honse-sim 0.2.0 → 0.3.0

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package/package.json CHANGED
@@ -2,7 +2,7 @@
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  "name": "honse-sim",
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  "type": "module",
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  "description": "WebAssembly adapter for the honse-sim race simulation engine.",
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- "version": "0.2.0",
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+ "version": "0.3.0",
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  "license": "GPL-3.0-only",
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  "repository": {
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  "type": "git",
package/uma_sim_wasm.d.ts CHANGED
@@ -116,12 +116,17 @@ export function skillActivationPercent(base_wit: number): number;
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  * effects and whether the skill is left inert; a fully modeled skill is omitted,
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  * so an empty array means full coverage.
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  *
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- * The engine drops effects it cannot model rather than rejecting the skill (an
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- * unmapped effect `type`, or a `valueUsage` with no scaling policy), so a
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- * simulation always runs but a dropped effect makes that skill's contribution
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- * understated. Exposed so a consumer can say which skills are affected instead
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- * of presenting partial results as complete. The answer is a property of the
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- * skill data alone, so call it once per skill pool rather than per simulation.
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+ * The engine drops effects it cannot model rather than rejecting the skill
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+ * an unmapped effect `type` (what it does), `valueUsage` (how much), or `target`
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+ * (who receives it), or a tiered usage that did not state the
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+ * `preAppliedMultiplier` already folded into its modifier so a simulation
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+ * always runs, but a dropped effect makes that skill's contribution understated.
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+ * Exposed so a consumer can say which skills are affected instead of presenting
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+ * partial results as complete.
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+ *
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+ * The answer is a property of the skill data alone, so call it once per skill
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+ * pool rather than per simulation. It accepts a whole pool: no unmapped code in
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+ * any submitted skill can make this throw.
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  */
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  export function skillSupportReport(skills: any): any;
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package/uma_sim_wasm.js CHANGED
@@ -214,12 +214,17 @@ export function skillActivationPercent(base_wit) {
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  * effects and whether the skill is left inert; a fully modeled skill is omitted,
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  * so an empty array means full coverage.
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  *
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- * The engine drops effects it cannot model rather than rejecting the skill (an
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- * unmapped effect `type`, or a `valueUsage` with no scaling policy), so a
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- * simulation always runs but a dropped effect makes that skill's contribution
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- * understated. Exposed so a consumer can say which skills are affected instead
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- * of presenting partial results as complete. The answer is a property of the
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- * skill data alone, so call it once per skill pool rather than per simulation.
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+ * The engine drops effects it cannot model rather than rejecting the skill
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+ * an unmapped effect `type` (what it does), `valueUsage` (how much), or `target`
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+ * (who receives it), or a tiered usage that did not state the
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+ * `preAppliedMultiplier` already folded into its modifier so a simulation
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+ * always runs, but a dropped effect makes that skill's contribution understated.
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+ * Exposed so a consumer can say which skills are affected instead of presenting
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+ * partial results as complete.
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+ *
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+ * The answer is a property of the skill data alone, so call it once per skill
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+ * pool rather than per simulation. It accepts a whole pool: no unmapped code in
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+ * any submitted skill can make this throw.
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  * @param {any} skills
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  * @returns {any}
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  */
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