incanto 0.17.2 → 0.18.0
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.
- package/dist/3d.d.ts +12 -0
- package/dist/3d.js +3 -3
- package/dist/{create-game-PSpDDtTa.js → create-game-BiT-ZLi6.js} +2 -2
- package/dist/index.js +1 -1
- package/dist/{physics-3d-DBEnHZqn.js → physics-3d-CfeZOpyK.js} +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-B_PNOtko.js → register-BWGwa7H7.js} +100 -16
- package/dist/test.js +3 -3
- package/editor/assets/{agent8-DuT9-krV.js → agent8-DcEoi33s.js} +1 -1
- package/editor/assets/{index-B756vMqx.js → index-L774mpvF.js} +66 -12
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +3 -0
- package/skills/incanto-environment.md +12 -0
- package/skills/incanto-node-reference.md +1 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
package/dist/3d.d.ts
CHANGED
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@@ -1707,6 +1707,18 @@ declare class Terrain3D extends Node3D {
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/** Lake/pond bowls carved into the surface — smooth radial depressions the
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* collider + heightAt + dressing all see (place a Water3D in each). */
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basins: BasinSpec[];
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+
/**
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1711
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* WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
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1712
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* breathing band just above height `y` (a waterline) — the trace of the
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1713
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* last swash runup. `band` is the max height above `y` that reads wet
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* (default 1.1 m). null (default) = off.
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+
*/
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wetline: JsonObject | null;
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private splatUniforms;
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1718
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/** Per-frame wetline clock + prop write — lives in update() so a `static`
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* subtree keeps the wet edge breathing (the frozen-sync lesson). */
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private wetTime;
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+
override update(dt: number): void;
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/** Loader hook: bad themes/layers/grids fail at LOAD, not at render. */
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static validateJson(node: Node): void;
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private heightmap;
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package/dist/3d.js
CHANGED
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@@ -1,8 +1,8 @@
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1
1
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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2
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-
import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-
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3
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import { A as Joint3D, B as keyboardIntensity, C as BoneLookAt3D, D as DEFAULT_TERRAIN_TEXTURE_BASE, E as Terrain3D, F as StaticBody3D, H as rigPose, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, O as TERRAIN_THEMES, P as RigidBody3D, R as QUARTER_PITCH, S as Camera3D, T as Billboard3D, V as movementState, _ as DENSITY_PRESETS, a as VOXEL_PALETTE, b as FLOWER_VARIETIES, c as Trail3D, d as LoftMesh3D, f as DirectionalLight3D, g as Foliage3D, h as MeshInstance3D, i as WATER_MAX_RIPPLES, j as Area3D, k as terrainThemeLayers, l as Particles3D, m as InstancedMesh3D, n as Water3D, o as VoxelGrid3D, p as OmniLight3D, s as Tree3D, t as registerNodes3D, u as ModelInstance3D, v as Flowers3D, w as BoneAttachment3D, x as CharacterController3D, y as resolveFlowerDensity, z as cameraRelative } from "./register-
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2
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import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-BiT-ZLi6.js";
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3
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import { A as Joint3D, B as keyboardIntensity, C as BoneLookAt3D, D as DEFAULT_TERRAIN_TEXTURE_BASE, E as Terrain3D, F as StaticBody3D, H as rigPose, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, O as TERRAIN_THEMES, P as RigidBody3D, R as QUARTER_PITCH, S as Camera3D, T as Billboard3D, V as movementState, _ as DENSITY_PRESETS, a as VOXEL_PALETTE, b as FLOWER_VARIETIES, c as Trail3D, d as LoftMesh3D, f as DirectionalLight3D, g as Foliage3D, h as MeshInstance3D, i as WATER_MAX_RIPPLES, j as Area3D, k as terrainThemeLayers, l as Particles3D, m as InstancedMesh3D, n as Water3D, o as VoxelGrid3D, p as OmniLight3D, s as Tree3D, t as registerNodes3D, u as ModelInstance3D, v as Flowers3D, w as BoneAttachment3D, x as CharacterController3D, y as resolveFlowerDensity, z as cameraRelative } from "./register-BWGwa7H7.js";
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import { n as splatWeights, t as buildHeightmap } from "./heightmap-CroQPEER.js";
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5
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-
import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-
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5
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-CfeZOpyK.js";
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//#region src/3d/environment-runtime.ts
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/**
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* Live environment editing — the renderer re-applies `scene.environment`
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@@ -5,8 +5,8 @@ import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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import { n as registerGameplayBehaviors } from "./gameplay-sSqrUcnz.js";
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import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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import { I as Node3D, N as PhysicsBody3D, S as Camera3D, f as DirectionalLight3D, r as createCausticsQuad, t as registerNodes3D, u as ModelInstance3D } from "./register-
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import { n as enablePhysics3D } from "./physics-3d-
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import { I as Node3D, N as PhysicsBody3D, S as Camera3D, f as DirectionalLight3D, r as createCausticsQuad, t as registerNodes3D, u as ModelInstance3D } from "./register-BWGwa7H7.js";
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import { n as enablePhysics3D } from "./physics-3d-CfeZOpyK.js";
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import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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package/dist/index.js
CHANGED
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@@ -295,6 +295,6 @@ function newUid() {
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//#endregion
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//#region src/index.ts
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/** Engine version. Kept in sync with package.json by the release pipeline. */
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-
const VERSION = "0.
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+
const VERSION = "0.18.0";
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//#endregion
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export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiText, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, startRecording, synthSfx };
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@@ -1,7 +1,7 @@
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1
1
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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2
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
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4
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import { A as Joint3D, E as Terrain3D, I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./register-
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4
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import { A as Joint3D, E as Terrain3D, I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./register-BWGwa7H7.js";
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import { Euler, Quaternion } from "three";
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//#region src/3d/physics/physics-3d.ts
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var physics_3d_exports = /* @__PURE__ */ __exportAll({
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package/dist/react.js
CHANGED
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@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
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pointer: latest.pointer,
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...keyboard !== void 0 ? { keyboard } : {}
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};
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-
const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-
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const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-BiT-ZLi6.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-Ct86zczq.js").then((n) => n.n)).createGame2D(o)))(opts);
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if (disposed) {
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next.dispose();
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return;
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@@ -546,6 +546,13 @@ varying vec3 vWorldPosition;
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varying vec2 vUvSplat;
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// Noise functions - for naturalizing tiling patterns
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549
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+
// incanto wetline: WET SAND — a darkened, slightly glossy band hugging the
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550
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// waterline (uWetlineY), its upper edge noisy and breathing with the swash.
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551
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// uWetlineY <= -1e8 disables (the default).
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552
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uniform float uWetlineY;
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uniform float uWetlineBand;
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uniform float uWetTime;
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555
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float splatHash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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@@ -709,6 +716,22 @@ if(splatTextureCount > 1.0) blendedMetalness += splatMetalness2 * smoothWeight2;
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if(splatTextureCount > 2.0) blendedMetalness += splatMetalness3 * smoothWeight3;
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if(splatTextureCount > 3.0) blendedMetalness += splatMetalness4 * smoothWeight4;
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// incanto wetline: darken + gloss the sand just above the waterline. The
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// upper edge is fbm-ragged and BREATHES (slow sin synced roughly to the
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// water's swash cadence) so the wet band reads as the trace of the last
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// runup, not a painted stripe.
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if (uWetlineY > -1.0e8) {
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float above = vWorldPosition.y - uWetlineY;
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float breathe = 0.5 + 0.5 * sin(uWetTime * 0.42 + vWorldPosition.x * 0.03 + vWorldPosition.z * 0.021);
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float top = uWetlineBand * (0.5 + 0.5 * breathe);
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float ragged = top + (fbm(vec2(vWorldPosition.x, vWorldPosition.z) * 0.35) - 0.5) * uWetlineBand * 0.8;
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float wet = smoothstep(ragged, ragged * 0.25, above) * smoothstep(-uWetlineBand, -uWetlineBand * 0.2, above);
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// wet sand is first and foremost DARKER; the gleam is mild — a hard
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// roughness cut mirrored the sky and read as white glare from the air
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splatColor.rgb *= 1.0 - wet * 0.38;
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blendedRoughness = mix(blendedRoughness, blendedRoughness * 0.78, wet);
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}
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diffuseColor = vec4(splatColor.rgb, diffuseColor.a);
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`;
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const FRAG_ROUGHNESS = `
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@@ -793,6 +816,9 @@ function injectTerrainSplatShader(shader, cfg) {
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shader.uniforms[`uvNoiseIntensity${n}`] = { value: cfg.uvNoiseIntensity[i] ?? .15 };
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}
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shader.uniforms.splatTextureCount = { value: Math.min(4, cfg.layerCount) };
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shader.uniforms.uWetlineY = { value: -1e9 };
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shader.uniforms.uWetlineBand = { value: 1.1 };
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shader.uniforms.uWetTime = { value: 0 };
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shader.uniforms.splatEnvCut = { value: cfg.envCut };
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shader.vertexShader = injectAfter(shader.vertexShader, "#include <common>", VERT_COMMON);
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shader.vertexShader = injectAfter(shader.vertexShader, "#include <begin_vertex>", VERT_BEGIN);
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@@ -1184,7 +1210,8 @@ var Terrain3D = class extends Node3D {
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islandEdge: { default: null },
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layers: { default: [] },
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textureBase: { default: DEFAULT_TERRAIN_TEXTURE_BASE },
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-
basins: { default: [] }
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basins: { default: [] },
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wetline: { default: null }
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};
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/** [width, depth] extent in meters, centered on the node. */
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size = [200, 200];
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@@ -1211,6 +1238,26 @@ var Terrain3D = class extends Node3D {
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/** Lake/pond bowls carved into the surface — smooth radial depressions the
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* collider + heightAt + dressing all see (place a Water3D in each). */
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basins = [];
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/**
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* WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
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1243
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+
* breathing band just above height `y` (a waterline) — the trace of the
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1244
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* last swash runup. `band` is the max height above `y` that reads wet
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* (default 1.1 m). null (default) = off.
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*/
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wetline = null;
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splatUniforms = null;
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/** Per-frame wetline clock + prop write — lives in update() so a `static`
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* subtree keeps the wet edge breathing (the frozen-sync lesson). */
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wetTime = 0;
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update(dt) {
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this.wetTime += dt;
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const u = this.splatUniforms;
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if (!u) return;
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const w = this.wetline;
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if (u.uWetlineY) u.uWetlineY.value = typeof w?.y === "number" ? w.y : -1e9;
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if (u.uWetlineBand) u.uWetlineBand.value = typeof w?.band === "number" ? w.band : 1.1;
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if (u.uWetTime) u.uWetTime.value = this.wetTime;
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}
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/** Loader hook: bad themes/layers/grids fail at LOAD, not at render. */
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static validateJson(node) {
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const t = node;
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@@ -1225,6 +1272,11 @@ var Terrain3D = class extends Node3D {
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if (!Number.isInteger(t.detail) || t.detail < 0) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' detail must be an integer ≥ 0 (octave count), got ${t.detail}.`, { prop: "detail" });
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if (!(t.flatThreshold >= 0) || !Number.isFinite(t.flatThreshold)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' flatThreshold must be a finite number ≥ 0, got ${t.flatThreshold}.`, { prop: "flatThreshold" });
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if (t.islandEdge !== null && typeof t.islandEdge !== "boolean") throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' islandEdge must be true, false or null (null = theme default), got ${JSON.stringify(t.islandEdge)}.`, { prop: "islandEdge" });
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const wl = t.wetline;
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if (wl !== null) {
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if (typeof wl !== "object" || Array.isArray(wl) || !Number.isFinite(wl.y)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' wetline must be null or { y, band? } with a finite y, got ${JSON.stringify(t.wetline)}.`, { prop: "wetline" });
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+
if (wl.band !== void 0 && !(wl.band > 0)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' wetline.band must be > 0 meters, got ${JSON.stringify(wl.band)}.`, { prop: "wetline" });
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+
}
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if (!Array.isArray(t.basins)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' basins must be an array of { x, z, radius, depth }, got ${JSON.stringify(t.basins)}.`, { prop: "basins" });
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t.basins.forEach((b, i) => {
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if (!b || typeof b !== "object" || !Number.isFinite(b.x) || !Number.isFinite(b.z) || !(b.radius > 0) || !(b.depth > 0)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' basins[${i}] needs finite x, z and positive radius, depth, got ${JSON.stringify(b)}.`, { prop: "basins" });
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@@ -1397,6 +1449,7 @@ var Terrain3D = class extends Node3D {
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};
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material.onBeforeCompile = (shader) => {
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injectTerrainSplatShader(shader, cfg);
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+
this.splatUniforms = shader.uniforms;
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};
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material.customProgramCacheKey = () => `incanto-terrain-splat:${hasNormalMaps ? 1 : 0}`;
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return material;
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@@ -10463,6 +10516,10 @@ uniform vec4 uRipples[8];
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uniform float uSwellAmplitude;
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uniform vec2 uSwellDir;
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uniform float uSwellWavelength;
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10519
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+
// incanto shore: the SWASH SURGE shares the shore-waves dial — a very long
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// slow bulge marching shoreward; ±9 cm of water height walks the waterline
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10521
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+
// meters up and down a gentle beach (the lapping runup).
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+
uniform float uShoreWaves;
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// incanto presets: the edge-fade ring exists to melt BIG water into terrain
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10467
10524
|
// shores — inside an exact-walled basin (pool/pond) it carves a visible
|
|
10468
10525
|
// elliptical cliff instead, so those presets turn it off.
|
|
@@ -10575,8 +10632,18 @@ float getSwell(vec2 p) {
|
|
|
10575
10632
|
|
|
10576
10633
|
// incanto: waves + swell + ripples — used for displacement AND the normal
|
|
10577
10634
|
// samples so every layer catches the light like real waves.
|
|
10635
|
+
// incanto shore: two incommensurate long surges — the waterline breathes in
|
|
10636
|
+
// wave-sets instead of a metronome tide
|
|
10637
|
+
float getSwash(vec2 p) {
|
|
10638
|
+
if (uShoreWaves <= 0.0) return 0.0;
|
|
10639
|
+
float along = dot(p, uSwellDir);
|
|
10640
|
+
return uShoreWaves *
|
|
10641
|
+
(0.06 * sin(along * 0.045 - uTime * 0.42) + 0.045 * sin(along * 0.11 - uTime * 0.71 + 1.3));
|
|
10642
|
+
}
|
|
10643
|
+
|
|
10578
10644
|
float getHeight(float x, float z) {
|
|
10579
|
-
return getElevation(x, z) + getSwell(vec2(x, z)) +
|
|
10645
|
+
return getElevation(x, z) + getSwell(vec2(x, z)) + getSwash(vec2(x, z)) +
|
|
10646
|
+
getRippleHeight(vec2(x, z));
|
|
10580
10647
|
}
|
|
10581
10648
|
|
|
10582
10649
|
void main() {
|
|
@@ -11014,15 +11081,21 @@ void main() {
|
|
|
11014
11081
|
float depthDiff = linearWaterDepth - linearSceneDepth;
|
|
11015
11082
|
waterViewDepth = max(-depthDiff, 0.0);
|
|
11016
11083
|
|
|
11084
|
+
// waterline dither: on a near-flat beach one half-res depth texel spans a
|
|
11085
|
+
// wide screen block at grazing view, so these thresholds cut staircase
|
|
11086
|
+
// notches along the swash edge — jitter the boundary a few cm with world
|
|
11087
|
+
// noise and the seam breaks into a ragged organic waterline instead.
|
|
11088
|
+
float seamJitter = (noise(vWorldPosition.xz * 2.3) - 0.5) * 0.06;
|
|
11089
|
+
|
|
11017
11090
|
// 🎯 Two-step approach
|
|
11018
11091
|
// Step 1: Discard completely overlapping parts
|
|
11019
|
-
float hardDiscardThreshold = 0.1;
|
|
11092
|
+
float hardDiscardThreshold = 0.1 + seamJitter;
|
|
11020
11093
|
if (depthDiff > hardDiscardThreshold) {
|
|
11021
11094
|
discard; // Completely remove definitively overlapping pixels
|
|
11022
11095
|
}
|
|
11023
11096
|
|
|
11024
11097
|
// Step 2: Gradual transparency for border parts
|
|
11025
|
-
float softDiscardStart = -0.05; // Start fade slightly ahead
|
|
11098
|
+
float softDiscardStart = -0.05 + seamJitter; // Start fade slightly ahead
|
|
11026
11099
|
float softDiscardEnd = hardDiscardThreshold;
|
|
11027
11100
|
|
|
11028
11101
|
if (depthDiff > softDiscardStart) {
|
|
@@ -11179,15 +11252,16 @@ void main() {
|
|
|
11179
11252
|
vec3 sceneColor = texture2D(uSceneColor, refractedUV, 1.75).rgb;
|
|
11180
11253
|
// incanto presets: above-water caustics — reconstruct the sampled
|
|
11181
11254
|
// bottom's world position along the view ray and light it with the
|
|
11182
|
-
// shared caustic web.
|
|
11183
|
-
//
|
|
11184
|
-
//
|
|
11255
|
+
// shared caustic web. Needs a focusing column of water (a centimeters-
|
|
11256
|
+
// deep swash film shows no web) and a close viewer: past ~30m each
|
|
11257
|
+
// pixel integrates many caustic cells and the additive web averages
|
|
11258
|
+
// into a solid white sheet over any flat shallow (aerial sandbar bug).
|
|
11185
11259
|
if (uCausticsAbove > 0.0) {
|
|
11186
11260
|
vec3 bottomWorld = cameraPosition + viewDirection * refrT;
|
|
11187
11261
|
float below = uWaterCenter.y - bottomWorld.y;
|
|
11188
11262
|
if (below > 0.05) {
|
|
11189
|
-
float reach = 1.0 - smoothstep(0.2, 9.0, below);
|
|
11190
|
-
float causticFade = 1.0 - smoothstep(
|
|
11263
|
+
float reach = smoothstep(0.05, 0.5, below) * (1.0 - smoothstep(0.2, 9.0, below));
|
|
11264
|
+
float causticFade = 1.0 - smoothstep(28.0, 90.0, camDist);
|
|
11191
11265
|
float cw = caustic(bottomWorld.xz * 0.42, uTime * 0.7) * 0.65
|
|
11192
11266
|
+ caustic(bottomWorld.xz * 0.72 + 30.0, uTime * 0.55) * 0.35;
|
|
11193
11267
|
sceneColor += vec3(0.87, 0.96, 1.0) * (cw * uCausticsAbove * reach * causticFade);
|
|
@@ -11305,8 +11379,18 @@ void main() {
|
|
|
11305
11379
|
float breakup = noise(vWorldPosition.xz * 0.3 + uTime * vec2(0.06, 0.04));
|
|
11306
11380
|
float lace = noise(vWorldPosition.xz * 2.2 - uTime * vec2(0.18, 0.1));
|
|
11307
11381
|
front *= (0.45 + 0.55 * breakup) * (0.55 + 0.45 * lace) * (0.35 + 0.65 * sets);
|
|
11308
|
-
|
|
11382
|
+
// no fronts in the centimeters-deep SHEET-FLOW film (an enclosed flat
|
|
11383
|
+
// fizzed solid white from the air) — breakers need ~knee depth to form
|
|
11384
|
+
float zone = smoothstep(3.4, 1.2, vertDepth) * smoothstep(0.12, 0.38, vertDepth);
|
|
11309
11385
|
foamAmount = max(foamAmount, clamp(uShoreWaves * front * zone * 1.5, 0.0, 1.0));
|
|
11386
|
+
// waterline LACE — fizzing bubbles where the runup meets sand. On a
|
|
11387
|
+
// near-FLAT bar the 0–30 cm depth band is tens of meters wide, so an
|
|
11388
|
+
// ungated lace carpeted whole flats in white — a slow patch gate keeps
|
|
11389
|
+
// it as drifting foam streaks instead (real tidal-flat scum lines).
|
|
11390
|
+
float lacePatch = smoothstep(0.4, 0.8, noise(vWorldPosition.xz * 0.5 + uTime * vec2(0.06, 0.045)));
|
|
11391
|
+
float lace2 = smoothstep(0.24, 0.02, vertDepth) *
|
|
11392
|
+
(0.35 + 0.65 * noise(vWorldPosition.xz * 3.1 + uTime * vec2(0.5, 0.35)));
|
|
11393
|
+
foamAmount = max(foamAmount, clamp(uShoreWaves * lace2 * lacePatch * 0.4, 0.0, 1.0));
|
|
11310
11394
|
}
|
|
11311
11395
|
}
|
|
11312
11396
|
// incanto swell: whitecaps — foam eats the TOPS of the tallest crests in
|
|
@@ -11613,23 +11697,23 @@ const WATER_PRESETS = {
|
|
|
11613
11697
|
swell: .34,
|
|
11614
11698
|
swellWavelength: 52,
|
|
11615
11699
|
whitecaps: .15,
|
|
11616
|
-
absorption: .
|
|
11700
|
+
absorption: .17,
|
|
11617
11701
|
opacity: .85,
|
|
11618
11702
|
detailStrength: .17,
|
|
11619
11703
|
sunIntensity: .85,
|
|
11620
11704
|
colors: {
|
|
11621
|
-
trough: "#
|
|
11622
|
-
surface: "#
|
|
11623
|
-
peak: "#
|
|
11705
|
+
trough: "#175360",
|
|
11706
|
+
surface: "#2f8792",
|
|
11707
|
+
peak: "#9bd8d2"
|
|
11624
11708
|
},
|
|
11625
|
-
color: "#
|
|
11709
|
+
color: "#2f8792",
|
|
11626
11710
|
causticsAbove: .3,
|
|
11627
11711
|
shoreWaves: .7,
|
|
11628
11712
|
reflectionInterval: 400,
|
|
11629
11713
|
_look: {
|
|
11630
11714
|
fresnelScale: 1.15,
|
|
11631
11715
|
reflectivityMax: .93,
|
|
11632
|
-
foamRangeScale:
|
|
11716
|
+
foamRangeScale: .35,
|
|
11633
11717
|
foamIntensity: .55
|
|
11634
11718
|
}
|
|
11635
11719
|
},
|
package/dist/test.js
CHANGED
|
@@ -6,7 +6,7 @@ import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
|
6
6
|
import { i as getNodeSchema, s as mergeStaticProps } from "./registry-BVJ2HbCn.js";
|
|
7
7
|
import { n as registerGameplayBehaviors } from "./gameplay-sSqrUcnz.js";
|
|
8
8
|
import { t as registerNodes2D } from "./register-Djwckzgx.js";
|
|
9
|
-
import { t as registerNodes3D } from "./register-
|
|
9
|
+
import { t as registerNodes3D } from "./register-BWGwa7H7.js";
|
|
10
10
|
import { t as registerNodesNet } from "./register-BFFE1Mh1.js";
|
|
11
11
|
//#region src/test/index.ts
|
|
12
12
|
/**
|
|
@@ -127,7 +127,7 @@ async function runScript(json, opts) {
|
|
|
127
127
|
const { enablePhysics2D } = await import("./physics-2d-BiIdl51r.js").then((n) => n.r);
|
|
128
128
|
await enablePhysics2D(engine);
|
|
129
129
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
130
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
130
|
+
const { enablePhysics3D } = await import("./physics-3d-CfeZOpyK.js").then((n) => n.r);
|
|
131
131
|
await enablePhysics3D(engine);
|
|
132
132
|
}
|
|
133
133
|
const failures = [];
|
|
@@ -232,7 +232,7 @@ async function createPlaySession(json, opts = {}) {
|
|
|
232
232
|
const { enablePhysics2D } = await import("./physics-2d-BiIdl51r.js").then((n) => n.r);
|
|
233
233
|
await enablePhysics2D(engine);
|
|
234
234
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
235
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
235
|
+
const { enablePhysics3D } = await import("./physics-3d-CfeZOpyK.js").then((n) => n.r);
|
|
236
236
|
await enablePhysics3D(engine);
|
|
237
237
|
}
|
|
238
238
|
const stepMs = 1e3 / (opts.fixedHz ?? 60);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
import{t as e}from"./index-
|
|
1
|
+
import{t as e}from"./index-L774mpvF.js";async function t(t){return new n((await e(()=>import(`./GameServer-C56iOUgF.js`),[],import.meta.url)).GameServer,t)}var n=class{raw;active=new Map;reconnecting=!1;disposed=!1;constructor(e,t){this.raw=new e({...t})}get account(){return this.raw.account}get connected(){return this.raw.connected}connect(){return this.raw.connected?Promise.resolve(!0):(this.disposed=!1,this.rawConnect())}rawConnect(){return this.raw.connect({onDisconnect:()=>void this.reconnect()})}disconnect(){this.disposed=!0;for(let e of this.active.values())e.off();return this.active.clear(),this.raw.disconnect()}remoteFunction(e,t,n){return this.raw.remoteFunction(e,t,n)}track(e){let t=Symbol(`sub`),n={make:e,off:e()};return this.active.set(t,n),()=>{n.off(),this.active.delete(t)}}async reconnect(){if(!this.disposed&&!this.reconnecting){this.reconnecting=!0;try{await this.rawConnect();for(let e of this.active.values())e.off(),e.off=e.make()}finally{this.reconnecting=!1}}}subscribeRoomState(e,t){return this.track(()=>this.raw.subscribeRoomState(e,t))}subscribeRoomMyState(e,t){return this.track(()=>this.raw.subscribeRoomMyState(e,t))}subscribeRoomAllUserStates(e,t){return this.track(()=>this.raw.subscribeRoomAllUserStates(e,e=>{let n={};for(let t of e??[]){if(!t||typeof t.account!=`string`||t.__leaved)continue;let{account:e,__updated:r,__leaved:i,...a}=t;n[e]=a}t(n)}))}subscribeRoomCollection(e,t,n){return this.track(()=>this.raw.subscribeRoomCollection(e,t,({items:e})=>{let t={};for(let n of e??[])n&&typeof n.__id==`string`&&(t[n.__id]=n);n(t)}))}onRoomMessage(e,t,n){return this.track(()=>this.raw.onRoomMessage(e,t,n))}onRoomUserJoin(e,t){return this.track(()=>this.raw.onRoomUserJoin(e,t))}onRoomUserLeave(e,t){return this.track(()=>this.raw.onRoomUserLeave(e,t))}subscribeGlobalState(e){return this.track(()=>this.raw.subscribeGlobalState(e))}subscribeGlobalMyState(e){return this.track(()=>this.raw.subscribeGlobalMyState(e))}subscribeGlobalUserState(e,t){return this.track(()=>this.raw.subscribeGlobalUserState(e,t))}subscribeGlobalCollection(e,t){return this.track(()=>this.raw.subscribeGlobalCollection(e,({items:e})=>{let n={};for(let t of e??[])t&&typeof t.__id==`string`&&(n[t.__id]=t);t(n)}))}subscribeAsset(e,t){return this.track(()=>this.raw.subscribeAsset(e,t))}onGlobalMessage(e,t){return this.track(()=>this.raw.onGlobalMessage(e,t))}};export{t as createAgent8Server};
|