incanto 0.60.0 → 0.61.0
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-check.mjs +13 -0
- package/dist/2d.d.ts +22 -3
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +5 -5
- package/dist/3d.js +5 -4
- package/dist/{pathfinding-BqWBb0kh.d.ts → audio-player-D5GJgb_x.d.ts} +103 -38
- package/dist/{behavior-DWKTUzKI.d.ts → behavior-DsgayMsH.d.ts} +79 -1
- package/dist/{create-game-ClnIb_M5.js → create-game-DH7JI5xx.js} +76 -11
- package/dist/{create-game-BCm38FJV.js → create-game-IX5lEH0P.js} +21 -294
- package/dist/debug.d.ts +1 -1
- package/dist/debug.js +1 -1
- package/dist/{duplicate-DJQd44CD.js → duplicate-CGqAmK2h.js} +1 -1
- package/dist/editor.js +2 -1
- package/dist/{environment-presets-8cjF3t6w.js → environment-presets-CNxCuhZF.js} +48 -13
- package/dist/{gameplay-BBEjPFsR.js → gameplay-Dtzd2itW.js} +53 -11
- package/dist/gameplay.d.ts +1 -1
- package/dist/gameplay.js +1 -1
- package/dist/index.d.ts +6 -6
- package/dist/index.js +7 -7
- package/dist/{loader-D8n7TU8W.js → loader-D7jTvDQv.js} +797 -2
- package/dist/{loader-TvkRFbyL.d.ts → loader-DolLJWJn.d.ts} +13 -1
- package/dist/net.d.ts +2 -2
- package/dist/net.js +1 -1
- package/dist/pathfinding-_fGrCFmH.d.ts +28 -0
- package/dist/{physics-2d-DqdVp1bt.js → physics-2d-CBnor8Zf.js} +2 -2
- package/dist/{physics-3d-BP0DZb_1.js → physics-3d-BTUfUSWO.js} +3 -3
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-BSu2dWGC.js → register-DL3izw8j.js} +46 -9
- package/dist/{register-Da3hXh2H.js → register-xuSRyD6b.js} +72 -16
- package/dist/{registry-WWcQcfMr.js → registry-CF70EArN.js} +55 -3
- package/dist/{replay-BCMK_VRP.d.ts → replay-C5x2vPF5.d.ts} +2 -2
- package/dist/{replay-BlNuIDdg.js → replay-D7-yle3s.js} +44 -197
- package/dist/{split-screen-CL5Yvxse.js → split-screen-5Ban4q4n.js} +3 -3
- package/dist/{split-screen-BQ3tAsf-.d.ts → split-screen-D7OopelJ.d.ts} +2 -2
- package/dist/{src-DFpXBMJN.js → src-DozXvyZS.js} +1 -1
- package/dist/{teardown-CTTwhWSe.js → teardown-B6rwJOyS.js} +1 -1
- package/dist/{test-BeZ95pqw.js → test-Dch_7VQD.js} +15 -14
- package/dist/test.d.ts +8 -4
- package/dist/test.js +2 -2
- package/dist/vite.js +2 -2
- package/editor/assets/{agent8-DSJries_.js → agent8-CF1JL2tR.js} +1 -1
- package/editor/assets/{debug-D15Wi5TO.js → debug-3QzYhOPA.js} +1 -1
- package/editor/assets/{index-BjC88k97.js → index-CAD2c5ug.js} +92 -92
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +4 -0
- package/skills/incanto-3d-models.md +1 -1
- package/skills/incanto-assets.md +10 -1
- package/skills/incanto-audio.md +21 -13
- package/skills/incanto-behaviors-and-scripts.md +7 -3
- package/skills/incanto-building-2d-games.md +12 -3
- package/skills/incanto-editor.md +1 -1
- package/skills/incanto-gameplay-behaviors.md +24 -1
- package/skills/incanto-hud.md +5 -3
- package/skills/incanto-localization.md +7 -0
- package/skills/incanto-node-reference.md +1 -0
- package/skills/incanto-scene-json-authoring.md +6 -1
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/platformer-2d/package.json +1 -1
- package/templates-app/star-survivor/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/particle-sim-C5OfBbmU.d.ts +0 -77
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@@ -1,4 +1,4 @@
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import { P as Scene, b as Engine } from "./behavior-
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import { P as Scene, b as Engine } from "./behavior-DsgayMsH.js";
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import { i as SceneJson } from "./schema-CFeioQRE.js";
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//#region src/core/scene/loader.d.ts
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@@ -6,6 +6,18 @@ interface LoadSceneOptions {
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/** Resolve a sub-scene path referenced by `{instance: '<path>'}`. */
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resolveScene?: (path: string) => SceneJson;
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/**
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* Assets declared ELSEWHERE in the project, for `$ref` validation.
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*
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* A scene a `NetworkSpawner` spawns resolves its refs against the HOST's
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* `assets{}` — `remote-player.scene.json` names `$characters/base` and
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* declares nothing itself, which is correct and cannot be checked from that
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* one file. A tool with the whole project passes the union in; loading the
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* file alone still fails, because alone it really cannot resolve.
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*/
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declaredAssets?: Record<string, {
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type?: unknown;
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}>;
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/**
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* Tool/preview mode (the editor's ▶ play strips behaviors — and their
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* `static signals` with them): declare each connection's signal on its
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* from-node instead of hard-failing with UNKNOWN_SIGNAL. Games should
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package/dist/net.d.ts
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import {
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import { a as NetworkManagerOptions, c as LocalGameServer, d as ServerClass, f as createLocalGameServer, g as Unsubscribe, h as NetworkTransport, i as NetworkManager, l as LocalGameServerOptions, m as LoopbackTransport, n as SplitScreenPlayer, o as applySyncPatch, p as LoopbackHub, r as createSplitScreen, s as CollectionOptions, t as SplitScreenOptions, u as LocalGameServerTransport } from "./split-screen-
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import { d as PropSchema, jt as Node } from "./behavior-DsgayMsH.js";
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import { a as NetworkManagerOptions, c as LocalGameServer, d as ServerClass, f as createLocalGameServer, g as Unsubscribe, h as NetworkTransport, i as NetworkManager, l as LocalGameServerOptions, m as LoopbackTransport, n as SplitScreenPlayer, o as applySyncPatch, p as LoopbackHub, r as createSplitScreen, s as CollectionOptions, t as SplitScreenOptions, u as LocalGameServerTransport } from "./split-screen-D7OopelJ.js";
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//#region src/net/agent8.d.ts
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/**
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package/dist/net.js
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@@ -1,3 +1,3 @@
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import { n as createAgent8Server } from "./agent8-CvsfVskX.js";
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import { a as NetworkManager, d as createLocalGameServer, f as LoopbackHub, l as LocalGameServer, n as registerNodesNet, o as applySyncPatch, p as LoopbackTransport, r as NetworkSpawner, t as createSplitScreen, u as LocalGameServerTransport } from "./split-screen-
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import { a as NetworkManager, d as createLocalGameServer, f as LoopbackHub, l as LocalGameServer, n as registerNodesNet, o as applySyncPatch, p as LoopbackTransport, r as NetworkSpawner, t as createSplitScreen, u as LocalGameServerTransport } from "./split-screen-5Ban4q4n.js";
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export { LocalGameServer, LocalGameServerTransport, LoopbackHub, LoopbackTransport, NetworkManager, NetworkSpawner, applySyncPatch, createAgent8Server, createLocalGameServer, createSplitScreen, registerNodesNet };
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//#region src/core/pathfinding.d.ts
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/**
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* Grid A* — the pathfinding every top-down/RPG/tower-defense asks for and
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* agents keep re-inventing badly. Pure and dimension-free: cells in, cells
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* out; the caller maps cells to world units (px, meters, tiles).
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*/
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interface PathGrid {
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width: number;
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height: number;
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/** True = impassable. Out-of-bounds is always solid. */
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solid(x: number, y: number): boolean;
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}
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interface FindPathOptions {
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/** Allow diagonal steps (blocked from cutting corners). Default true. */
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diagonal?: boolean;
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/** Abort guard for huge/impossible searches. Default 20000 nodes. */
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maxExpansions?: number;
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}
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/**
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* A* from `from` to `to` (inclusive cell coords). Returns the cell path
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* INCLUDING both endpoints, or null when unreachable. Straight steps cost
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* 1, diagonals √2; the heuristic is octile (admissible for both modes).
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*/
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declare function findPath(grid: PathGrid, from: [number, number], to: [number, number], opts?: FindPathOptions): [number, number][] | null;
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/** Build a PathGrid from row-strings ('#' = solid) — tests and tile games. */
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declare function gridFromRows(rows: readonly string[]): PathGrid;
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//#endregion
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export { gridFromRows as i, PathGrid as n, findPath as r, FindPathOptions as t };
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import {
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import { k as diagnose } from "./loader-D7jTvDQv.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-
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import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-DL3izw8j.js";
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import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
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import { t as withoutRapierInitNoise } from "./quiet-rapier-BAJ4K94N.js";
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//#region src/2d/physics/physics-2d.ts
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import {
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import { k as diagnose } from "./loader-D7jTvDQv.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { H as validateCollider3D, I as Area3D, L as CharacterBody3D, R as PhysicsBody3D, V as Node3D, z as RigidBody3D } from "./gameplay-
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import { H as validateCollider3D, I as Area3D, L as CharacterBody3D, R as PhysicsBody3D, V as Node3D, z as RigidBody3D } from "./gameplay-Dtzd2itW.js";
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import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
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import { t as withoutRapierInitNoise } from "./quiet-rapier-BAJ4K94N.js";
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import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-
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import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-CNxCuhZF.js";
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import { Euler, Matrix4, Quaternion, Vector3 } from "three";
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//#region src/3d/physics/collider-lines.ts
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package/dist/react.d.ts
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import { P as Scene, b as Engine, n as BehaviorCtor } from "./behavior-
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import { P as Scene, b as Engine, n as BehaviorCtor } from "./behavior-DsgayMsH.js";
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import { c as JsonValue } from "./schema-CFeioQRE.js";
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import { CSSProperties, ReactNode } from "react";
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package/dist/react.js
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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-IX5lEH0P.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-DH7JI5xx.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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import {
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import { I as translateOn, t as registerCoreNodes } from "./register-
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import { O as Node, k as diagnose, w as effectiveOrder } from "./loader-D7jTvDQv.js";
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import { I as translateOn, t as registerCoreNodes } from "./register-xuSRyD6b.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 { i as getNodeSchema, l as registerNode } from "./registry-
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import { i as getNodeSchema, l as registerNode } from "./registry-CF70EArN.js";
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import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-CY-mrr1L.js";
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import { t as checkSheetGrid } from "./sheet-grid-BT6N_Bjs.js";
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import { AdditiveBlending, BufferAttribute, BufferGeometry, CanvasTexture, Color, DynamicDrawUsage, Group, InstancedMesh, MathUtils, Matrix4, Mesh, MeshBasicMaterial, NearestFilter, NormalBlending, Object3D, PlaneGeometry, SRGBColorSpace } from "three";
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},
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target: {
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default: "",
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nodePath: true
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required: true
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},
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anchor: { default: [0, 0] },
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targetAnchor: { default: [0, 0] },
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static props = {
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texture: {
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texture: {
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default: "",
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asset: {
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kind: "texture",
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refOnly: true
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}
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},
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anchor: { default: [.5, .5] },
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static props = {
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sheet: {
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sheet: {
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default: "",
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asset: {
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kind: "spritesheet",
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refOnly: true
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}
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},
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animations: { default: {} },
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range: {
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}
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* Label was the one 2D drawable without it, and the gap showed up through
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* `FloatAway` — whose own doc names "a 2D `Label`" as a node it works on.
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* `FloatAway` writes `opacity` when the node has one, so on a Label the
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* number rose to full height at FULL opacity and then vanished in a single
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* frame: the pop that behavior exists to avoid.
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*/
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lastKey = "";
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quad.visible = this.opacity > 0;
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/** Atlas texture asset ref; tiles are tileSize×tileSize squares in it. */
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default: "",
|
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asset: {
|
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+
kind: "texture",
|
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refOnly: true
|
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+
}
|
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},
|
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|
tileSize: { default: 32 },
|
|
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|
/** Atlas columns; 0 = derive from the texture width. */
|
|
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|
columns: { default: 0 },
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import { C as
|
|
2
|
+
import { C as ORDER_GROUP_BASE, E as InputMap, O as Node, S as createSaveStore, T as resolveOrderGroups, V as Signal, b as restoreBehaviors, k as diagnose, y as captureBehaviors } from "./loader-D7jTvDQv.js";
|
|
3
3
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
4
4
|
import { t as Rng } from "./rng-DP-SR7eg.js";
|
|
5
|
-
import { l as registerNode } from "./registry-
|
|
5
|
+
import { l as registerNode } from "./registry-CF70EArN.js";
|
|
6
6
|
//#region src/core/audio/buses.ts
|
|
7
7
|
const AUDIO_LOG_LIMIT = 200;
|
|
8
8
|
var AudioBuses = class {
|
|
@@ -612,6 +612,16 @@ const SFX_PRESETS = {
|
|
|
612
612
|
}
|
|
613
613
|
};
|
|
614
614
|
const SFX_PRESET_NAMES = Object.keys(SFX_PRESETS);
|
|
615
|
+
/**
|
|
616
|
+
* How long a preset lasts, in seconds — the same `attack + sustain + decay`
|
|
617
|
+
* `synthSfx` uses to size its buffer.
|
|
618
|
+
*
|
|
619
|
+
* `pitch` deliberately does not enter into it: it is a frequency multiplier,
|
|
620
|
+
* not a playback rate, so a preset played an octave up is the same length.
|
|
621
|
+
*/
|
|
622
|
+
function sfxDuration(params) {
|
|
623
|
+
return params.attack + params.sustain + params.decay;
|
|
624
|
+
}
|
|
615
625
|
const TWO_PI = Math.PI * 2;
|
|
616
626
|
/**
|
|
617
627
|
* Render a preset to mono PCM in [-1, 1]. PURE: identical inputs → identical
|
|
@@ -1369,6 +1379,14 @@ var HudLayer = class extends Node {
|
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|
1369
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|
* widget (an icon inside a slot), so the walk upward is the point.
|
|
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1380
|
*/
|
|
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1381
|
const widgetOf = /* @__PURE__ */ new WeakMap();
|
|
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|
+
/** The nearest ancestor widget that actually accepts a drop. */
|
|
1383
|
+
function dropTargetFromElement(el) {
|
|
1384
|
+
for (let n = el; n; n = n.parentElement) {
|
|
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|
+
const found = widgetOf.get(n);
|
|
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|
+
if (found?.dropTarget) return found;
|
|
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|
+
}
|
|
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|
+
return null;
|
|
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|
+
}
|
|
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|
function widgetFromElement(el) {
|
|
1373
1391
|
for (let n = el; n; n = n.parentElement) {
|
|
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|
const found = widgetOf.get(n);
|
|
@@ -1378,6 +1396,8 @@ function widgetFromElement(el) {
|
|
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|
}
|
|
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|
/** The drag in flight, if any. One pointer, one drag. */
|
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|
let dragging = null;
|
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|
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/** The drop target the dragged widget came OUT of — putting it back is a no-op. */
|
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+
let draggingFrom = null;
|
|
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|
/** Shared plumbing: mount into the parent HudLayer's anchor slot. */
|
|
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|
var HudWidgetBase = class extends Node {
|
|
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|
/**
|
|
@@ -1495,6 +1515,7 @@ var HudWidgetBase = class extends Node {
|
|
|
1495
1515
|
event.preventDefault();
|
|
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1516
|
el.setPointerCapture?.(event.pointerId);
|
|
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|
dragging = this;
|
|
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|
+
draggingFrom = dropTargetFromElement(el.parentElement);
|
|
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1519
|
el.style.opacity = "0.6";
|
|
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1520
|
this.emit("dragStarted", this);
|
|
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1521
|
});
|
|
@@ -1502,9 +1523,12 @@ var HudWidgetBase = class extends Node {
|
|
|
1502
1523
|
if (dragging !== this) return;
|
|
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1524
|
el.style.opacity = "";
|
|
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1525
|
el.releasePointerCapture?.(event.pointerId);
|
|
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|
-
const
|
|
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|
+
const under = document.elementFromPoint?.(event.clientX, event.clientY) ?? null;
|
|
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|
+
const target = dropTargetFromElement(under) ?? widgetFromElement(under);
|
|
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|
+
const origin = draggingFrom;
|
|
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1529
|
dragging = null;
|
|
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|
-
|
|
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|
+
draggingFrom = null;
|
|
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|
+
if (target && target !== this && target !== origin && target.dropTarget) {
|
|
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1532
|
this.emit("droppedOn", target);
|
|
1509
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|
target.emit("dropped", this);
|
|
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|
} else this.emit("dragCancelled", this);
|
|
@@ -2463,6 +2487,7 @@ var Engine = class {
|
|
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2487
|
this.input.clear();
|
|
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2488
|
this._time = 0;
|
|
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|
this._unscaledTime = 0;
|
|
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|
+
this.timeScale = 1;
|
|
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2491
|
if (scene.input) this.input.declare(scene.input);
|
|
2467
2492
|
if (scene.strings) this.locale.load(scene.strings);
|
|
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2493
|
this.orderGroups = resolveOrderGroups(scene.orderGroups);
|
|
@@ -2744,7 +2769,7 @@ function createElement() {
|
|
|
2744
2769
|
}
|
|
2745
2770
|
/**
|
|
2746
2771
|
* One sound. `play()` (or `autoplay: true`) starts it; `finished` fires when
|
|
2747
|
-
* it ends. Browsers block audio before the first user gesture — a blocked
|
|
2772
|
+
* it ends — for a procedural preset as well as a `src` clip. Browsers block audio before the first user gesture — a blocked
|
|
2748
2773
|
* play marks `pendingGesture`; `createGame` retries pending players on the
|
|
2749
2774
|
* first pointer/key gesture automatically.
|
|
2750
2775
|
*
|
|
@@ -2801,10 +2826,12 @@ var AudioPlayer = class extends Node {
|
|
|
2801
2826
|
/** Start on the first frame in the tree (subject to the gesture policy). */
|
|
2802
2827
|
autoplay = false;
|
|
2803
2828
|
/**
|
|
2804
|
-
*
|
|
2805
|
-
*
|
|
2806
|
-
*
|
|
2807
|
-
*
|
|
2829
|
+
* Positional audio: the sound pans + attenuates by the emitter's world
|
|
2830
|
+
* position relative to the active camera (the listener). Default false →
|
|
2831
|
+
* identical non-spatial behavior.
|
|
2832
|
+
*
|
|
2833
|
+
* Both dimensions. A 2D scene measures in PIXELS, so the distances below —
|
|
2834
|
+
* metre-shaped defaults — need setting there; `auditScene` says so.
|
|
2808
2835
|
*/
|
|
2809
2836
|
spatial = false;
|
|
2810
2837
|
/** Distance at which spatial gain is full; closer never gets louder. */
|
|
@@ -2838,6 +2865,21 @@ var AudioPlayer = class extends Node {
|
|
|
2838
2865
|
loadError = null;
|
|
2839
2866
|
element = null;
|
|
2840
2867
|
_playing = false;
|
|
2868
|
+
/**
|
|
2869
|
+
* `engine.unscaledTime` at which the preset currently sounding ends.
|
|
2870
|
+
*
|
|
2871
|
+
* A preset used to be fire-and-forget: `playing` stayed false through a sound
|
|
2872
|
+
* that was audibly playing, and `finished` — a signal this node DECLARES, so
|
|
2873
|
+
* a connection to it loads clean — never fired at all. Wiring "when the coin
|
|
2874
|
+
* chime ends, free the pickup" to a preset player produced a wire that is
|
|
2875
|
+
* dead for the life of the game and says nothing.
|
|
2876
|
+
*
|
|
2877
|
+
* The end is known exactly: `attack + sustain + decay` is the length
|
|
2878
|
+
* `synthSfx` sizes its buffer to. Measured on the UNSCALED clock because a
|
|
2879
|
+
* sound does not slow down when the game does, and a paused game still hears
|
|
2880
|
+
* the tail of the hit that paused it.
|
|
2881
|
+
*/
|
|
2882
|
+
presetEndsAt = null;
|
|
2841
2883
|
autoplayed = false;
|
|
2842
2884
|
/** Last spatial pose pushed by the 3D adapter (null until/unless spatial). */
|
|
2843
2885
|
_spatialPose = null;
|
|
@@ -2940,15 +2982,18 @@ var AudioPlayer = class extends Node {
|
|
|
2940
2982
|
}
|
|
2941
2983
|
/**
|
|
2942
2984
|
* Procedural-SFX path: synthesize the preset and fire it through WebAudio
|
|
2943
|
-
* (low-latency, overlap-friendly).
|
|
2944
|
-
*
|
|
2945
|
-
*
|
|
2946
|
-
*
|
|
2985
|
+
* (low-latency, overlap-friendly). Headless (no AudioContext) plays nothing —
|
|
2986
|
+
* but still reports `playing` and still emits `finished` on schedule, because
|
|
2987
|
+
* the length is arithmetic, not a device. WebAudio needs a gesture; a
|
|
2988
|
+
* suspended context is resumed by the same unlock listener as `src` players.
|
|
2947
2989
|
*/
|
|
2948
2990
|
playPreset() {
|
|
2949
2991
|
const params = SFX_PRESETS[this.preset];
|
|
2950
2992
|
if (!params) return;
|
|
2951
|
-
const
|
|
2993
|
+
const engine = this.tree?.engine;
|
|
2994
|
+
this._playing = true;
|
|
2995
|
+
this.presetEndsAt = (engine?.unscaledTime ?? 0) + sfxDuration(params);
|
|
2996
|
+
const sfx = engine?.sfx;
|
|
2952
2997
|
if (!sfx) return;
|
|
2953
2998
|
sfx.play(params, this.gain(), {
|
|
2954
2999
|
pitch: this.pitch,
|
|
@@ -2974,6 +3019,7 @@ var AudioPlayer = class extends Node {
|
|
|
2974
3019
|
this.element.pause();
|
|
2975
3020
|
this.element.currentTime = 0;
|
|
2976
3021
|
}
|
|
3022
|
+
this.presetEndsAt = null;
|
|
2977
3023
|
this._playing = false;
|
|
2978
3024
|
this.pendingGesture = false;
|
|
2979
3025
|
}
|
|
@@ -2986,6 +3032,13 @@ var AudioPlayer = class extends Node {
|
|
|
2986
3032
|
this.autoplayed = true;
|
|
2987
3033
|
this.play();
|
|
2988
3034
|
}
|
|
3035
|
+
if (this.presetEndsAt !== null) {
|
|
3036
|
+
if ((this.tree?.engine?.unscaledTime ?? 0) >= this.presetEndsAt) {
|
|
3037
|
+
this.presetEndsAt = null;
|
|
3038
|
+
this._playing = false;
|
|
3039
|
+
this.emit("finished");
|
|
3040
|
+
}
|
|
3041
|
+
}
|
|
2989
3042
|
if (this.element && this._playing) {
|
|
2990
3043
|
this.element.volume = this.gain() * this.spatialElementGain();
|
|
2991
3044
|
this.element.loop = this.loop;
|
|
@@ -3372,7 +3425,10 @@ var UiImage = class extends HudWidgetBase {
|
|
|
3372
3425
|
static typeName = "UiImage";
|
|
3373
3426
|
static props = {
|
|
3374
3427
|
...HudWidgetBase.props,
|
|
3375
|
-
src: {
|
|
3428
|
+
src: {
|
|
3429
|
+
default: "",
|
|
3430
|
+
asset: { kind: "texture" }
|
|
3431
|
+
},
|
|
3376
3432
|
width: { default: 48 },
|
|
3377
3433
|
height: { default: 48 },
|
|
3378
3434
|
/** How the picture fills its box — `contain` never crops. */
|
|
@@ -3985,4 +4041,4 @@ function registerCoreNodes() {
|
|
|
3985
4041
|
registerNode(UiMuteToggle);
|
|
3986
4042
|
}
|
|
3987
4043
|
//#endregion
|
|
3988
|
-
export { UiBar as A, ROLLOFF_MODELS as B, readDeviceHints as C, HudLayer as D, EffectLog as E, suggestLocale as F,
|
|
4044
|
+
export { UiBar as A, ROLLOFF_MODELS as B, readDeviceHints as C, HudLayer as D, EffectLog as E, suggestLocale as F, sfxDuration as G, spatialPan as H, translateOn as I, WebAudioMusicBackend as J, synthSfx as K, translationKey as L, BASE_LOCALE as M, Localization as N, HudWidgetBase as O, T_PREFIX as P, SfxEngine as R, qualityRendering as S, LogManager as T, SFX_PRESETS as U, spatialGain as V, SFX_PRESET_NAMES as W, fadeGain as X, crossfadeGains as Y, AudioBuses as Z, Engine as _, UiMuteToggle as a, qualityCaps as b, UiRenderScaleSelect as c, UiToggle as d, UiVolumeSlider as f, AudioPlayer as g, UiDialogue as h, UiLanguageSelect as i, UiText as j, UiBanner as k, UiSelect as l, UiButton as m, UiFrameCapSelect as n, UiPanel as o, Timer as p, MusicManager as q, UiImage as r, UiQualitySelect as s, registerCoreNodes as t, UiSlider as u, engine_exports as v, suggestQuality as w, qualityEnvironment as x, Settings as y, isAudioContextAvailable as z };
|
|
@@ -1,5 +1,35 @@
|
|
|
1
1
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
2
2
|
import { r as jsonKind, t as jsonClone } from "./json-CwwhxQgb.js";
|
|
3
|
+
//#region src/core/prop-range.ts
|
|
4
|
+
function describe(range) {
|
|
5
|
+
const { min, max, exclusiveMin, allow } = range;
|
|
6
|
+
let body;
|
|
7
|
+
if (min !== void 0 && max !== void 0) body = `${min}..${max}`;
|
|
8
|
+
else if (min !== void 0) body = exclusiveMin ? `greater than ${min}` : `at least ${min}`;
|
|
9
|
+
else if (max !== void 0) body = `at most ${max}`;
|
|
10
|
+
else body = "a finite number";
|
|
11
|
+
return allow && allow.length > 0 ? `${body} (or ${allow.join(", ")})` : body;
|
|
12
|
+
}
|
|
13
|
+
/**
|
|
14
|
+
* Throws `PROP_TYPE_MISMATCH` when a number falls outside its documented range.
|
|
15
|
+
*
|
|
16
|
+
* A non-number is ignored: the kind check has already run and reporting the
|
|
17
|
+
* same value twice, under two codes, tells its reader nothing new.
|
|
18
|
+
*
|
|
19
|
+
* @param value the authored value
|
|
20
|
+
* @param label `Type.prop`, for the message
|
|
21
|
+
* @param range what the prop documents
|
|
22
|
+
*/
|
|
23
|
+
function validatePropRange(value, label, range) {
|
|
24
|
+
if (typeof value !== "number") return;
|
|
25
|
+
if (range.allow?.includes(value)) return;
|
|
26
|
+
if (!Number.isFinite(value)) throw new IncantoError("PROP_TYPE_MISMATCH", `Prop '${label}' must be a finite number, got ${value}.`, { prop: label });
|
|
27
|
+
const belowMin = range.min !== void 0 && (range.exclusiveMin ? value <= range.min : value < range.min);
|
|
28
|
+
const aboveMax = range.max !== void 0 && value > range.max;
|
|
29
|
+
if (!belowMin && !aboveMax) return;
|
|
30
|
+
throw new IncantoError("PROP_TYPE_MISMATCH", `Prop '${label}' must be ${describe(range)}, got ${value}.`, { prop: label });
|
|
31
|
+
}
|
|
32
|
+
//#endregion
|
|
3
33
|
//#region src/core/registry.ts
|
|
4
34
|
/**
|
|
5
35
|
* Validate a prop value against its schema default:
|
|
@@ -120,7 +150,10 @@ function mergeStaticAliases(ctor) {
|
|
|
120
150
|
*/
|
|
121
151
|
function applySchemaProps(target, schema, props, label, aliases = {}, extraOptions = {}) {
|
|
122
152
|
for (const [key, def] of Object.entries(schema)) target[key] = jsonClone(def.default);
|
|
123
|
-
if (
|
|
153
|
+
if (props) applyGivenProps(target, schema, props, label, aliases, extraOptions);
|
|
154
|
+
requireNonEmpty(target, schema, label);
|
|
155
|
+
}
|
|
156
|
+
function applyGivenProps(target, schema, props, label, aliases, extraOptions) {
|
|
124
157
|
for (const [rawKey, value] of Object.entries(props)) {
|
|
125
158
|
const key = schema[rawKey] ? rawKey : aliases[rawKey] ?? rawKey;
|
|
126
159
|
const def = schema[key];
|
|
@@ -135,18 +168,37 @@ function applySchemaProps(target, schema, props, label, aliases = {}, extraOptio
|
|
|
135
168
|
const extra = extraOptions[key];
|
|
136
169
|
const options = def.options && extra && extra.length > 0 ? [...def.options, ...extra] : def.options;
|
|
137
170
|
validatePropValue(value, def.default, `${label}.${key}`, options);
|
|
171
|
+
if (def.range) validatePropRange(value, `${label}.${key}`, def.range);
|
|
138
172
|
target[key] = jsonClone(value);
|
|
139
173
|
}
|
|
174
|
+
}
|
|
175
|
+
function requireNonEmpty(target, schema, label) {
|
|
140
176
|
for (const [key, def] of Object.entries(schema)) {
|
|
141
177
|
if (!def.required) continue;
|
|
142
|
-
|
|
143
|
-
|
|
178
|
+
if (!isEmptyValue(target[key])) continue;
|
|
179
|
+
throw new IncantoError("PROP_TYPE_MISMATCH", `'${label}' needs a "${key}" — it is empty.`, {
|
|
144
180
|
prop: key,
|
|
145
181
|
nodeType: label
|
|
146
182
|
});
|
|
147
183
|
}
|
|
148
184
|
}
|
|
149
185
|
/**
|
|
186
|
+
* "Not a configuration" — what `required` refuses.
|
|
187
|
+
*
|
|
188
|
+
* The first cut only knew about `''`, which is what the two props that
|
|
189
|
+
* introduced the flag hold. Three of the ones declared since default to an
|
|
190
|
+
* ARRAY — `MoveTo.to`, `Patrol.points`, `WaveSpawner.waves` — and for those the
|
|
191
|
+
* flag was inert: a `MoveTo` with no `to` loaded clean and moved nowhere, which
|
|
192
|
+
* is exactly the failure the flag was added to stop. Found by running the
|
|
193
|
+
* shipped package as a consumer instead of trusting the declaration.
|
|
194
|
+
*/
|
|
195
|
+
function isEmptyValue(value) {
|
|
196
|
+
if (value === "" || value === void 0 || value === null) return true;
|
|
197
|
+
if (Array.isArray(value)) return value.length === 0;
|
|
198
|
+
if (typeof value === "object") return Object.keys(value).length === 0;
|
|
199
|
+
return false;
|
|
200
|
+
}
|
|
201
|
+
/**
|
|
150
202
|
* Instantiate a registered type, assign schema defaults (cloned), then the
|
|
151
203
|
* given props — validating every key and its JSON kind against the default.
|
|
152
204
|
*/
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { b as Engine } from "./behavior-
|
|
1
|
+
import { b as Engine } from "./behavior-DsgayMsH.js";
|
|
2
2
|
import { s as JsonObject } from "./schema-CFeioQRE.js";
|
|
3
3
|
|
|
4
4
|
//#region src/core/audit.d.ts
|
|
@@ -25,7 +25,7 @@ declare function auditScene(scene: JsonObject, opts?: AuditOptions): string[];
|
|
|
25
25
|
* Incanto fails loudly with machine-readable codes and messages that list valid
|
|
26
26
|
* alternatives — AI agents self-correct on hard failures, not warnings.
|
|
27
27
|
*/
|
|
28
|
-
type IncantoErrorCode = "BAD_FORMAT" | "BAD_NODE_PATH" | "DANGLING_CONNECTION" | "DUPLICATE_BEHAVIOR" | "DUPLICATE_NODE_TYPE" | "DUPLICATE_UNIQUE_NAME" | "DUPLICATE_UID" | "NODE_NOT_FOUND" | "PROP_TYPE_MISMATCH" | "TREE_VIOLATION" | "UNKNOWN_ANIMATION" | "UNKNOWN_ASSET" | "UNKNOWN_CONSTANT" | "UNKNOWN_BEHAVIOR" | "UNKNOWN_HANDLER" | "UNKNOWN_NODE_TYPE" | "UNKNOWN_PROP" | "UNKNOWN_SIGNAL" | "UNRESOLVED_INSTANCE";
|
|
28
|
+
type IncantoErrorCode = "AMBIGUOUS_HANDLER" | "BAD_FORMAT" | "BAD_NODE_PATH" | "DANGLING_CONNECTION" | "DUPLICATE_BEHAVIOR" | "DUPLICATE_NODE_TYPE" | "DUPLICATE_UNIQUE_NAME" | "DUPLICATE_UID" | "NODE_NOT_FOUND" | "PROP_TYPE_MISMATCH" | "TREE_VIOLATION" | "UNKNOWN_ANIMATION" | "UNKNOWN_ASSET" | "UNKNOWN_CONSTANT" | "UNKNOWN_BEHAVIOR" | "UNKNOWN_HANDLER" | "UNKNOWN_NODE_TYPE" | "UNKNOWN_PROP" | "UNKNOWN_SIGNAL" | "UNRESOLVED_INSTANCE";
|
|
29
29
|
/**
|
|
30
30
|
* Structured context mirrored from the prose message — tools and agents parse
|
|
31
31
|
* THESE instead of regexing the message (which is for humans and may reword).
|