
- package/dist/chunk-BR33KT4Z.js +3186 -0
- package/dist/chunk-C5AYL42A.js +138 -0
- package/dist/chunk-DDLZLJ7W.js +8 -0
- package/dist/chunk-DRIXFB4C.js +132 -0
- package/dist/{chunk-U2BSZJ3S.js → chunk-DTLUKSX2.js} +5 -1
- package/dist/{chunk-VB4GYWTE.js → chunk-EMEA45JQ.js} +9 -5
- package/dist/chunk-EQFLPRF7.js +130 -0
- package/dist/{chunk-X45KOKUF.js → chunk-GNRMH7D3.js} +8 -4
- package/dist/chunk-GYEKT5AY.js +102 -0
- package/dist/{chunk-SHZZ2QRV.js → chunk-HCWLIPXP.js} +5 -1
- package/dist/chunk-HQ2UFI3S.js +116 -0
- package/dist/chunk-I52PC5IU.js +128 -0
- package/dist/{chunk-T7ST62OT.js → chunk-IAIJG2PB.js} +9 -5
- package/dist/{chunk-NDJO56BB.js → chunk-IJILTFEL.js} +5 -1
- package/dist/{chunk-6RIS4MGM.js → chunk-IRNU4JGV.js} +9 -5
- package/dist/chunk-IRPBFVAK.js +141 -0
- package/dist/chunk-JFBR4FNX.js +140 -0
- package/dist/{chunk-ERS6SNA5.js → chunk-K34N2CBL.js} +5 -1
- package/dist/chunk-LMMF7KXF.js +178 -0
- package/dist/chunk-LWGJ3QQZ.js +107 -0
- package/dist/chunk-MPNGQLHZ.js +132 -0
- package/dist/chunk-OH5LJAEJ.js +135 -0
- package/dist/{chunk-HZMC4LGW.js → chunk-P6TMZSWF.js} +10 -6
- package/dist/chunk-PDHHOVVQ.js +126 -0
- package/dist/{chunk-7TIIRJKF.js → chunk-RUBKGAPS.js} +5 -1
- package/dist/chunk-S44ZHYE6.js +1912 -0
- package/dist/chunk-SFMJNAW3.js +128 -0
- package/dist/{chunk-IU7Y3L7Y.js → chunk-SKKVOH6D.js} +5 -1
- package/dist/chunk-TSYXRRS4.js +125 -0
- package/dist/chunk-TZHO6P22.js +150 -0
- package/dist/chunk-V26L6MY6.js +127 -0
- package/dist/chunk-V4M46BF6.js +105 -0
- package/dist/chunk-VSFWETXS.js +127 -0
- package/dist/chunk-VU4LTE2X.js +147 -0
- package/dist/chunk-WF6HC5U3.js +8 -0
- package/dist/chunk-WG5NCDS4.js +99 -0
- package/dist/{chunk-7LHXAEOZ.js → chunk-WUYHS6JZ.js} +6 -2
- package/dist/chunk-XNRY6NOC.js +120 -0
- package/dist/{chunk-57JGBNCS.js → chunk-XT47QZQ6.js} +10 -6
- package/dist/chunk-Y5CCNMJI.js +58 -0
- package/dist/chunk-YVVB6YMG.js +133 -0
- package/dist/chunk-ZZXTGVGN.js +131 -0
- package/dist/combat-ai.d.ts +21 -0
- package/dist/combat-ai.js +41 -0
- package/dist/{components-tct075-p.d.ts → components-ClmBORMP.d.ts} +1 -1
- package/dist/cooldown.d.ts +2 -8
- package/dist/cooldown.js +3 -2
- package/dist/coordinators/boundary-ricochet-3d.d.ts +3 -2
- package/dist/coordinators/boundary-ricochet.d.ts +3 -2
- package/dist/coordinators/boundary-ricochet.js +2 -2
- package/dist/coordinators/multidirectional-space-shooter.d.ts +2 -1
- package/dist/coordinators/multidirectional-space-shooter.js +2 -2
- package/dist/coordinators/top-down-shooter.d.ts +2 -1
- package/dist/coordinators/top-down-shooter.js +2 -2
- package/dist/core.d.ts +386 -25
- package/dist/core.js +1583 -6
- package/dist/destructible-3d.d.ts +2 -1
- package/dist/destructible-3d.js +3 -2
- package/dist/environmental-locomotion.d.ts +23 -0
- package/dist/environmental-locomotion.js +35 -0
- package/dist/first-person.d.ts +2 -1
- package/dist/first-person.js +24 -3
- package/dist/golf-racket.d.ts +21 -0
- package/dist/golf-racket.js +37 -0
- package/dist/index.d.ts +25 -3
- package/dist/index.js +763 -79
- package/dist/jumper-2d.d.ts +2 -1
- package/dist/jumper-2d.js +24 -3
- package/dist/jumper-3d.d.ts +2 -1
- package/dist/jumper-3d.js +24 -3
- package/dist/lane-defense.d.ts +21 -0
- package/dist/lane-defense.js +39 -0
- package/dist/life-simulation.d.ts +21 -0
- package/dist/life-simulation.js +39 -0
- package/dist/matching-pinball.d.ts +21 -0
- package/dist/matching-pinball.js +39 -0
- package/dist/melee-combat.d.ts +22 -0
- package/dist/melee-combat.js +45 -0
- package/dist/{moveable-tkFsn7mE.d.ts → moveable-CXK2wEZL.d.ts} +1 -1
- package/dist/particle-emitter.d.ts +2 -1
- package/dist/particle-emitter.js +3 -2
- package/dist/platformer-2d.d.ts +2 -1
- package/dist/platformer-2d.js +24 -3
- package/dist/platformer-3d.d.ts +2 -1
- package/dist/platformer-3d.js +24 -3
- package/dist/racing-vehicles.d.ts +21 -0
- package/dist/racing-vehicles.js +37 -0
- package/dist/rhythm-performance.d.ts +21 -0
- package/dist/rhythm-performance.js +39 -0
- package/dist/ricochet-2d.d.ts +2 -1
- package/dist/ricochet-2d.js +24 -3
- package/dist/ricochet-3d.d.ts +2 -1
- package/dist/ricochet-3d.js +24 -3
- package/dist/runtime-2d.d.ts +2 -1
- package/dist/runtime-2d.js +10 -1
- package/dist/screen-visibility.d.ts +2 -1
- package/dist/screen-visibility.js +3 -2
- package/dist/screen-wrap.d.ts +2 -7
- package/dist/screen-wrap.js +3 -2
- package/dist/shooter-2d.d.ts +2 -1
- package/dist/shooter-2d.js +3 -2
- package/dist/skate-snowboard.d.ts +21 -0
- package/dist/skate-snowboard.js +37 -0
- package/dist/spatial-puzzles.d.ts +21 -0
- package/dist/spatial-puzzles.js +35 -0
- package/dist/squad-rts.d.ts +21 -0
- package/dist/squad-rts.js +39 -0
- package/dist/stealth-city.d.ts +21 -0
- package/dist/stealth-city.js +41 -0
- package/dist/survival-resources.d.ts +21 -0
- package/dist/survival-resources.js +37 -0
- package/dist/tactical-grid.d.ts +21 -0
- package/dist/tactical-grid.js +39 -0
- package/dist/thruster.d.ts +2 -1
- package/dist/thruster.js +3 -2
- package/dist/top-down-movement.d.ts +2 -1
- package/dist/top-down-movement.js +24 -3
- package/dist/turn-based-rpg.d.ts +21 -0
- package/dist/turn-based-rpg.js +39 -0
- package/dist/weapon-systems.d.ts +22 -0
- package/dist/weapon-systems.js +45 -0
- package/dist/world-boundary-2d.d.ts +2 -1
- package/dist/world-boundary-2d.js +24 -3
- package/dist/world-boundary-3d.d.ts +2 -1
- package/dist/world-boundary-3d.js +24 -3
- package/package.json +87 -3
- package/dist/behavior-descriptor-Dr8qmQ20.d.ts +0 -914
- package/dist/chunk-GZ3DQIIZ.js +0 -888
- package/dist/{chunk-OSPQFWQF.js → chunk-4K37UL53.js} +3 -3
- package/dist/{chunk-DD4U42FG.js → chunk-AQB246W5.js} +3 -3
- package/dist/{chunk-UKGBQTHL.js → chunk-CXDNR4R4.js} +3 -3
package/dist/core.d.ts
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export {
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export {
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export {
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export { ActiveBumperKickBehavior, AdjacentPanelSwapBehavior, CascadeChainCreditBehavior, ColumnCollapseBehavior, GarbageBlockConversionBehavior, MatchingEntity, MatchingPinballBehavior, PinballModeObjectivesBehavior, PoweredPinballFlipperBehavior, RisingStackPressureBehavior, SimultaneousMatchClearBehavior, SpringPlungerLaunchBehavior } from './matching-pinball.js';
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export { CalendarNpcRoutineBehavior, CropGrowthStagesBehavior, ExertionAndFatigueBehavior, FishingBiteAndHookBehavior, HarvestableFruitRegrowthBehavior, LifeEntity, LifeSimulationBehavior, LivestockDailyCareBehavior, RelationshipEventMemoryBehavior, RoomFurniturePlacementBehavior, SeasonalCropEligibilityBehavior, SoilMoistureCycleBehavior } from './life-simulation.js';
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export { ArmingProximityMineBehavior, BlockerChewTransitionBehavior, BudgetedWaveSchedulerBehavior, BurrowToBacklineBehavior, CostedGridDeploymentBehavior, DefenseEntity, LaneDefenseBehavior, LaneTargetAcquisitionBehavior, LastChanceLaneSweeperBehavior, LayeredBreakawayArmorBehavior, PeriodicResourceProductionBehavior, SingleUseObstacleVaultBehavior } from './lane-defense.js';
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export { CooperativeConstructionWorkBehavior, CooperativeObjectTransportBehavior, DayEndUnitRecallBehavior, DeliveredResourceConversionBehavior, GrowthStageMobilityBehavior, SpeciesHazardAffinityBehavior, SquadEntity, SquadFormationFollowBehavior, SquadRtsBehavior, SurfaceLatchAttackBehavior, ThrownWorkerDeploymentBehavior, WhistleRecallBehavior } from './squad-rts.js';
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export { CommanderPowerWindowBehavior, CounterattackAndFollowUpBehavior, FuelAmmunitionResupplyBehavior, MinMaxAttackRangeBehavior, PersistentUnitLossBehavior, ProgressiveBuildingCaptureBehavior, TacticalGridBehavior, TacticsEntity, TerrainDefenseModifierBehavior, TerrainMovementBudgetBehavior, TransportLoadUnloadBehavior, WeaponAdvantageCycleBehavior } from './tactical-grid.js';
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export { ActivePartnerSwapBehavior, BattleEntity, BudgetedPassiveLoadoutBehavior, CaptureAttemptResolutionBehavior, ConditionalEvolutionBehavior, EscapeAttemptBehavior, FieldFirstStrikeBehavior, PrioritySpeedTurnOrderBehavior, TimedBattleActionCommandBehavior, TurnBasedRpgBehavior, TurnDurationStatusBehavior, TypeEffectivenessMatrixBehavior } from './turn-based-rpg.js';
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export { ActionRpgBehavior, AffixBudgetGenerationBehavior, AutonomousFamiliarBehavior, ConsumableBeltSlotsBehavior, DamageToResourceLeechBehavior, DeathDropOwnershipBehavior, DurabilityAndRepairBehavior, EquipmentStatAggregationBehavior, ResourceDrainingTransformationBehavior, RpgEntity, SeededLootTableBehavior, TypedResistanceResolutionBehavior } from './action-rpg.js';
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export { ClubShotProfileBehavior, GolfRacketBehavior, LandingSpinTransferBehavior, LobAndDropPlacementBehavior, RacketContactTimingBehavior, RacketSpinShotBehavior, RallyPointAdjudicationBehavior, ServeAndFaultSequenceBehavior, SlopeAwarePuttingBehavior, SportsEntity, SwingPowerAccuracyBehavior, WindDragBallFlightBehavior } from './golf-racket.js';
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export { AirGrabTrickBehavior, LandingAlignmentBailBehavior, ManualBalanceBehavior, PrewoundSpinBehavior, RailGrindBalanceBehavior, RampLipLaunchBehavior, RepeatedTrickDevaluationBehavior, SkateEntity, SkateSnowboardBehavior, TrickEarnedBoostMeterBehavior, UnbankedTrickComboBehavior, WallRideBehavior } from './skate-snowboard.js';
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export { DriftChargeBoostBehavior, EnergyFundedRaceBoostBehavior, HoverTrackSuspensionBehavior, OrderedLapCheckpointsBehavior, PositionWeightedRaceItemsBehavior, RacingEntity, RacingVehiclesBehavior, SlipstreamDraftingBehavior, TrackFollowingHomingItemBehavior, VehicleDamageProgressionBehavior, VehicleSeatEntryExitBehavior, VehicleSideAttackBehavior } from './racing-vehicles.js';
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export { AdaptiveEncounterPressureBehavior, CompanionAbductionObjectiveBehavior, EncounterClearLockBehavior, EnvironmentalVaultActionBehavior, EscortFollowWaitBehavior, IngredientCombinationBehavior, SavePointCheckpointBehavior, SpatialInventoryPackingBehavior, StaggerFinisherOpportunityBehavior, SurvivalEntity, SurvivalResourcesBehavior, WeaponUpgradeTrackBehavior } from './survival-resources.js';
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import { cS as VelocityIntentMode, cQ as TransformState, cT as BehaviorRuntime, b8 as RhythmAbility, bc as RhythmOptions, bd as RhythmState, b9 as RhythmAction, aN as MatchingAbility, aR as MatchingOptions, aS as MatchingState, aO as MatchingAction, az as LifeAbility, aF as LifeOptions, aJ as LifeState, aA as LifeAction, a2 as DefenseAbility, a5 as DefenseOptions, a7 as DefenseState, a3 as DefenseAction, bC as SquadAbility, bF as SquadOptions, bG as SquadState, bD as SquadAction, bT as TacticsAbility, bX as TacticsOptions, bZ as TacticsState, bU as TacticsAction, q as BattleAbility, v as BattleOptions, w as BattleState, r as BattleAction, be as RpgAbility, bj as RpgOptions, bl as RpgState, bf as RpgAction, bx as SportsAbility, bz as SportsOptions, bB as SportsState, by as SportsAction, br as SkateAbility, bt as SkateOptions, bw as SkateState, bs as SkateAction, b3 as RacingAbility, b5 as RacingOptions, b7 as RacingState, b4 as RacingAction, bJ as SurvivalAbility, bN as SurvivalOptions, bP as SurvivalState, bK as SurvivalAction, M as CityAbility, R as CityOptions, T as CityState, ah as EncounterAbility, an as EncounterOptions, aq as EncounterState, al as EncounterHit, c4 as WeaponAbility, c8 as WeaponOptions, cd as WeaponState, c6 as WeaponInput, c7 as WeaponMode, ce as WeaponSurface, c9 as WeaponProjectileKind, ca as WeaponProjectileOptions, cb as WeaponProjectileState, c5 as WeaponCameraIntent, W as CombatAbility, _ as CombatOptions, $ as CombatState, Z as CombatInput, X as CombatAttack, Y as CombatHit, aU as PuzzleAbility, aW as PuzzleOptions, aY as PuzzleState, aV as PuzzleCommand, aX as PuzzleSegment, i as AdventureAbility, m as AdventureOptions, o as AdventureState, j as AdventureInput, k as AdventureObject, l as AdventureObjectState, ar as EnvironmentAbility, at as EnvironmentOptions, au as EnvironmentState, as as EnvironmentInput, aw as EnvironmentVolume, c0 as TubeRail, e as AcrobaticsAbility, g as AcrobaticsOptions, h as AcrobaticsState, cU as StagePose, cV as StageBehaviorSnapshot, cW as StageThrusterOptions, cX as StageTopDownOptions, cY as StageShooter2DOptions, cZ as StageScreenWrapOptions, c_ as StageBoundaryDimValue, c$ as StageWorldBoundaryOptions, d0 as StageRicochetDimValue, d1 as StageRicochetOptions, d2 as StagePlatformer3DOptions, d3 as StagePlatformer2DOptions, d4 as StageFirstPersonOptions, d5 as StageFirstPersonInput, d6 as StageJumper2DOptions, d7 as StageJumper3DOptions, d8 as WasmStageRuntime, d9 as WasmStageRuntimeOptions, da as StageBodyKindValue, db as StageColliderShape, bh as RpgEvent, ba as RhythmEvent, aQ as MatchingEvent, aC as LifeEvent, a4 as DefenseEvent, bE as SquadEvent, bW as TacticsEvent, t as BattleEvent, G as CITY_EVENTS, ac as ENCOUNTER_EVENTS, c2 as WEAPON_EVENTS, K as COMBAT_EVENTS, c as ADVENTURE_EVENT_KINDS, U as CityTarget, S as CityPoint, P as CityLinkKind, V as CityTraffic, Q as CityNoise, O as CityFootprint, N as CityDanger, ai as EncounterCandidate, aj as EncounterCover, ak as EncounterHazard, ap as EncounterRegion, am as EncounterLinkKind, ao as EncounterPhase, dc as StageRenderSlot, dd as StageRaycastHit, de as StageBodyInfo, df as StageDebugRender } from './behavior-descriptor-NS_qnzzp.js';
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export { A as ACROBATICS_ACTIONS, a as ADVENTURE_ABILITIES, b as ADVENTURE_BUTTONS, d as ADVENTURE_FLAGS, f as AcrobaticsInput, n as AdventureRole, B as BATTLE_ABILITIES, p as BATTLE_EVENTS, dg as BaseBehaviorHandle, s as BattleEight, u as BattleFour, x as BattleTriple, y as BehaviorDescriptor, dh as BehaviorEntityLink, z as BehaviorHandle, C as BehaviorRef, D as BehaviorSystem, di as BehaviorSystemContext, E as BehaviorSystemFactory, F as CITY_ABILITIES, H as CITY_INTENTS, I as CITY_LINKS, J as COMBAT_ABILITIES, L as COMBAT_PHASES, dj as CreateEntityFn, a0 as DEFENSE_ABILITIES, a1 as DEFENSE_EVENTS, a6 as DefenseReceipt, a8 as DefenseTarget, a9 as DefenseTile, aa as DefineBehaviorConfig, ab as ENCOUNTER_ABILITIES, ad as ENCOUNTER_INTENTS, ae as ENCOUNTER_LINKS, af as ENVIRONMENT_ABILITIES, ag as ENVIRONMENT_MODES, av as EnvironmentVector, cR as GameEntity, dk as GameEntityOptions, ax as LIFE_ABILITIES, ay as LIFE_EVENTS, aB as LifeAnimal, aD as LifeFurniture, aE as LifeMemory, aG as LifePerson, aH as LifePlot, aI as LifeSchedule, aK as LifeTree, aL as MATCHING_ABILITIES, aM as MATCHING_EVENTS, aP as MatchingCell, aT as PUZZLE_ABILITIES, aZ as PuzzleVector, a_ as RACING_ABILITIES, a$ as RHYTHM_ABILITIES, b0 as RHYTHM_EVENTS, b1 as RPG_ABILITIES, b2 as RPG_EVENTS, b6 as RacingPoint, bb as RhythmNote, bg as RpgAffix, bi as RpgItem, bk as RpgPoint, bm as SKATE_ABILITIES, bn as SPORTS_ABILITIES, bo as SQUAD_ABILITIES, bp as SQUAD_EVENTS, dl as STAGE_INPUT_BUTTON_JUMP, dm as STAGE_INPUT_BUTTON_RUN, dn as STAGE_INVALID_SLOT, bq as SURVIVAL_ABILITIES, bu as SkatePhase, bv as SkatePoint, bA as SportsPoint, bH as SquadTask, bI as SquadWorker, dp as StageBodyConfig, dq as StageBodyKind, dr as StageBoundaryDim, ds as StageColliderConfig, dt as StageEvent, du as StageEventType, dv as StageEventTypeValue, dw as StagePlatformerShapeSource, dx as StageRicochetDim, dy as StageRicochetReflection, dz as StageRicochetReflectionValue, dA as StageTopDownPlane, dB as StageTopDownPlaneValue, bL as SurvivalCheckpoint, bM as SurvivalItem, bO as SurvivalPoint, bQ as TACTICS_ABILITIES, bR as TACTICS_EVENTS, bS as TRAVERSAL_ABILITIES, bV as TacticsCell, bY as TacticsPower, b_ as TacticsStructure, b$ as TacticsUnit, dC as VelocityIntent, c1 as WEAPON_ABILITIES, c3 as WEAPON_PHASES, dD as WasmSnapshotBackref, cc as WeaponShot, cf as battleData, cg as battleOperation, ch as cityData, ci as combatAttackData, cj as combatButtons, ck as combatData, cl as combatHitData, dE as createTransformStore, dF as createWasmStageRuntime, cm as defenseData, cn as defenseOperation, co as defineBehavior, cp as encounterData, cq as lifeData, cr as lifeOperation, cs as matchingData, ct as matchingOperation, cu as puzzleCommandData, cv as puzzleData, cw as racingData, cx as racingOperation, dG as readBehaviorSnapshot, dH as readStageRenderSlot, cy as rhythmData, cz as rhythmOperation, cA as rpgData, cB as rpgOperation, cC as skateData, cD as skateOperation, cE as sportsData, cF as sportsOperation, cG as squadData, cH as squadOperation, cI as survivalData, cJ as survivalOperation, cK as tacticsData, cL as tacticsOperation, cM as weaponButtons, cN as weaponData, cO as weaponModeData, cP as weaponProjectileData } from './behavior-descriptor-NS_qnzzp.js';
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export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components-ClmBORMP.js';
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export { E as EntityWithBody, a as MoveableBodyLike, M as MoveableEntity, V as Vector, g as getPosition, b as getVelocity, m as makeMoveable, c as move, d as moveForwardXY, e as moveX, f as moveXY, h as moveXZ, i as moveY, j as moveZ, r as resetVelocity, s as setPosition, k as setPositionX, l as setPositionY, n as setPositionZ, w as wrapAround3D, o as wrapAroundXY } from './moveable-CXK2wEZL.js';
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export { V as VEC2_ONE, a as VEC2_ZERO, b as VEC3_ONE, c as VEC3_ZERO, d as Vec2, e as Vec2Components, f as Vec2Input, g as Vec3, h as Vec3Components, i as Vec3Input, j as isVec2Input, k as isVec3Input, n as normalizeVec2, l as normalizeVec3, t as toThreeVector2, m as toThreeVector3 } from './vector-s7GbCrVn.js';
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export { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
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export { F as FirstPersonPerspective } from './first-person-perspective-BxFHgFln.js';
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export { BUILTIN_BEHAVIORS, BuiltinBehaviorName, getRequiredRuntimeBehaviors } from './catalog.js';
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export { AlternateWeaponModeBehavior, BeamMissileCombinationBehavior, ChargeAndReleaseShotBehavior, DelayedShieldRegenerationBehavior, InterruptibleMagazineReloadBehavior, MaterialPenetratingShotBehavior, RemoteGuidedProjectileBehavior, StationaryAimModeBehavior, StickyGrenadeAttachmentBehavior, WeaponEntity, WeaponHeatAndVentBehavior, WeaponSystemsBehavior } from './weapon-systems.js';
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export { BossPhaseControllerBehavior, CombatAIBehavior, CoverPeekCycleBehavior, EncounterEntity, GrenadeDangerEvasionBehavior, LatentAmbushActivationBehavior, LeaderLossMoraleBehavior, LocalizedWeakPointDamageBehavior, ShootableProjectileInterceptionBehavior, SquadFlankAssignmentBehavior, TacticalBurstSelectionBehavior, ThreatTargetSelectionBehavior } from './combat-ai.js';
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export { AlarmCommunicationNetworkBehavior, CityEntity, ContextualDisguiseBehavior, FootprintTrailFollowingBehavior, LastSeenSearchBehavior, NoiseInvestigationBehavior, PedestrianPanicPropagationBehavior, PursuitEvasionDecayBehavior, StealthCityBehavior, TrafficJunctionYieldBehavior, VisionConeAwarenessBehavior, WantedLevelEscalationBehavior } from './stealth-city.js';
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export { CallAndResponsePatternBehavior, FretChordStrumBehavior, HammerOnPullOffChainBehavior, HoldReleaseRhythmBehavior, PerformanceFailureMeterBehavior, PhraseEarnedScorePowerBehavior, RhythmEntity, RhythmPerformanceBehavior, RhythmSceneRemixBehavior, SustainNoteTrackingBehavior, TempoMapChartPlayerBehavior, TimestampedRhythmJudgmentBehavior } from './rhythm-performance.js';
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export { B as BehaviorMetadata } from './behavior-metadata-Drm1zxI2.js';
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export { ILogger, ITransition, SyncCallback, t } from 'typescript-fsm';
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export { STAGE_EVENT_STRIDE, STAGE_INPUT_STRIDE, STAGE_RENDER_STRIDE, STAGE_SNAPSHOT_STRIDE, StageWasmExports } from '@zylem/runtime';
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declare function setVelocityIntent(store: TransformState, sourceId: string, vector: VelocityIntentVector, options?: VelocityIntentOptions): void;
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declare function clearVelocityIntent(store: TransformState, sourceId: string): void;
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/**
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* In-memory implementation of the {@link BehaviorRuntime} contract for unit
|
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26
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-
* tests. Records every attach / input call per handle and lets tests seed
|
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27
|
-
* poses and behavior snapshots without instantiating the wasm runtime.
|
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28
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-
*/
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29
|
-
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30
41
|
interface MockSlotState {
|
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31
42
|
pose: StagePose;
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32
43
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snapshot: StageBehaviorSnapshot | null;
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@@ -54,6 +65,114 @@ interface MockSlotState {
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|
54
65
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} | null;
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55
66
|
}
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56
67
|
declare class MockBehaviorRuntime implements BehaviorRuntime {
|
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68
|
+
attachRhythm(slot: number, abilities: readonly RhythmAbility[], options?: RhythmOptions): boolean;
|
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69
|
+
detachRhythm(slot: number): boolean;
|
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70
|
+
queryRhythm(_slot: number): RhythmState | null;
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71
|
+
rhythmAction(slot: number, action: RhythmAction): boolean;
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72
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+
attachMatching(slot: number, abilities: readonly MatchingAbility[], options?: MatchingOptions): boolean;
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73
|
+
detachMatching(slot: number): boolean;
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74
|
+
queryMatching(_slot: number): MatchingState | null;
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75
|
+
matchingAction(slot: number, action: MatchingAction): boolean;
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76
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+
attachLife(slot: number, abilities: readonly LifeAbility[], options?: LifeOptions): boolean;
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77
|
+
detachLife(slot: number): boolean;
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78
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+
queryLife(_slot: number): LifeState | null;
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79
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+
lifeAction(slot: number, action: LifeAction): boolean;
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80
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+
attachDefense(slot: number, abilities: readonly DefenseAbility[], options?: DefenseOptions): boolean;
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81
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+
detachDefense(slot: number): boolean;
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82
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+
queryDefense(_slot: number): DefenseState | null;
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83
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+
defenseAction(slot: number, action: DefenseAction): boolean;
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84
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+
attachSquad(slot: number, abilities: readonly SquadAbility[], options?: SquadOptions): boolean;
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85
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+
detachSquad(slot: number): boolean;
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86
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+
querySquad(_slot: number): SquadState | null;
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87
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+
squadAction(slot: number, action: SquadAction): boolean;
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88
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+
attachTactics(slot: number, abilities: readonly TacticsAbility[], options?: TacticsOptions): boolean;
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89
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+
detachTactics(slot: number): boolean;
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90
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+
queryTactics(_slot: number): TacticsState | null;
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91
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+
tacticsAction(slot: number, action: TacticsAction): boolean;
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92
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+
attachBattle(slot: number, abilities: readonly BattleAbility[], options?: BattleOptions): boolean;
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93
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+
detachBattle(slot: number): boolean;
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94
|
+
queryBattle(_slot: number): BattleState | null;
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95
|
+
battleAction(slot: number, action: BattleAction): boolean;
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96
|
+
attachRpg(slot: number, abilities: readonly RpgAbility[], options?: RpgOptions): boolean;
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|
97
|
+
detachRpg(slot: number): boolean;
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98
|
+
queryRpg(_slot: number): RpgState | null;
|
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99
|
+
rpgAction(slot: number, action: RpgAction): boolean;
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100
|
+
attachSports(slot: number, abilities: readonly SportsAbility[], options?: SportsOptions): boolean;
|
|
101
|
+
detachSports(slot: number): boolean;
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102
|
+
querySports(_slot: number): SportsState | null;
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103
|
+
sportsAction(slot: number, action: SportsAction): boolean;
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104
|
+
attachSkate(slot: number, abilities: readonly SkateAbility[], options?: SkateOptions): boolean;
|
|
105
|
+
detachSkate(slot: number): boolean;
|
|
106
|
+
querySkate(_slot: number): SkateState | null;
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107
|
+
skateAction(slot: number, action: SkateAction): boolean;
|
|
108
|
+
attachRacing(slot: number, abilities: readonly RacingAbility[], options?: RacingOptions): boolean;
|
|
109
|
+
detachRacing(slot: number): boolean;
|
|
110
|
+
queryRacing(_slot: number): RacingState | null;
|
|
111
|
+
racingAction(slot: number, action: RacingAction): boolean;
|
|
112
|
+
attachSurvival(slot: number, abilities: readonly SurvivalAbility[], options?: SurvivalOptions): boolean;
|
|
113
|
+
detachSurvival(slot: number): boolean;
|
|
114
|
+
querySurvival(_slot: number): SurvivalState | null;
|
|
115
|
+
survivalAction(slot: number, action: SurvivalAction): boolean;
|
|
116
|
+
attachCity(slot: number, abilities: readonly CityAbility[], options?: CityOptions): boolean;
|
|
117
|
+
detachCity(slot: number): boolean;
|
|
118
|
+
queryCity(slot: number): CityState | null;
|
|
119
|
+
cityLink(slot: number, other: number, kind: number, data: readonly number[]): boolean;
|
|
120
|
+
cityUnlink(slot: number, other: number, kind: number): boolean;
|
|
121
|
+
cityCommand(slot: number, kind: number, data: readonly number[]): boolean;
|
|
122
|
+
citySignal(slot: number, source: number, kind: number, sequence: number, data: readonly number[]): boolean;
|
|
123
|
+
attachEncounters(slot: number, abilities: readonly EncounterAbility[], options?: EncounterOptions): boolean;
|
|
124
|
+
detachEncounters(slot: number): boolean;
|
|
125
|
+
queryEncounters(slot: number): EncounterState | null;
|
|
126
|
+
encounterLink(slot: number, other: number, kind: number, data: readonly number[]): boolean;
|
|
127
|
+
encounterUnlink(slot: number, other: number, kind: number): boolean;
|
|
128
|
+
encounterCommand(slot: number, kind: number, value: number, data?: readonly number[]): boolean;
|
|
129
|
+
encounterHit(slot: number, source: number, region: number | null, hit: EncounterHit): boolean;
|
|
130
|
+
attachWeapons(slot: number, abilities: readonly WeaponAbility[], options?: WeaponOptions): boolean;
|
|
131
|
+
detachWeapons(slot: number): boolean;
|
|
132
|
+
queryWeapons(_slot: number): WeaponState | null;
|
|
133
|
+
weaponInput(slot: number, input: WeaponInput): boolean;
|
|
134
|
+
weaponMode(slot: number, index: 0 | 1, mode: WeaponMode): boolean;
|
|
135
|
+
weaponDamage(slot: number, amount: number, source: number | null): boolean;
|
|
136
|
+
weaponSurface(slot: number, surface: WeaponSurface): boolean;
|
|
137
|
+
launchWeaponProjectile(owner: number, slot: number, kind: WeaponProjectileKind, options?: WeaponProjectileOptions): boolean;
|
|
138
|
+
queryWeaponProjectile(_slot: number): WeaponProjectileState | null;
|
|
139
|
+
weaponCameraIntent(_slot: number): WeaponCameraIntent | null;
|
|
140
|
+
attachCombat(slot: number, abilities: readonly CombatAbility[], options?: CombatOptions): boolean;
|
|
141
|
+
detachCombat(slot: number): boolean;
|
|
142
|
+
queryCombat(_slot: number): CombatState | null;
|
|
143
|
+
combatInput(slot: number, input: CombatInput): boolean;
|
|
144
|
+
combatAttack(slot: number, index: number, attack: CombatAttack): boolean;
|
|
145
|
+
combatHit(slot: number, hit: CombatHit, source: number | null): boolean;
|
|
146
|
+
attachPuzzle(slot: number, ability: PuzzleAbility, options?: PuzzleOptions): boolean;
|
|
147
|
+
detachPuzzle(slot: number): boolean;
|
|
148
|
+
queryPuzzle(_slot: number): PuzzleState | null;
|
|
149
|
+
puzzleCommand(slot: number, command: PuzzleCommand): boolean;
|
|
150
|
+
puzzleLink(_slot: number, _other: number | null): boolean;
|
|
151
|
+
puzzleSegments(_slot: number): PuzzleSegment[];
|
|
152
|
+
attachAdventure(slot: number, abilities: readonly AdventureAbility[], options?: AdventureOptions): boolean;
|
|
153
|
+
detachAdventure(slot: number): boolean;
|
|
154
|
+
queryAdventure(_slot: number): AdventureState | null;
|
|
155
|
+
writeAdventureInput(slot: number, input: AdventureInput): void;
|
|
156
|
+
setAdventureObject(slot: number, object: AdventureObject | null): boolean;
|
|
157
|
+
queryAdventureObject(_slot: number): AdventureObjectState | null;
|
|
158
|
+
adventureProgress(_slot: number, _kind: number, _key: number, _value?: number): number;
|
|
159
|
+
attachEnvironment(slot: number, abilities: readonly EnvironmentAbility[], options?: EnvironmentOptions): boolean;
|
|
160
|
+
detachEnvironment(slot: number): boolean;
|
|
161
|
+
queryEnvironment(_slot: number): EnvironmentState | null;
|
|
162
|
+
writeEnvironmentInput(slot: number, input: EnvironmentInput): void;
|
|
163
|
+
setEnvironmentVolume(slot: number, volume: EnvironmentVolume | null): boolean;
|
|
164
|
+
setTubeRail(slot: number, rail: TubeRail | null): boolean;
|
|
165
|
+
attachAcrobatics(slot: number, abilities: readonly AcrobaticsAbility[], options?: AcrobaticsOptions): boolean;
|
|
166
|
+
setTraversalSurface(slot: number, kind: 'pole' | 'ceiling' | null): boolean;
|
|
167
|
+
setPossessable(slot: number, enabled: boolean): boolean;
|
|
168
|
+
startPossession(_owner: number, _target: number, _seconds?: number): boolean;
|
|
169
|
+
endPossession(_owner: number): boolean;
|
|
170
|
+
queryPossession(_owner: number): {
|
|
171
|
+
targetSlot: number;
|
|
172
|
+
remaining: number;
|
|
173
|
+
} | null;
|
|
174
|
+
queryAcrobatics(_slot: number): AcrobaticsState | null;
|
|
175
|
+
detachAcrobatics(slot: number): boolean;
|
|
57
176
|
private slots;
|
|
58
177
|
private slot;
|
|
59
178
|
/** Seed the pose returned by {@link getPose} for a handle. */
|
|
@@ -119,20 +238,6 @@ declare class MockBehaviorRuntime implements BehaviorRuntime {
|
|
|
119
238
|
setJumper3DInput(handle: number, jumpPressed: boolean): void;
|
|
120
239
|
}
|
|
121
240
|
|
|
122
|
-
/**
|
|
123
|
-
* `Simulation` (a.k.a. `BehaviorWorld`) — the primary public abstraction of
|
|
124
|
-
* `@zylem/behaviors`. It owns the wasm runtime lifecycle (one
|
|
125
|
-
* `WebAssembly.Instance` of `@zylem/runtime` per simulation), the fixed
|
|
126
|
-
* timestep accumulator, an entity registry mapping opaque
|
|
127
|
-
* {@link EntityHandle}s to runtime slots, and per-step event translation
|
|
128
|
-
* from raw stage events into typed {@link SimulationEvent}s.
|
|
129
|
-
*
|
|
130
|
-
* Hosts (e.g. `@zylem/game-lib`) call {@link createSimulation} once per
|
|
131
|
-
* stage, `spawn()`/`despawn()` entities, call `update(delta)` once per
|
|
132
|
-
* render frame, and read poses for rendering from the returned
|
|
133
|
-
* {@link SimulationFrame}.
|
|
134
|
-
*/
|
|
135
|
-
|
|
136
241
|
/**
|
|
137
242
|
* Opaque, stable identifier for a simulation entity. `slot` is the raw
|
|
138
243
|
* runtime slot index — treat it as an implementation detail owned by the
|
|
@@ -209,6 +314,125 @@ type SimulationEvent = {
|
|
|
209
314
|
type: 'cooldownFired';
|
|
210
315
|
entity: EntityHandle | null;
|
|
211
316
|
cooldownId: number;
|
|
317
|
+
} | {
|
|
318
|
+
type: 'survival';
|
|
319
|
+
entity: EntityHandle | null;
|
|
320
|
+
target: EntityHandle | null;
|
|
321
|
+
kind: SurvivalAbility;
|
|
322
|
+
value: number;
|
|
323
|
+
} | {
|
|
324
|
+
type: 'racing';
|
|
325
|
+
entity: EntityHandle | null;
|
|
326
|
+
target: EntityHandle | null;
|
|
327
|
+
kind: RacingAbility;
|
|
328
|
+
value: number;
|
|
329
|
+
} | {
|
|
330
|
+
type: 'skate';
|
|
331
|
+
entity: EntityHandle | null;
|
|
332
|
+
target: EntityHandle | null;
|
|
333
|
+
kind: SkateAbility;
|
|
334
|
+
value: number;
|
|
335
|
+
} | {
|
|
336
|
+
type: 'sports';
|
|
337
|
+
entity: EntityHandle | null;
|
|
338
|
+
target: EntityHandle | null;
|
|
339
|
+
kind: SportsAbility;
|
|
340
|
+
value: number;
|
|
341
|
+
} | {
|
|
342
|
+
type: 'rpg';
|
|
343
|
+
entity: EntityHandle | null;
|
|
344
|
+
target: EntityHandle | null;
|
|
345
|
+
kind: RpgEvent;
|
|
346
|
+
value: number;
|
|
347
|
+
} | {
|
|
348
|
+
type: 'rhythm';
|
|
349
|
+
entity: EntityHandle | null;
|
|
350
|
+
target: EntityHandle | null;
|
|
351
|
+
kind: RhythmEvent;
|
|
352
|
+
value: number;
|
|
353
|
+
} | {
|
|
354
|
+
type: 'matching';
|
|
355
|
+
entity: EntityHandle | null;
|
|
356
|
+
target: EntityHandle | null;
|
|
357
|
+
kind: MatchingEvent;
|
|
358
|
+
value: number;
|
|
359
|
+
} | {
|
|
360
|
+
type: 'life';
|
|
361
|
+
entity: EntityHandle | null;
|
|
362
|
+
target: EntityHandle | null;
|
|
363
|
+
kind: LifeEvent;
|
|
364
|
+
value: number;
|
|
365
|
+
} | {
|
|
366
|
+
type: 'defense';
|
|
367
|
+
entity: EntityHandle | null;
|
|
368
|
+
target: EntityHandle | null;
|
|
369
|
+
kind: DefenseEvent;
|
|
370
|
+
value: number;
|
|
371
|
+
} | {
|
|
372
|
+
type: 'squad';
|
|
373
|
+
entity: EntityHandle | null;
|
|
374
|
+
target: EntityHandle | null;
|
|
375
|
+
kind: SquadEvent;
|
|
376
|
+
value: number;
|
|
377
|
+
} | {
|
|
378
|
+
type: 'tactics';
|
|
379
|
+
entity: EntityHandle | null;
|
|
380
|
+
target: EntityHandle | null;
|
|
381
|
+
kind: TacticsEvent;
|
|
382
|
+
value: number;
|
|
383
|
+
} | {
|
|
384
|
+
type: 'battle';
|
|
385
|
+
entity: EntityHandle | null;
|
|
386
|
+
target: EntityHandle | null;
|
|
387
|
+
kind: BattleEvent;
|
|
388
|
+
value: number;
|
|
389
|
+
} | {
|
|
390
|
+
type: 'city';
|
|
391
|
+
entity: EntityHandle | null;
|
|
392
|
+
target: EntityHandle | null;
|
|
393
|
+
kind: typeof CITY_EVENTS[number];
|
|
394
|
+
value: number;
|
|
395
|
+
} | {
|
|
396
|
+
type: 'encounter';
|
|
397
|
+
entity: EntityHandle | null;
|
|
398
|
+
target: EntityHandle | null;
|
|
399
|
+
kind: typeof ENCOUNTER_EVENTS[number];
|
|
400
|
+
value: number;
|
|
401
|
+
} | {
|
|
402
|
+
type: 'weapon';
|
|
403
|
+
entity: EntityHandle | null;
|
|
404
|
+
target: EntityHandle | null;
|
|
405
|
+
kind: typeof WEAPON_EVENTS[number];
|
|
406
|
+
value: number;
|
|
407
|
+
} | {
|
|
408
|
+
type: 'combat';
|
|
409
|
+
entity: EntityHandle | null;
|
|
410
|
+
target: EntityHandle | null;
|
|
411
|
+
kind: typeof COMBAT_EVENTS[number];
|
|
412
|
+
value: number;
|
|
413
|
+
} | {
|
|
414
|
+
type: 'puzzle';
|
|
415
|
+
entity: EntityHandle | null;
|
|
416
|
+
ability: PuzzleAbility;
|
|
417
|
+
active: boolean;
|
|
418
|
+
value: number;
|
|
419
|
+
} | {
|
|
420
|
+
type: 'adventure';
|
|
421
|
+
entity: EntityHandle | null;
|
|
422
|
+
target: EntityHandle | null;
|
|
423
|
+
kind: typeof ADVENTURE_EVENT_KINDS[number];
|
|
424
|
+
value: number;
|
|
425
|
+
} | {
|
|
426
|
+
type: 'drowningDamage';
|
|
427
|
+
entity: EntityHandle | null;
|
|
428
|
+
amount: number;
|
|
429
|
+
total: number;
|
|
430
|
+
severity: number;
|
|
431
|
+
} | {
|
|
432
|
+
type: 'groundPoundImpact';
|
|
433
|
+
entity: EntityHandle | null;
|
|
434
|
+
speed: number;
|
|
435
|
+
count: number;
|
|
212
436
|
};
|
|
213
437
|
/**
|
|
214
438
|
* Snapshot of one `update()` call: how many fixed steps ran, the live render
|
|
@@ -295,6 +519,143 @@ declare class Simulation {
|
|
|
295
519
|
private capturePreviousRender;
|
|
296
520
|
private translateEvents;
|
|
297
521
|
getPose(handle: EntityHandle, out?: StagePose): StagePose | null;
|
|
522
|
+
/** These ownership APIs require live handles from this Simulation. */
|
|
523
|
+
private live;
|
|
524
|
+
attachRhythm(handle: EntityHandle, abilities: readonly RhythmAbility[], options?: RhythmOptions): boolean;
|
|
525
|
+
detachRhythm(handle: EntityHandle): boolean;
|
|
526
|
+
getRhythmState(handle: EntityHandle): RhythmState | null;
|
|
527
|
+
rhythmAction(handle: EntityHandle, action: RhythmAction): boolean;
|
|
528
|
+
attachMatching(handle: EntityHandle, abilities: readonly MatchingAbility[], options?: MatchingOptions): boolean;
|
|
529
|
+
detachMatching(handle: EntityHandle): boolean;
|
|
530
|
+
getMatchingState(handle: EntityHandle): MatchingState | null;
|
|
531
|
+
matchingAction(handle: EntityHandle, action: MatchingAction<EntityHandle>): boolean;
|
|
532
|
+
attachLife(handle: EntityHandle, abilities: readonly LifeAbility[], options?: LifeOptions): boolean;
|
|
533
|
+
detachLife(handle: EntityHandle): boolean;
|
|
534
|
+
getLifeState(handle: EntityHandle): LifeState | null;
|
|
535
|
+
lifeAction(handle: EntityHandle, action: LifeAction<EntityHandle>): boolean;
|
|
536
|
+
attachDefense(handle: EntityHandle, abilities: readonly DefenseAbility[], options?: DefenseOptions): boolean;
|
|
537
|
+
detachDefense(handle: EntityHandle): boolean;
|
|
538
|
+
getDefenseState(handle: EntityHandle): DefenseState | null;
|
|
539
|
+
defenseAction(handle: EntityHandle, action: DefenseAction<EntityHandle>): boolean;
|
|
540
|
+
attachSquad(handle: EntityHandle, abilities: readonly SquadAbility[], options?: SquadOptions): boolean;
|
|
541
|
+
detachSquad(handle: EntityHandle): boolean;
|
|
542
|
+
getSquadState(handle: EntityHandle): SquadState | null;
|
|
543
|
+
squadAction(handle: EntityHandle, action: SquadAction<EntityHandle>): boolean;
|
|
544
|
+
attachTactics(handle: EntityHandle, abilities: readonly TacticsAbility[], options?: TacticsOptions): boolean;
|
|
545
|
+
detachTactics(handle: EntityHandle): boolean;
|
|
546
|
+
getTacticsState(handle: EntityHandle): TacticsState | null;
|
|
547
|
+
tacticsAction(handle: EntityHandle, action: TacticsAction<EntityHandle>): boolean;
|
|
548
|
+
attachBattle(handle: EntityHandle, abilities: readonly BattleAbility[], options?: BattleOptions): boolean;
|
|
549
|
+
detachBattle(handle: EntityHandle): boolean;
|
|
550
|
+
getBattleState(handle: EntityHandle): BattleState | null;
|
|
551
|
+
battleAction(handle: EntityHandle, action: BattleAction<EntityHandle>): boolean;
|
|
552
|
+
attachRpg(handle: EntityHandle, abilities: readonly RpgAbility[], options?: RpgOptions): boolean;
|
|
553
|
+
detachRpg(handle: EntityHandle): boolean;
|
|
554
|
+
getRpgState(handle: EntityHandle): RpgState | null;
|
|
555
|
+
rpgAction(handle: EntityHandle, action: RpgAction<EntityHandle>): boolean;
|
|
556
|
+
attachSports(handle: EntityHandle, abilities: readonly SportsAbility[], options?: SportsOptions): boolean;
|
|
557
|
+
detachSports(handle: EntityHandle): boolean;
|
|
558
|
+
getSportsState(handle: EntityHandle): SportsState | null;
|
|
559
|
+
sportsAction(handle: EntityHandle, action: SportsAction<EntityHandle>): boolean;
|
|
560
|
+
attachSkate(handle: EntityHandle, abilities: readonly SkateAbility[], options?: SkateOptions): boolean;
|
|
561
|
+
detachSkate(handle: EntityHandle): boolean;
|
|
562
|
+
getSkateState(handle: EntityHandle): SkateState | null;
|
|
563
|
+
skateAction(handle: EntityHandle, action: SkateAction<EntityHandle>): boolean;
|
|
564
|
+
attachRacing(handle: EntityHandle, abilities: readonly RacingAbility[], options?: RacingOptions): boolean;
|
|
565
|
+
detachRacing(handle: EntityHandle): boolean;
|
|
566
|
+
getRacingState(handle: EntityHandle): RacingState | null;
|
|
567
|
+
racingAction(handle: EntityHandle, action: RacingAction<EntityHandle>): boolean;
|
|
568
|
+
attachSurvival(handle: EntityHandle, abilities: readonly SurvivalAbility[], options?: SurvivalOptions): boolean;
|
|
569
|
+
detachSurvival(handle: EntityHandle): boolean;
|
|
570
|
+
getSurvivalState(handle: EntityHandle): SurvivalState | null;
|
|
571
|
+
survivalAction(handle: EntityHandle, action: SurvivalAction<EntityHandle>): boolean;
|
|
572
|
+
attachCity(handle: EntityHandle, abilities: readonly CityAbility[], options?: CityOptions): boolean;
|
|
573
|
+
detachCity(handle: EntityHandle): boolean;
|
|
574
|
+
getCityState(handle: EntityHandle): CityState | null;
|
|
575
|
+
private cityLink;
|
|
576
|
+
setCityTarget(handle: EntityHandle, target: EntityHandle, o?: CityTarget): boolean;
|
|
577
|
+
connectCityRadio(handle: EntityHandle, receiver: EntityHandle, channel?: number): boolean;
|
|
578
|
+
addCityNeighbor(handle: EntityHandle, neighbor: EntityHandle): boolean;
|
|
579
|
+
setCityJunction(handle: EntityHandle, junction: EntityHandle, exit: CityPoint, priority?: number): boolean;
|
|
580
|
+
addCityObserver(handle: EntityHandle, observer: EntityHandle): boolean;
|
|
581
|
+
removeCityLink(handle: EntityHandle, other: EntityHandle, kind: CityLinkKind): boolean;
|
|
582
|
+
private cityCommand;
|
|
583
|
+
setCityFacing(handle: EntityHandle, direction: CityPoint): boolean;
|
|
584
|
+
interruptCityReport(handle: EntityHandle): boolean;
|
|
585
|
+
setCityPursuitConditions(handle: EntityHandle, observed: boolean, inSearchZone: boolean): boolean;
|
|
586
|
+
/** Initialization only: seed B078 without needing B077. */
|
|
587
|
+
setCityPursuitScore(handle: EntityHandle, score: number): boolean;
|
|
588
|
+
setCityTraffic(handle: EntityHandle, input: CityTraffic): boolean;
|
|
589
|
+
setCityHearingMask(handle: EntityHandle, mask: number): boolean;
|
|
590
|
+
/** Initialization only, six strictly ascending thresholds, zero-based index. */
|
|
591
|
+
setCityResponseTier(handle: EntityHandle, index: number, threshold: number, responseMask: number): boolean;
|
|
592
|
+
private citySignal;
|
|
593
|
+
emitCityNoise(handle: EntityHandle, source: EntityHandle, o: CityNoise): boolean;
|
|
594
|
+
addCityFootprint(handle: EntityHandle, source: EntityHandle, o: CityFootprint): boolean;
|
|
595
|
+
startCityReport(handle: EntityHandle, sequence: number, channel?: number): boolean;
|
|
596
|
+
reportCityOffense(handle: EntityHandle, witness: EntityHandle, sequence: number, severity: number): boolean;
|
|
597
|
+
emitCityDanger(handle: EntityHandle, source: EntityHandle, o: CityDanger): boolean;
|
|
598
|
+
attachEncounters(handle: EntityHandle, abilities: readonly EncounterAbility[], options?: EncounterOptions): boolean;
|
|
599
|
+
detachEncounters(handle: EntityHandle): boolean;
|
|
600
|
+
getEncounterState(handle: EntityHandle): EncounterState | null;
|
|
601
|
+
private encounterLink;
|
|
602
|
+
setEncounterCandidate(handle: EntityHandle, other: EntityHandle, options?: EncounterCandidate): boolean;
|
|
603
|
+
setEncounterLeader(handle: EntityHandle, leader: EntityHandle): boolean;
|
|
604
|
+
addEncounterAlly(handle: EntityHandle, ally: EntityHandle): boolean;
|
|
605
|
+
setEncounterCover(handle: EntityHandle, anchor: EntityHandle, options: EncounterCover): boolean;
|
|
606
|
+
setEncounterHazard(handle: EntityHandle, source: EntityHandle, options: EncounterHazard): boolean;
|
|
607
|
+
setEncounterRegion(handle: EntityHandle, region: EntityHandle, options?: EncounterRegion): boolean;
|
|
608
|
+
removeEncounterLink(handle: EntityHandle, other: EntityHandle, kind: EncounterLinkKind): boolean;
|
|
609
|
+
triggerEncounter(handle: EntityHandle): boolean;
|
|
610
|
+
advanceEncounterPhase(handle: EntityHandle, phase: number): boolean;
|
|
611
|
+
setEncounterShotBudget(handle: EntityHandle, count: number): boolean;
|
|
612
|
+
setEncounterPhase(handle: EntityHandle, index: number, phase: EncounterPhase): boolean;
|
|
613
|
+
applyEncounterHit(handle: EntityHandle, source: EntityHandle, hit: EncounterHit, region?: EntityHandle | null): boolean;
|
|
614
|
+
attachWeapons(handle: EntityHandle, abilities: readonly WeaponAbility[], options?: WeaponOptions): boolean;
|
|
615
|
+
detachWeapons(handle: EntityHandle): boolean;
|
|
616
|
+
setWeaponInput(handle: EntityHandle, input: WeaponInput): boolean;
|
|
617
|
+
setWeaponMode(handle: EntityHandle, index: 0 | 1, mode: WeaponMode): boolean;
|
|
618
|
+
applyWeaponDamage(handle: EntityHandle, amount: number, source?: EntityHandle | null): boolean;
|
|
619
|
+
setWeaponSurface(handle: EntityHandle, surface: WeaponSurface): boolean;
|
|
620
|
+
launchWeaponProjectile(owner: EntityHandle, projectile: EntityHandle, kind: WeaponProjectileKind, options?: WeaponProjectileOptions): boolean;
|
|
621
|
+
getWeaponState(handle: EntityHandle): WeaponState | null;
|
|
622
|
+
getWeaponProjectileState(handle: EntityHandle): WeaponProjectileState | null;
|
|
623
|
+
getWeaponCameraIntent(handle: EntityHandle): WeaponCameraIntent | null;
|
|
624
|
+
attachCombat(handle: EntityHandle, abilities: readonly CombatAbility[], options?: CombatOptions): boolean;
|
|
625
|
+
detachCombat(handle: EntityHandle): boolean;
|
|
626
|
+
setCombatInput(handle: EntityHandle, input: CombatInput): boolean;
|
|
627
|
+
setCombatAttack(handle: EntityHandle, index: number, attack: CombatAttack): boolean;
|
|
628
|
+
applyCombatHit(handle: EntityHandle, hit?: CombatHit, source?: EntityHandle | null): boolean;
|
|
629
|
+
getCombatState(handle: EntityHandle): CombatState | null;
|
|
630
|
+
attachPuzzle(handle: EntityHandle, ability: PuzzleAbility, options?: PuzzleOptions): boolean;
|
|
631
|
+
detachPuzzle(handle: EntityHandle): boolean;
|
|
632
|
+
getPuzzleState(handle: EntityHandle): PuzzleState | null;
|
|
633
|
+
sendPuzzleCommand(handle: EntityHandle, command: PuzzleCommand): boolean;
|
|
634
|
+
setPuzzleLink(handle: EntityHandle, other: EntityHandle | null): boolean;
|
|
635
|
+
getPuzzleSegments(handle: EntityHandle): PuzzleSegment[];
|
|
636
|
+
attachAdventure(handle: EntityHandle, abilities: readonly AdventureAbility[], options?: AdventureOptions): boolean;
|
|
637
|
+
detachAdventure(handle: EntityHandle): boolean;
|
|
638
|
+
getAdventureState(handle: EntityHandle): AdventureState | null;
|
|
639
|
+
setAdventureInput(handle: EntityHandle, input: AdventureInput): boolean;
|
|
640
|
+
setAdventureObject(handle: EntityHandle, object: AdventureObject | null): boolean;
|
|
641
|
+
getAdventureObjectState(handle: EntityHandle): AdventureObjectState | null;
|
|
642
|
+
grantAdventureToken(handle: EntityHandle, key: number, count?: number): number;
|
|
643
|
+
getAdventureToken(handle: EntityHandle, key: number): number;
|
|
644
|
+
hasAdventureDiscovery(handle: EntityHandle, key: number): boolean;
|
|
645
|
+
attachEnvironment(handle: EntityHandle, abilities: readonly EnvironmentAbility[], options?: EnvironmentOptions): boolean;
|
|
646
|
+
detachEnvironment(handle: EntityHandle): boolean;
|
|
647
|
+
getEnvironmentState(handle: EntityHandle): EnvironmentState | null;
|
|
648
|
+
setEnvironmentInput(handle: EntityHandle, input: EnvironmentInput): boolean;
|
|
649
|
+
setEnvironmentVolume(handle: EntityHandle, volume: EnvironmentVolume | null): boolean;
|
|
650
|
+
setTubeRail(handle: EntityHandle, rail: TubeRail | null): boolean;
|
|
651
|
+
setTraversalSurface(handle: EntityHandle, kind: 'pole' | 'ceiling' | null): boolean;
|
|
652
|
+
setPossessable(handle: EntityHandle, enabled: boolean): boolean;
|
|
653
|
+
startPossession(owner: EntityHandle, target: EntityHandle, seconds?: number): boolean;
|
|
654
|
+
endPossession(owner: EntityHandle): boolean;
|
|
655
|
+
getPossession(owner: EntityHandle): {
|
|
656
|
+
target: EntityHandle;
|
|
657
|
+
remaining: number;
|
|
658
|
+
} | null;
|
|
298
659
|
setPosition(handle: EntityHandle, x: number, y: number, z: number): boolean;
|
|
299
660
|
setRotation(handle: EntityHandle, x: number, y: number, z: number, w: number): boolean;
|
|
300
661
|
setLinearVelocity(handle: EntityHandle, x: number, y: number, z: number): boolean;
|
|
@@ -327,4 +688,4 @@ type BehaviorWorld = Simulation;
|
|
|
327
688
|
*/
|
|
328
689
|
declare function createSimulation(options?: SimulationOptions): Promise<Simulation>;
|
|
329
690
|
|
|
330
|
-
export { BehaviorRuntime, type BehaviorWorld, type EntityDefinition, type EntityHandle, MockBehaviorRuntime, Simulation, type SimulationBodyDefinition, type SimulationColliderDefinition, type SimulationEvent, type SimulationFrame, type SimulationOptions, StageBehaviorSnapshot, StageBodyInfo, StageBodyKindValue, StageBoundaryDimValue, StageColliderShape, StageDebugRender, StageFirstPersonInput, StageFirstPersonOptions, StageJumper2DOptions, StageJumper3DOptions, StagePlatformer2DOptions, StagePlatformer3DOptions, StagePose, StageRaycastHit, StageRenderSlot, StageRicochetDimValue, StageRicochetOptions, StageScreenWrapOptions, StageShooter2DOptions, StageThrusterOptions, StageTopDownOptions, StageWorldBoundaryOptions, TransformState, VelocityIntentMode, type VelocityIntentOptions, type VelocityIntentVector, WasmStageRuntime, WasmStageRuntimeOptions, clearVelocityIntent, createSimulation, setVelocityIntent };
|
|
691
|
+
export { ADVENTURE_EVENT_KINDS, AcrobaticsAbility, AcrobaticsOptions, AcrobaticsState, AdventureAbility, AdventureInput, AdventureObject, AdventureObjectState, AdventureOptions, AdventureState, BattleAbility, BattleAction, BattleEvent, BattleOptions, BattleState, BehaviorRuntime, type BehaviorWorld, CITY_EVENTS, COMBAT_EVENTS, CityAbility, CityDanger, CityFootprint, CityLinkKind, CityNoise, CityOptions, CityPoint, CityState, CityTarget, CityTraffic, CombatAbility, CombatAttack, CombatHit, CombatInput, CombatOptions, CombatState, DefenseAbility, DefenseAction, DefenseEvent, DefenseOptions, DefenseState, ENCOUNTER_EVENTS, EncounterAbility, EncounterCandidate, EncounterCover, EncounterHazard, EncounterHit, EncounterLinkKind, EncounterOptions, EncounterPhase, EncounterRegion, EncounterState, type EntityDefinition, type EntityHandle, EnvironmentAbility, EnvironmentInput, EnvironmentOptions, EnvironmentState, EnvironmentVolume, LifeAbility, LifeAction, LifeEvent, LifeOptions, LifeState, MatchingAbility, MatchingAction, MatchingEvent, MatchingOptions, MatchingState, MockBehaviorRuntime, PuzzleAbility, PuzzleCommand, PuzzleOptions, PuzzleSegment, PuzzleState, RacingAbility, RacingAction, RacingOptions, RacingState, RhythmAbility, RhythmAction, RhythmEvent, RhythmOptions, RhythmState, RpgAbility, RpgAction, RpgEvent, RpgOptions, RpgState, Simulation, type SimulationBodyDefinition, type SimulationColliderDefinition, type SimulationEvent, type SimulationFrame, type SimulationOptions, SkateAbility, SkateAction, SkateOptions, SkateState, SportsAbility, SportsAction, SportsOptions, SportsState, SquadAbility, SquadAction, SquadEvent, SquadOptions, SquadState, StageBehaviorSnapshot, StageBodyInfo, StageBodyKindValue, StageBoundaryDimValue, StageColliderShape, StageDebugRender, StageFirstPersonInput, StageFirstPersonOptions, StageJumper2DOptions, StageJumper3DOptions, StagePlatformer2DOptions, StagePlatformer3DOptions, StagePose, StageRaycastHit, StageRenderSlot, StageRicochetDimValue, StageRicochetOptions, StageScreenWrapOptions, StageShooter2DOptions, StageThrusterOptions, StageTopDownOptions, StageWorldBoundaryOptions, SurvivalAbility, SurvivalAction, SurvivalOptions, SurvivalState, TacticsAbility, TacticsAction, TacticsEvent, TacticsOptions, TacticsState, TransformState, TubeRail, VelocityIntentMode, type VelocityIntentOptions, type VelocityIntentVector, WEAPON_EVENTS, WasmStageRuntime, WasmStageRuntimeOptions, WeaponAbility, WeaponCameraIntent, WeaponInput, WeaponMode, WeaponOptions, WeaponProjectileKind, WeaponProjectileOptions, WeaponProjectileState, WeaponState, WeaponSurface, clearVelocityIntent, createSimulation, setVelocityIntent };
|