gamesteel 0.5.2 → 0.5.4

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@@ -33402,7 +33402,7 @@ interface Purchases {
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  restore(): void
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  }
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- /** The game's own server, for a game whose Online tab turned it on (the guide's online topic). Each ask goes to the
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+ /** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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  * server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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  * heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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  * { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
@@ -33759,7 +33759,7 @@ interface Game {
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  /** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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  emit(name: string, data?: Plain): void
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  /** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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- * play in the Game tab starts from a seed of its own; a playtest starts from seed 1,
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+ * play in the editor starts from a seed of its own; a playtest starts from seed 1,
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  * so its runs repeat. */
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  random(): number
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  /** A whole number from lo to hi, both included. */
@@ -33814,7 +33814,7 @@ interface Game {
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  /** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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  * taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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  openPrivacy(): void
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- /** Kept across restarts and levels, and between plays in the Game tab (in that
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+ /** Kept across restarts and levels, and between plays in the editor (in that
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  * browser). A playtest starts with nothing saved. */
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  save(key: string, value: Plain): void
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  load(key: string): Plain
@@ -32019,7 +32019,7 @@ interface Purchases {
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  restore(): void
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  }
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- /** The game's own server, for a game whose Online tab turned it on (the guide's online topic). Each ask goes to the
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+ /** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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  * server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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  * heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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  * { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
@@ -32376,7 +32376,7 @@ interface Game {
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  /** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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  emit(name: string, data?: Plain): void
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  /** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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- * play in the Game tab starts from a seed of its own; a playtest starts from seed 1,
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+ * play in the editor starts from a seed of its own; a playtest starts from seed 1,
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  * so its runs repeat. */
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  random(): number
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  /** A whole number from lo to hi, both included. */
@@ -32431,7 +32431,7 @@ interface Game {
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  /** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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  * taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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  openPrivacy(): void
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- /** Kept across restarts and levels, and between plays in the Game tab (in that
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+ /** Kept across restarts and levels, and between plays in the editor (in that
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  * browser). A playtest starts with nothing saved. */
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  save(key: string, value: Plain): void
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  load(key: string): Plain
@@ -32019,7 +32019,7 @@ interface Purchases {
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  restore(): void
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  }
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- /** The game's own server, for a game whose Online tab turned it on (the guide's online topic). Each ask goes to the
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+ /** The game's own server, for a game whose Server page turned it on (the guide's online topic). Each ask goes to the
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  * server through the page; what comes back reaches every script on a later tick as onEvent('online', heard), where
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  * heard is { kind: 'answer', id, name, result, data?, reason? } (result 'ok', 'error', 'busy', 'resting' or 'refused'),
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  * { kind: 'message', room, data }, or { kind: 'joined' | 'left' | 'full', room }. A tick never waits on the network. */
@@ -32376,7 +32376,7 @@ interface Game {
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  /** An event every onEvent hears on the next tick; it also counts as the tick's event. */
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  emit(name: string, data?: Plain): void
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  /** The game's seeded random number in [0, 1); Math.random is the same stream. Each
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- * play in the Game tab starts from a seed of its own; a playtest starts from seed 1,
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+ * play in the editor starts from a seed of its own; a playtest starts from seed 1,
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  * so its runs repeat. */
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  random(): number
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  /** A whole number from lo to hi, both included. */
@@ -32431,7 +32431,7 @@ interface Game {
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  /** Opens the game's privacy policy, as a game on the app stores must from inside itself: call it when the player
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  * taps the game's own Privacy button. The page knows where the policy is; with none yet, nothing opens. */
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  openPrivacy(): void
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- /** Kept across restarts and levels, and between plays in the Game tab (in that
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+ /** Kept across restarts and levels, and between plays in the editor (in that
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  * browser). A playtest starts with nothing saved. */
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  save(key: string, value: Plain): void
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  load(key: string): Plain