incanto 0.49.0 → 0.51.0
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/bin/incanto-play.mjs +42 -17
- package/dist/2d.d.ts +3 -2
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +4 -3
- package/dist/3d.js +4 -4
- package/dist/{behavior-62q0HWBO.d.ts → behavior-rZNfzVbH.d.ts} +37 -3
- package/dist/{create-game-DFBjMetZ.js → create-game-BNaOC3Px.js} +5 -5
- package/dist/{create-game-BgV6UbVA.js → create-game-CkzKZ4v5.js} +5 -5
- package/dist/debug.d.ts +1 -1
- package/dist/{duplicate-CI9WF_bg.js → duplicate-EybyYeyL.js} +1 -1
- package/dist/{environment-presets-CZOH5TY5.js → environment-presets-C08pOC6H.js} +2 -2
- package/dist/{gameplay-02Btmmjn.js → gameplay-bStgtZBV.js} +175 -6
- package/dist/gameplay.d.ts +79 -2
- package/dist/gameplay.js +2 -2
- package/dist/index.d.ts +14 -5
- package/dist/index.js +6 -6
- package/dist/{loader-DwazzlQb.js → loader-B2asghWa.js} +350 -1
- package/dist/{loader-CeyU_bm1.d.ts → loader-Dkbn56KC.d.ts} +1 -1
- package/dist/net.d.ts +1 -1
- package/dist/net.js +3 -3
- package/dist/{pathfinding-C49JSNNq.d.ts → pathfinding-Bz34pvQD.d.ts} +1 -1
- package/dist/{physics-2d-vyCBfACH.js → physics-2d-Ccq2L9R0.js} +8 -3
- package/dist/{physics-3d-DpRqw8Mz.js → physics-3d-B2c5KNYh.js} +13 -8
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-BNPZYJmd.js → register-B_BaaGx-.js} +2 -2
- package/dist/{register-uvaZj1KX.js → register-CGq-Hee8.js} +19 -265
- package/dist/{register-CB11yp21.js → register-CLVhzWcI.js} +2 -2
- package/dist/{replay-C0XJIsO7.js → replay-BgKxGcXH.js} +42 -3
- package/dist/{replay-CAphXMyM.d.ts → replay-DIP2_as4.d.ts} +6 -2
- package/dist/{src-DF4gCsqO.js → src-C3UwzYXl.js} +1 -1
- package/dist/{test-DRna_BQU.js → test-D2gRpk5V.js} +48 -21
- package/dist/test.d.ts +3 -3
- package/dist/test.js +2 -2
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-DCW4TgDt.js → agent8-DbX_msaO.js} +1 -1
- package/editor/assets/{debug-RC6qts6S.js → debug-C-kMxdl1.js} +1 -1
- package/editor/assets/{index-5dEIhvsf.js → index-CUc1U7wm.js} +91 -91
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-building-2d-games.md +6 -1
- package/skills/incanto-gameplay-behaviors.md +11 -0
- package/skills/incanto-node-reference.md +13 -0
- package/skills/incanto-playtesting.md +13 -2
- package/skills/incanto-save-slots.md +134 -12
- 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
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@@ -1,4 +1,4 @@
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import {
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import { C as InputMap, M as Signal, S as resolveOrderGroups, _ as restoreBehaviors, b as ORDER_GROUP_BASE, f as Node, g as captureBehaviors, w as diagnose, y as createSaveStore } from "./loader-B2asghWa.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { t as Rng } from "./rng-DP-SR7eg.js";
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import { l as registerNode } from "./registry-IyWCGe4q.js";
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@@ -1134,267 +1134,6 @@ var LogManager = class {
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}
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};
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//#endregion
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//#region src/core/save.ts
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const memoryStores = /* @__PURE__ */ new Map();
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function createSaveStore(namespace) {
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const prefix = `incanto:${namespace}:`;
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const local = storageOrNull();
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if (!local) {
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let mem = memoryStores.get(namespace);
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if (!mem) {
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mem = /* @__PURE__ */ new Map();
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memoryStores.set(namespace, mem);
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}
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const backing = mem;
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return {
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get: (key, fallback) => parse(backing.get(key), fallback),
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set: (key, value) => void backing.set(key, JSON.stringify(value)),
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remove: (key) => void backing.delete(key),
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clear: () => backing.clear()
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};
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}
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return {
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get: (key, fallback) => parse(local.getItem(prefix + key) ?? void 0, fallback),
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set: (key, value) => local.setItem(prefix + key, JSON.stringify(value)),
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remove: (key) => local.removeItem(prefix + key),
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clear: () => {
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const doomed = [];
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for (let i = 0; i < local.length; i++) {
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const k = local.key(i);
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if (k?.startsWith(prefix)) doomed.push(k);
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}
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for (const k of doomed) local.removeItem(k);
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}
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};
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}
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function parse(raw, fallback) {
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if (raw === void 0 || raw === null) return fallback;
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try {
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return JSON.parse(raw);
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} catch {
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return fallback;
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}
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}
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function storageOrNull() {
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try {
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if (typeof localStorage === "undefined") return null;
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const probe = "__incanto_probe__";
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localStorage.setItem(probe, "1");
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localStorage.removeItem(probe);
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return localStorage;
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} catch {
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return null;
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}
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}
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//#endregion
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//#region src/core/save-slots.ts
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/**
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* Save slots — "continue where you left off", which no game on this engine could
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* do.
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*
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* `createSaveStore` has been here a long time and `Scene.toJSON()` round-trips a
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* live tree, so two thirds of the work existed. The missing third was that
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* BEHAVIOR state had nowhere to go: `Behavior` declared `onEnterTree`, `onReady`,
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* `onExitTree`, `update` and `fixedUpdate` and nothing for "write yourself down",
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* so `Health.current`, `ScoreKeeper.score` and every quest flag were
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* unrecoverable. Both quest templates this repo ships were RPGs you could not
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* resume.
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*
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* ## What a save is, and what it deliberately is NOT
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*
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* A save is **which scene, plus every behavior's state, keyed by node uid**. It
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* is not a snapshot of the live tree.
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*
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* That is a design decision, not a shortcut. Restoring a live tree by walking
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* paths breaks on this engine specifically:
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*
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* - `Spawner.onReady` DETACHES its prefab template from the tree (see
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* `SpawnSource.resolveTemplate`), so a captured tree and a freshly booted one
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* legitimately disagree about which nodes exist, every time.
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* Every scene with a spawner would report phantom removals.
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* - A spawned enemy carrying its own spawner has already lost ITS template, so
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* re-adding that subtree runs `onReady` against a node that is not there and
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* throws — and `onReady` is not quarantined, so it kills the whole load.
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* - Prop deltas cannot be applied with `applySchemaProps`, which resets every
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* prop to its default before writing.
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*
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* Reloading the scene from source sidesteps all three: the structure comes from
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* the file (which is authoritative and already validated), and the save carries
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* only what the file cannot know. A fresh boot detaches the same templates the
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* captured one did, so there is nothing to reconcile.
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*
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* The cost, stated plainly so nobody discovers it: **spawned enemies and
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* mid-level positions are not restored.** You resume at the scene's start with
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* your stats, inventory, unlocks and quest flags intact. That is what a
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* checkpoint save is, and it is what both quest templates need. A game that
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* wants a position saves it — `serialize()` can return anything.
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*
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* Node uids are the join key because they are the one identifier the engine
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* already promises survives a rename or a reparent.
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*/
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/**
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* Every behavior in the tree that has something to say, by uid.
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*
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* A behavior with no `serialize` contributes nothing — the hook is optional in
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* exactly the way the other five are, so adding save support to a game is
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* additive and a game that never saves pays nothing.
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*
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* A node with no `uid` is skipped and reported, because state keyed by nothing
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* cannot be given back. The editor assigns a uid to every node it touches; a
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* hand-written scene may not have.
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*/
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function captureBehaviors(root) {
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const state = {};
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const unaddressable = [];
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const walk = (node) => {
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const behavior = node.behavior;
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if (behavior && typeof behavior.serialize === "function") {
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const value = behavior.serialize();
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if (value !== void 0) if (node.uid) state[node.uid] = value;
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else unaddressable.push(node.getPath());
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}
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for (const child of node.children) walk(child);
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};
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walk(root);
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return {
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state,
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unaddressable
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};
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/**
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* Hand each behavior its state back.
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*
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* Call this AFTER the scene has loaded and `onReady` has run: `onReady` is where
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* by the fresh start.
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*
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* Never throws on a mismatch. A save from an older build of the game will name
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* uids that no longer exist, and refusing to load it would mean a patch that
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* moves one node deletes everyone's progress. It reports instead.
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*/
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function restoreBehaviors(root, state) {
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const report = {
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missing: [],
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skipped: [],
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restored: 0
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};
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for (const [uid, value] of Object.entries(state)) {
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const node = root.getNodeByUid(uid);
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if (!node) {
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report.missing.push(uid);
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continue;
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}
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const behavior = node.behavior;
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if (!behavior || typeof behavior.deserialize !== "function") {
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report.skipped.push(uid);
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continue;
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}
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try {
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behavior.deserialize(value);
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report.restored += 1;
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} catch {
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report.skipped.push(uid);
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}
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}
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return report;
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}
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/** Slot ids, so a "3 save slots" menu is a list and not a naming convention. */
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const INDEX_KEY = "slots";
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/**
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* The slot layer: a named list of saves over the existing store.
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*
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* Slot ids are yours (`'auto'`, `'1'`, `'2'`, `'3'`) — the engine does not
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* decide how many you have or whether one of them autosaves.
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var SaveSlots = class {
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store;
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constructor(namespace = "saves", store) {
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this.store = store ?? createSaveStore(namespace);
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}
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/** Slot ids that have a save, newest first. */
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list() {
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const rows = this.store.get(INDEX_KEY, []).map((id) => ({
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id,
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slot: this.read(id)
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})).filter((row) => row.slot !== null);
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rows.sort((a, b) => b.slot.savedAt - a.slot.savedAt);
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}
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/** Every slot with its contents — what a load menu actually renders. */
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all() {
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return this.list().map((id) => ({
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id,
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}
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read(id) {
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const slot = raw;
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return {
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scene: slot.scene,
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state: slot.state,
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label: typeof slot.label === "string" ? slot.label : "",
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savedAt: typeof slot.savedAt === "number" ? slot.savedAt : 0,
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playtime: typeof slot.playtime === "number" ? slot.playtime : 0,
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data: slot.data ?? {}
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/**
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* Write a slot.
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* `savedAt` is a parameter rather than `Date.now()` so a test can assert an
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* ordering without sleeping, and so a game that wants server time can use it.
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write(id, slot) {
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const full = {
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scene: slot.scene,
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state: slot.state,
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label: slot.label ?? "",
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savedAt: slot.savedAt ?? 0,
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playtime: slot.playtime ?? 0,
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data: slot.data ?? {}
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};
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this.store.set(key(id), full);
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const ids = this.store.get(INDEX_KEY, []);
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if (!ids.includes(id)) this.store.set(INDEX_KEY, [...ids, id]);
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}
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remove(id) {
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this.store.remove(key(id));
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this.store.set(INDEX_KEY, this.store.get(INDEX_KEY, []).filter((other) => other !== id));
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}
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/** Wipe every slot — a "delete all data" button, and test isolation. */
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clear() {
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for (const id of this.store.get(INDEX_KEY, [])) this.store.remove(key(id));
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this.store.set(INDEX_KEY, []);
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}
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};
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function key(id) {
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}
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/**
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* Behaviors in this tree that hold state and cannot save it — the audit's
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* question, answerable before a player loses an hour.
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*
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* A behavior with props but no `serialize` is not necessarily wrong (an
|
|
1381
|
-
* `Oscillate` derives everything from time), so this reports rather than warns,
|
|
1382
|
-
* and the caller decides.
|
|
1383
|
-
*/
|
|
1384
|
-
function behaviorsWithoutSave(root) {
|
|
1385
|
-
const out = [];
|
|
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|
-
const walk = (node) => {
|
|
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|
-
const behavior = node.behavior;
|
|
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|
-
const name = node.script?.name;
|
|
1389
|
-
if (behavior && typeof name === "string" && typeof behavior.serialize !== "function") {
|
|
1390
|
-
if (Object.keys(behaviorSchema(name)).length > 0) out.push(`${node.getPath()} (${name})`);
|
|
1391
|
-
}
|
|
1392
|
-
for (const child of node.children) walk(child);
|
|
1393
|
-
};
|
|
1394
|
-
walk(root);
|
|
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|
-
return out;
|
|
1396
|
-
}
|
|
1397
|
-
//#endregion
|
|
1398
1137
|
//#region src/core/settings.ts
|
|
1399
1138
|
const DEFAULTS = {
|
|
1400
1139
|
master: 1,
|
|
@@ -1890,7 +1629,7 @@ var Engine = class {
|
|
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1890
1629
|
captureState() {
|
|
1891
1630
|
const root = this.scene?.root;
|
|
1892
1631
|
if (!root) return {};
|
|
1893
|
-
const { state, unaddressable } = captureBehaviors(root);
|
|
1632
|
+
const { state, unaddressable } = captureBehaviors(root, this.scene?.source);
|
|
1894
1633
|
for (const path of unaddressable) diagnose(this, "warn", `save: ${path} has state to save and no uid to key it under.`);
|
|
1895
1634
|
return state;
|
|
1896
1635
|
}
|
|
@@ -1900,7 +1639,9 @@ var Engine = class {
|
|
|
1900
1639
|
if (!root) return {
|
|
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1640
|
missing: Object.keys(state),
|
|
1902
1641
|
skipped: [],
|
|
1903
|
-
restored: 0
|
|
1642
|
+
restored: 0,
|
|
1643
|
+
expected: 0,
|
|
1644
|
+
freed: 0
|
|
1904
1645
|
};
|
|
1905
1646
|
return restoreBehaviors(root, state);
|
|
1906
1647
|
}
|
|
@@ -2399,6 +2140,19 @@ function widgetFromElement(el) {
|
|
|
2399
2140
|
let dragging = null;
|
|
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2141
|
/** Shared plumbing: mount into the parent HudLayer's anchor slot. */
|
|
2401
2142
|
var HudWidgetBase = class extends Node {
|
|
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|
+
/**
|
|
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|
+
* Wireable visibility: `noSave → Continue.hide`.
|
|
2145
|
+
*
|
|
2146
|
+
* `visible` is a prop, and a `connections[]` handler has to be a METHOD — the
|
|
2147
|
+
* same wall that kept a score off the screen until widgets grew `setText`. A
|
|
2148
|
+
* title screen greying out its own Continue button is the case that asked.
|
|
2149
|
+
*/
|
|
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|
+
show(..._args) {
|
|
2151
|
+
this.visible = true;
|
|
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|
+
}
|
|
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|
+
hide() {
|
|
2154
|
+
this.visible = false;
|
|
2155
|
+
}
|
|
2402
2156
|
static props = {
|
|
2403
2157
|
anchor: {
|
|
2404
2158
|
default: "topLeft",
|
|
@@ -3630,4 +3384,4 @@ function registerCoreNodes() {
|
|
|
3630
3384
|
registerNode(UiRenderScaleSelect);
|
|
3631
3385
|
}
|
|
3632
3386
|
//#endregion
|
|
3633
|
-
export {
|
|
3387
|
+
export { ROLLOFF_MODELS as A, AudioBuses as B, BASE_LOCALE as C, translationKey as D, suggestLocale as E, synthSfx as F, MusicManager as I, WebAudioMusicBackend as L, spatialPan as M, SFX_PRESETS as N, SfxEngine as O, SFX_PRESET_NAMES as P, crossfadeGains as R, LogManager as S, T_PREFIX as T, qualityCaps as _, UiSlider as a, readDeviceHints as b, UiButton as c, UiBanner as d, UiBar as f, Settings as g, Engine as h, UiSelect as i, spatialGain as j, isAudioContextAvailable as k, UiDialogue as l, AudioPlayer as m, UiImage as n, UiToggle as o, UiText as p, UiPanel as r, Timer as s, registerCoreNodes as t, HudLayer as u, qualityEnvironment as v, Localization as w, suggestQuality as x, qualityRendering as y, fadeGain as z };
|
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import { t as registerCoreNodes } from "./register-
|
|
1
|
+
import { M as Signal, f as Node, t as buildNodeJson } from "./loader-B2asghWa.js";
|
|
2
|
+
import { t as registerCoreNodes } from "./register-CGq-Hee8.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
5
5
|
import { l as registerNode } from "./registry-IyWCGe4q.js";
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { D as translationKey } from "./register-CGq-Hee8.js";
|
|
2
2
|
//#region src/core/audit.ts
|
|
3
3
|
const ANIMATED_TYPES = new Set([
|
|
4
4
|
"Particles2D",
|
|
@@ -31,6 +31,21 @@ const LIGHT_TYPES = new Set([
|
|
|
31
31
|
"OmniLight3D",
|
|
32
32
|
"SpotLight3D"
|
|
33
33
|
]);
|
|
34
|
+
/**
|
|
35
|
+
* Built-ins that put something in a save. A save is keyed by node uid, so one
|
|
36
|
+
* of these on a node without one is state that silently goes nowhere: the save
|
|
37
|
+
* comes back `{}` and the load reports a clean bill, because "nothing was
|
|
38
|
+
* missing" is true of an empty save.
|
|
39
|
+
*
|
|
40
|
+
* A JSON walk cannot ask a behavior whether it serializes, so this is the list
|
|
41
|
+
* of the ones that do. Your own behavior with a `serialize()` is caught at
|
|
42
|
+
* runtime instead, by `captureState`.
|
|
43
|
+
*/
|
|
44
|
+
const SAVEABLE_SCRIPTS = new Set([
|
|
45
|
+
"Health",
|
|
46
|
+
"ScoreKeeper",
|
|
47
|
+
"Collector"
|
|
48
|
+
]);
|
|
34
49
|
/** Does the scene header light anything by itself (sky, hdri, ambient, preset)? */
|
|
35
50
|
function isLit(environment) {
|
|
36
51
|
if (!environment) return false;
|
|
@@ -47,9 +62,12 @@ function auditScene(scene) {
|
|
|
47
62
|
let currentCameras = 0;
|
|
48
63
|
let cameras = 0;
|
|
49
64
|
let lights = 0;
|
|
65
|
+
const needUid = [];
|
|
50
66
|
const walk = (node, path, insideHud, staticRoot) => {
|
|
51
67
|
const type = node.type ?? "";
|
|
52
68
|
const props = node.props ?? {};
|
|
69
|
+
const script = node.script?.name;
|
|
70
|
+
if (script && SAVEABLE_SCRIPTS.has(script) && !node.uid) needUid.push(`${path} (${script})`);
|
|
53
71
|
if (type === "Camera2D" || type === "Camera3D") {
|
|
54
72
|
cameras += 1;
|
|
55
73
|
if (props.current === true) currentCameras += 1;
|
|
@@ -66,6 +84,7 @@ function auditScene(scene) {
|
|
|
66
84
|
for (const child of node.children ?? []) walk(child, `${path}/${child.name ?? "?"}`, nextHud, nextStatic);
|
|
67
85
|
};
|
|
68
86
|
walk(root, root.name ?? "root", false, root.props?.static === true ? root.name ?? "root" : null);
|
|
87
|
+
if (needUid.length > 0) warnings.push(`these carry state a save keeps and have no uid to key it under, so the save comes back EMPTY and the load reports no problem: ${needUid.join(", ")}. Give each one a "uid" from newUid().`);
|
|
69
88
|
if (cameras > 0 && currentCameras === 0) warnings.push("no camera has \"current\": true — the screen renders from a default view, probably not what you framed.");
|
|
70
89
|
if (currentCameras > 1) warnings.push(`${currentCameras} cameras claim "current": true — only the first found wins.`);
|
|
71
90
|
if (scene.dimension === "3d" && lights === 0 && !isLit(scene.environment)) warnings.push("nothing lights this 3D scene — no light node, no environment sky/hdri, and no ambient intensity. It will render black. Add a DirectionalLight3D, or an \"environment\": { \"sky\": { \"type\": \"atmosphere\" } } / { \"preset\": \"...\" }.");
|
|
@@ -109,13 +128,25 @@ function auditStrings(scene) {
|
|
|
109
128
|
}
|
|
110
129
|
//#endregion
|
|
111
130
|
//#region src/core/replay.ts
|
|
131
|
+
/**
|
|
132
|
+
* Every entry point that can change what the game is being told, because one
|
|
133
|
+
* left out is a replay that reproduces a character standing still.
|
|
134
|
+
*
|
|
135
|
+
* `setActionVector` was the omission that mattered: the playtest driver moves
|
|
136
|
+
* with it and presses buttons with `pressAction`, so its replays recorded all
|
|
137
|
+
* the jumping and none of the walking, and played back as a character hopping
|
|
138
|
+
* on the spot where the real run had walked off a ledge.
|
|
139
|
+
*/
|
|
112
140
|
const RECORDED_METHODS = [
|
|
113
141
|
"handleKey",
|
|
114
142
|
"handleMouseButton",
|
|
115
143
|
"handlePointerMove",
|
|
116
144
|
"handleWheel",
|
|
117
145
|
"pressAction",
|
|
118
|
-
"releaseAction"
|
|
146
|
+
"releaseAction",
|
|
147
|
+
"setActionVector",
|
|
148
|
+
"setPointerPosition",
|
|
149
|
+
"clearInjected"
|
|
119
150
|
];
|
|
120
151
|
/**
|
|
121
152
|
* Tap the engine's input entry points and tick clock. Recording starts at
|
|
@@ -139,17 +170,23 @@ function startRecording(engine) {
|
|
|
139
170
|
};
|
|
140
171
|
}
|
|
141
172
|
const originalTick = engine.tick.bind(engine);
|
|
173
|
+
const originalStep = engine.step.bind(engine);
|
|
142
174
|
const engineAny = engine;
|
|
143
175
|
engineAny.tick = (nowMs) => {
|
|
144
176
|
ticks.push(nowMs);
|
|
145
177
|
originalTick(nowMs);
|
|
146
178
|
};
|
|
179
|
+
engineAny.step = () => {
|
|
180
|
+
ticks.push(null);
|
|
181
|
+
originalStep();
|
|
182
|
+
};
|
|
147
183
|
let stopped = false;
|
|
148
184
|
return { stop() {
|
|
149
185
|
if (!stopped) {
|
|
150
186
|
stopped = true;
|
|
151
187
|
for (const [name, fn] of originals) input[name] = fn;
|
|
152
188
|
engineAny.tick = originalTick;
|
|
189
|
+
engineAny.step = originalStep;
|
|
153
190
|
}
|
|
154
191
|
return {
|
|
155
192
|
replay: 1,
|
|
@@ -173,7 +210,9 @@ function replay(engine, recording, opts) {
|
|
|
173
210
|
if (typeof fn === "function") fn.apply(engine.input, args);
|
|
174
211
|
cursor += 1;
|
|
175
212
|
}
|
|
176
|
-
|
|
213
|
+
const at = recording.ticks[i];
|
|
214
|
+
if (at === null) engine.step();
|
|
215
|
+
else engine.tick(at);
|
|
177
216
|
opts?.onTick?.(i);
|
|
178
217
|
}
|
|
179
218
|
}
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { b as Engine } from "./behavior-
|
|
1
|
+
import { b as Engine } from "./behavior-rZNfzVbH.js";
|
|
2
2
|
import { s as JsonObject } from "./schema-CFeioQRE.js";
|
|
3
3
|
|
|
4
4
|
//#region src/core/audit.d.ts
|
|
@@ -62,7 +62,11 @@ interface ReplayJson {
|
|
|
62
62
|
/** File-format marker for forward compatibility. */
|
|
63
63
|
replay: 1;
|
|
64
64
|
/** Tick timestamps (ms) exactly as the loop delivered them. */
|
|
65
|
-
|
|
65
|
+
/**
|
|
66
|
+
* One entry per recorded FRAME: the `nowMs` it was ticked with, or `null` for
|
|
67
|
+
* a fixed `step()`. Older recordings are all numbers and still replay.
|
|
68
|
+
*/
|
|
69
|
+
ticks: Array<number | null>;
|
|
66
70
|
events: ReplayEvent[];
|
|
67
71
|
}
|
|
68
72
|
interface Recorder {
|
|
@@ -161,6 +161,6 @@ function newUid() {
|
|
|
161
161
|
//#endregion
|
|
162
162
|
//#region src/index.ts
|
|
163
163
|
/** Engine version. Kept in sync with package.json by the release pipeline. */
|
|
164
|
-
const VERSION = "0.
|
|
164
|
+
const VERSION = "0.51.0";
|
|
165
165
|
//#endregion
|
|
166
166
|
export { findPath as a, preloadUrls as i, newUid as n, gridFromRows as o, assetUrls as r, VERSION as t };
|
|
@@ -1,13 +1,13 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import { h as Engine } from "./register-
|
|
1
|
+
import { A as registerBehavior, n as loadScene, s as resolveViewport } from "./loader-B2asghWa.js";
|
|
2
|
+
import { h as Engine } from "./register-CGq-Hee8.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
|
-
import { n as startRecording } from "./replay-
|
|
4
|
+
import { n as startRecording } from "./replay-BgKxGcXH.js";
|
|
5
5
|
import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
6
6
|
import { i as getNodeSchema, s as mergeStaticProps } from "./registry-IyWCGe4q.js";
|
|
7
|
-
import { n as registerGameplayBehaviors } from "./gameplay-
|
|
8
|
-
import { t as registerNodes2D } from "./register-
|
|
9
|
-
import { n as registerNodes3D, t as resolveEnvironmentHdri } from "./environment-presets-
|
|
10
|
-
import { t as registerNodesNet } from "./register-
|
|
7
|
+
import { n as registerGameplayBehaviors } from "./gameplay-bStgtZBV.js";
|
|
8
|
+
import { t as registerNodes2D } from "./register-B_BaaGx-.js";
|
|
9
|
+
import { n as registerNodes3D, t as resolveEnvironmentHdri } from "./environment-presets-C08pOC6H.js";
|
|
10
|
+
import { t as registerNodesNet } from "./register-CLVhzWcI.js";
|
|
11
11
|
import { Box3, Euler, Matrix4, PerspectiveCamera, Quaternion, Vector3 } from "three";
|
|
12
12
|
//#region src/test/framing.ts
|
|
13
13
|
/**
|
|
@@ -40,6 +40,8 @@ const LIGHT_TYPES = new Set([
|
|
|
40
40
|
]);
|
|
41
41
|
/** Screen-space subtrees: they ignore the camera, so framing has nothing to say. */
|
|
42
42
|
const SCREEN_SPACE = new Set(["UILayer", "HudLayer"]);
|
|
43
|
+
/** Depth a 2D collider is given on the axis it does not have. */
|
|
44
|
+
const FLAT_DEPTH = 1e3;
|
|
43
45
|
/** How far two colliders must actually interpenetrate to be a finding. */
|
|
44
46
|
const TOUCH_EPS_2D = 1;
|
|
45
47
|
const TOUCH_EPS_3D = .01;
|
|
@@ -369,31 +371,56 @@ function cornersOnScreen(box, cam) {
|
|
|
369
371
|
* trying to see anyway.
|
|
370
372
|
*/
|
|
371
373
|
function findOverlaps(placed, epsilon) {
|
|
372
|
-
const
|
|
374
|
+
const shapes = [];
|
|
373
375
|
for (const p of placed) {
|
|
374
|
-
const
|
|
375
|
-
if (!
|
|
376
|
-
|
|
377
|
-
boxes.push({
|
|
376
|
+
const shape = shapeOf(p.node, p.position);
|
|
377
|
+
if (!shape) continue;
|
|
378
|
+
shapes.push({
|
|
378
379
|
path: p.node.getPath(),
|
|
379
380
|
internal: p.node.name.startsWith("__"),
|
|
380
|
-
|
|
381
|
+
shape
|
|
381
382
|
});
|
|
382
383
|
}
|
|
383
384
|
const out = [];
|
|
384
|
-
for (let i = 0; i <
|
|
385
|
-
const a =
|
|
386
|
-
const b =
|
|
385
|
+
for (let i = 0; i < shapes.length; i++) for (let j = i + 1; j < shapes.length; j++) {
|
|
386
|
+
const a = shapes[i];
|
|
387
|
+
const b = shapes[j];
|
|
387
388
|
if (!a || !b) continue;
|
|
388
389
|
if (a.path.startsWith(`${b.path}/`) || b.path.startsWith(`${a.path}/`)) continue;
|
|
389
390
|
if (a.internal && b.internal) continue;
|
|
390
|
-
if (a.
|
|
391
|
+
if (penetrates(a.shape, b.shape, epsilon)) out.push({
|
|
391
392
|
a: a.path,
|
|
392
393
|
b: b.path
|
|
393
394
|
});
|
|
394
395
|
}
|
|
395
396
|
return out;
|
|
396
397
|
}
|
|
398
|
+
function shapeOf(node, centre) {
|
|
399
|
+
const collider = node.collider;
|
|
400
|
+
const kind = collider?.shape;
|
|
401
|
+
if (kind === "sphere" || kind === "circle") return {
|
|
402
|
+
kind: "ball",
|
|
403
|
+
centre,
|
|
404
|
+
radius: collider?.radius ?? .5
|
|
405
|
+
};
|
|
406
|
+
const half = halfExtents(node);
|
|
407
|
+
if (!half) return null;
|
|
408
|
+
return {
|
|
409
|
+
kind: "box",
|
|
410
|
+
centre,
|
|
411
|
+
half: kind === "rect" ? new Vector3(half.x, half.y, FLAT_DEPTH) : half
|
|
412
|
+
};
|
|
413
|
+
}
|
|
414
|
+
/** True when the two shapes share more than `eps` of space, in every axis. */
|
|
415
|
+
function penetrates(a, b, eps) {
|
|
416
|
+
if (a.kind === "ball" && b.kind === "ball") return a.centre.distanceTo(b.centre) < a.radius + b.radius - eps;
|
|
417
|
+
if (a.kind === "ball" || b.kind === "ball") {
|
|
418
|
+
const ball = a.kind === "ball" ? a : b;
|
|
419
|
+
const box = a.kind === "ball" ? b : a;
|
|
420
|
+
return new Vector3(Math.max(0, Math.abs(ball.centre.x - box.centre.x) - box.half.x), Math.max(0, Math.abs(ball.centre.y - box.centre.y) - box.half.y), Math.max(0, Math.abs(ball.centre.z - box.centre.z) - box.half.z)).length() < ball.radius - eps;
|
|
421
|
+
}
|
|
422
|
+
return Math.abs(a.centre.x - b.centre.x) < a.half.x + b.half.x - eps && Math.abs(a.centre.y - b.centre.y) < a.half.y + b.half.y - eps && Math.abs(a.centre.z - b.centre.z) < a.half.z + b.half.z - eps;
|
|
423
|
+
}
|
|
397
424
|
function round(n) {
|
|
398
425
|
return Math.round(n * 1e3) / 1e3;
|
|
399
426
|
}
|
|
@@ -1594,10 +1621,10 @@ async function runScript(json, opts) {
|
|
|
1594
1621
|
engine.setScene(scene);
|
|
1595
1622
|
const physics = opts.physics ?? "auto";
|
|
1596
1623
|
if (physics === "2d" || physics === "auto" && scene.dimension === "2d") {
|
|
1597
|
-
const { enablePhysics2D } = await import("./physics-2d-
|
|
1624
|
+
const { enablePhysics2D } = await import("./physics-2d-Ccq2L9R0.js").then((n) => n.r);
|
|
1598
1625
|
await enablePhysics2D(engine);
|
|
1599
1626
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
1600
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
1627
|
+
const { enablePhysics3D } = await import("./physics-3d-B2c5KNYh.js").then((n) => n.r);
|
|
1601
1628
|
await enablePhysics3D(engine);
|
|
1602
1629
|
}
|
|
1603
1630
|
const failures = [];
|
|
@@ -1710,10 +1737,10 @@ async function createPlaySession(json, opts = {}) {
|
|
|
1710
1737
|
engine.setScene(scene);
|
|
1711
1738
|
const physics = opts.physics ?? "auto";
|
|
1712
1739
|
if (physics === "2d" || physics === "auto" && scene.dimension === "2d") {
|
|
1713
|
-
const { enablePhysics2D } = await import("./physics-2d-
|
|
1740
|
+
const { enablePhysics2D } = await import("./physics-2d-Ccq2L9R0.js").then((n) => n.r);
|
|
1714
1741
|
await enablePhysics2D(engine);
|
|
1715
1742
|
} else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
|
|
1716
|
-
const { enablePhysics3D } = await import("./physics-3d-
|
|
1743
|
+
const { enablePhysics3D } = await import("./physics-3d-B2c5KNYh.js").then((n) => n.r);
|
|
1717
1744
|
await enablePhysics3D(engine);
|
|
1718
1745
|
}
|
|
1719
1746
|
const stepMs = 1e3 / (opts.fixedHz ?? 60);
|
package/dist/test.d.ts
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { At as LogEntry, Dt as Node, P as Scene, b as Engine, n as BehaviorCtor } from "./behavior-rZNfzVbH.js";
|
|
2
2
|
import { c as JsonValue, i as SceneJson } from "./schema-CFeioQRE.js";
|
|
3
|
-
import { t as LoadSceneOptions } from "./loader-
|
|
4
|
-
import { l as auditScene, o as IncantoError, r as ReplayJson } from "./replay-
|
|
3
|
+
import { t as LoadSceneOptions } from "./loader-Dkbn56KC.js";
|
|
4
|
+
import { l as auditScene, o as IncantoError, r as ReplayJson } from "./replay-DIP2_as4.js";
|
|
5
5
|
|
|
6
6
|
//#region src/test/facing.d.ts
|
|
7
7
|
interface FacingOptions {
|
package/dist/test.js
CHANGED
|
@@ -1,3 +1,3 @@
|
|
|
1
|
-
import { r as auditScene } from "./replay-
|
|
2
|
-
import { _ as playtestText, a as registerAllNodes, c as ladderText, d as feelText, f as facingReport, g as playtest, h as findPlayer, i as findFloatingProps, l as ladderVerdict, m as failingReplays, n as createPlaySession, o as runScript, p as facingText, r as describeCapture, s as validateScene, t as captureScene, u as feelReport, v as describeFraming, y as framingText } from "./test-
|
|
1
|
+
import { r as auditScene } from "./replay-BgKxGcXH.js";
|
|
2
|
+
import { _ as playtestText, a as registerAllNodes, c as ladderText, d as feelText, f as facingReport, g as playtest, h as findPlayer, i as findFloatingProps, l as ladderVerdict, m as failingReplays, n as createPlaySession, o as runScript, p as facingText, r as describeCapture, s as validateScene, t as captureScene, u as feelReport, v as describeFraming, y as framingText } from "./test-D2gRpk5V.js";
|
|
3
3
|
export { auditScene, captureScene, createPlaySession, describeCapture, describeFraming, facingReport, facingText, failingReplays, feelReport, feelText, findFloatingProps, findPlayer, framingText, ladderText, ladderVerdict, playtest, playtestText, registerAllNodes, runScript, validateScene };
|
package/dist/vite.js
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
import { t as VERSION } from "./src-
|
|
1
|
+
import { t as VERSION } from "./src-C3UwzYXl.js";
|
|
2
2
|
import { n as diffSignatures } from "./frame-report-njybhZon.js";
|
|
3
|
-
import { s as validateScene } from "./test-
|
|
3
|
+
import { s as validateScene } from "./test-D2gRpk5V.js";
|
|
4
4
|
import { existsSync, mkdirSync, readFileSync, readdirSync, statSync, writeFileSync } from "node:fs";
|
|
5
5
|
import { basename, dirname, join, normalize, relative, resolve, sep } from "node:path";
|
|
6
6
|
//#region src/vite/frame-endpoint.ts
|
|
@@ -1 +1 @@
|
|
|
1
|
-
import{n as e}from"./index-
|
|
1
|
+
import{n as e}from"./index-CUc1U7wm.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};
|