incanto 0.60.0 → 0.62.0

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.
Files changed (68) hide show
  1. package/bin/incanto-check.mjs +13 -0
  2. package/bin/incanto-verify.mjs +134 -55
  3. package/dist/2d.d.ts +64 -3
  4. package/dist/2d.js +3 -3
  5. package/dist/3d.d.ts +5 -5
  6. package/dist/3d.js +5 -4
  7. package/dist/{pathfinding-BqWBb0kh.d.ts → audio-player-D5GJgb_x.d.ts} +103 -38
  8. package/dist/{behavior-DWKTUzKI.d.ts → behavior-DsgayMsH.d.ts} +79 -1
  9. package/dist/{create-game-ClnIb_M5.js → create-game-BpunnGPX.js} +78 -13
  10. package/dist/{create-game-BCm38FJV.js → create-game-Caut3bqN.js} +21 -294
  11. package/dist/debug.d.ts +1 -1
  12. package/dist/debug.js +1 -1
  13. package/dist/{duplicate-DJQd44CD.js → duplicate-E4FUs5Bn.js} +1 -1
  14. package/dist/editor.js +41 -19
  15. package/dist/{environment-presets-8cjF3t6w.js → environment-presets-BAWeOeqf.js} +50 -13
  16. package/dist/{gameplay-BBEjPFsR.js → gameplay-CaHqDiQD.js} +177 -24
  17. package/dist/gameplay.d.ts +1 -1
  18. package/dist/gameplay.js +1 -1
  19. package/dist/index.d.ts +97 -6
  20. package/dist/index.js +7 -7
  21. package/dist/{loader-D8n7TU8W.js → loader-DEe272nY.js} +900 -2
  22. package/dist/{loader-TvkRFbyL.d.ts → loader-DolLJWJn.d.ts} +13 -1
  23. package/dist/net.d.ts +2 -2
  24. package/dist/net.js +1 -1
  25. package/dist/pathfinding-_fGrCFmH.d.ts +28 -0
  26. package/dist/{physics-2d-DqdVp1bt.js → physics-2d-BXmu2i7W.js} +11 -3
  27. package/dist/{physics-3d-BP0DZb_1.js → physics-3d-ClxP6Uv7.js} +121 -17
  28. package/dist/react.d.ts +1 -1
  29. package/dist/react.js +1 -1
  30. package/dist/{register-BSu2dWGC.js → register-CNh4FlbD.js} +104 -16
  31. package/dist/{register-Da3hXh2H.js → register-D3yx8D4r.js} +228 -16
  32. package/dist/{registry-WWcQcfMr.js → registry-CF70EArN.js} +55 -3
  33. package/dist/{replay-BCMK_VRP.d.ts → replay-C5x2vPF5.d.ts} +2 -2
  34. package/dist/{replay-BlNuIDdg.js → replay-DlgHItNv.js} +57 -197
  35. package/dist/{split-screen-CL5Yvxse.js → split-screen-CBM9wcMX.js} +3 -3
  36. package/dist/{split-screen-BQ3tAsf-.d.ts → split-screen-D7OopelJ.d.ts} +2 -2
  37. package/dist/{src-DFpXBMJN.js → src-CH00_JsR.js} +1 -1
  38. package/dist/{teardown-CTTwhWSe.js → teardown-C7qP-dcC.js} +1 -1
  39. package/dist/{test-BeZ95pqw.js → test-BMkg8zMV.js} +29 -16
  40. package/dist/test.d.ts +45 -4
  41. package/dist/test.js +2 -2
  42. package/dist/vite.js +2 -2
  43. package/editor/assets/{agent8-DSJries_.js → agent8-m5mtAO_A.js} +1 -1
  44. package/editor/assets/{debug-D15Wi5TO.js → debug-CPhzCT8f.js} +1 -1
  45. package/editor/assets/{index-BjC88k97.js → index-D422P4kW.js} +92 -92
  46. package/editor/index.html +1 -1
  47. package/package.json +1 -1
  48. package/schemas/scene.schema.json +91 -0
  49. package/skills/incanto-3d-models.md +1 -1
  50. package/skills/incanto-assets.md +10 -1
  51. package/skills/incanto-audio.md +21 -13
  52. package/skills/incanto-behaviors-and-scripts.md +44 -3
  53. package/skills/incanto-building-2d-games.md +32 -4
  54. package/skills/incanto-building-3d-games.md +1 -1
  55. package/skills/incanto-editor.md +1 -1
  56. package/skills/incanto-gameplay-behaviors.md +39 -2
  57. package/skills/incanto-hud.md +5 -3
  58. package/skills/incanto-localization.md +7 -0
  59. package/skills/incanto-node-reference.md +12 -0
  60. package/skills/incanto-physics-and-input.md +23 -2
  61. package/skills/incanto-scene-json-authoring.md +6 -1
  62. package/skills/incanto-verifying-your-game.md +31 -1
  63. package/templates-app/beacon-isle-3d/package.json +1 -1
  64. package/templates-app/platformer-2d/package.json +1 -1
  65. package/templates-app/star-survivor/package.json +1 -1
  66. package/templates-app/tps-3d/package.json +1 -1
  67. package/templates-app/village-quest-3d/package.json +1 -1
  68. package/dist/particle-sim-C5OfBbmU.d.ts +0 -77
@@ -1,8 +1,8 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { C as Node, N as Signal, S as InputMap, g as restoreBehaviors, h as captureBehaviors, v as createSaveStore, w as diagnose, x as resolveOrderGroups, y as ORDER_GROUP_BASE } from "./loader-D8n7TU8W.js";
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-DEe272nY.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-WWcQcfMr.js";
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 {
1369
1379
  * widget (an icon inside a slot), so the walk upward is the point.
1370
1380
  */
1371
1381
  const widgetOf = /* @__PURE__ */ new WeakMap();
1382
+ /** The nearest ancestor widget that actually accepts a drop. */
1383
+ function dropTargetFromElement(el) {
1384
+ for (let n = el; n; n = n.parentElement) {
1385
+ const found = widgetOf.get(n);
1386
+ if (found?.dropTarget) return found;
1387
+ }
1388
+ return null;
1389
+ }
1372
1390
  function widgetFromElement(el) {
1373
1391
  for (let n = el; n; n = n.parentElement) {
1374
1392
  const found = widgetOf.get(n);
@@ -1378,6 +1396,8 @@ function widgetFromElement(el) {
1378
1396
  }
1379
1397
  /** The drag in flight, if any. One pointer, one drag. */
1380
1398
  let dragging = null;
1399
+ /** The drop target the dragged widget came OUT of — putting it back is a no-op. */
1400
+ let draggingFrom = null;
1381
1401
  /** Shared plumbing: mount into the parent HudLayer's anchor slot. */
1382
1402
  var HudWidgetBase = class extends Node {
1383
1403
  /**
@@ -1495,6 +1515,7 @@ var HudWidgetBase = class extends Node {
1495
1515
  event.preventDefault();
1496
1516
  el.setPointerCapture?.(event.pointerId);
1497
1517
  dragging = this;
1518
+ draggingFrom = dropTargetFromElement(el.parentElement);
1498
1519
  el.style.opacity = "0.6";
1499
1520
  this.emit("dragStarted", this);
1500
1521
  });
@@ -1502,9 +1523,12 @@ var HudWidgetBase = class extends Node {
1502
1523
  if (dragging !== this) return;
1503
1524
  el.style.opacity = "";
1504
1525
  el.releasePointerCapture?.(event.pointerId);
1505
- const target = widgetFromElement(document.elementFromPoint?.(event.clientX, event.clientY) ?? null);
1526
+ const under = document.elementFromPoint?.(event.clientX, event.clientY) ?? null;
1527
+ const target = dropTargetFromElement(under) ?? widgetFromElement(under);
1528
+ const origin = draggingFrom;
1506
1529
  dragging = null;
1507
- if (target && target !== this && target.dropTarget) {
1530
+ draggingFrom = null;
1531
+ if (target && target !== this && target !== origin && target.dropTarget) {
1508
1532
  this.emit("droppedOn", target);
1509
1533
  target.emit("dropped", this);
1510
1534
  } else this.emit("dragCancelled", this);
@@ -2463,6 +2487,7 @@ var Engine = class {
2463
2487
  this.input.clear();
2464
2488
  this._time = 0;
2465
2489
  this._unscaledTime = 0;
2490
+ this.timeScale = 1;
2466
2491
  if (scene.input) this.input.declare(scene.input);
2467
2492
  if (scene.strings) this.locale.load(scene.strings);
2468
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
- * 3D positional audio: in a 3D scene the sound pans + attenuates by the
2805
- * emitter's world position relative to the active Camera3D (the listener).
2806
- * Default false → identical non-spatial behavior (back-compat). In a 2D scene
2807
- * spatial is currently ignored (the adapter feeds no pose) — see incanto-audio.
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). Fire-and-forget — no `finished`/`playing`
2944
- * tracking (these are short one-shots, not the element-driven `src` clip).
2945
- * Headless (no AudioContext) → silent no-op. WebAudio also needs a gesture;
2946
- * a suspended context is resumed by the same unlock listener as `src` players.
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 sfx = this.tree?.engine?.sfx;
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;
@@ -3241,6 +3294,161 @@ var UiDialogue = class extends HudWidgetBase {
3241
3294
  }
3242
3295
  };
3243
3296
  //#endregion
3297
+ //#region src/core/nodes/respawn.ts
3298
+ /** Out of the world, from the spawn: metres in 3D, pixels in 2D. */
3299
+ const AUTO_DROP_3D_M = 50;
3300
+ const AUTO_DROP_2D_PX = 1e3;
3301
+ /**
3302
+ * Catch whatever this node hangs off when it leaves the world, and put it back.
3303
+ *
3304
+ * Nothing in the engine did this. Not a node, not a behavior, not a scene
3305
+ * header — and the shipped examples prove what that costs: with the `plays`
3306
+ * rung finally counting defects, `basic-3d-sideview` fails 8 seeded runs out of
3307
+ * 8, `water-lake-3d` 7, `water-ocean-3d` 5, `water-pool-3d` 4,
3308
+ * `water-river-3d` 1. Every one of them the same way — the player walks off the
3309
+ * edge of the terrain and falls forever, and the only fix available was a
3310
+ * per-frame `y` check hand-written in TypeScript, which is exactly the kind of
3311
+ * thing this engine exists to keep out of TypeScript.
3312
+ *
3313
+ * A CHILD NODE rather than a Behavior, deliberately: a node holds one behavior
3314
+ * and the player's is already spoken for (`PlayerControl`, `Health`, the game's
3315
+ * own script). Children stack, the way `CharacterController3D` already hangs
3316
+ * off its body.
3317
+ *
3318
+ * ```jsonc
3319
+ * { "name": "Player", "type": "RigidBody3D", "props": { … },
3320
+ * "children": [
3321
+ * { "name": "Ctl", "type": "CharacterController3D" },
3322
+ * { "name": "Catch", "type": "Respawn" } // that is the whole thing
3323
+ * ] }
3324
+ * ```
3325
+ *
3326
+ * With no props it guards its parent, uses the same line the playtest's fall
3327
+ * detector uses (50 m under the spawn in 3D, 1000 px in 2D), and puts the node
3328
+ * back where it started. `respawned` fires each time, so a life can be taken
3329
+ * off a `ScoreKeeper` or a `Health` with an ordinary connection — this node
3330
+ * does not decide what falling COSTS, which is a game-design question and not
3331
+ * a physics one.
3332
+ */
3333
+ var Respawn = class extends Node {
3334
+ static typeName = "Respawn";
3335
+ static signals = ["respawned"];
3336
+ static props = {
3337
+ target: {
3338
+ default: "..",
3339
+ nodePath: true
3340
+ },
3341
+ below: { default: null },
3342
+ to: { default: [] },
3343
+ resetVelocity: { default: true }
3344
+ };
3345
+ /**
3346
+ * Who is being caught. Defaults to the parent, which is the whole point of
3347
+ * hanging this off the thing it guards.
3348
+ */
3349
+ target = "..";
3350
+ /**
3351
+ * The line past which the target has left the world, in the scene's own
3352
+ * down: 3D counts down (−y), 2D counts down the screen (+y).
3353
+ *
3354
+ * `null` is AUTO — the spawn position offset by the same distance the
3355
+ * playtest's own fall detector uses, so "the level says it fell" and "the
3356
+ * ladder says it fell" cannot disagree. Author a number when the level has a
3357
+ * real floor to name; leave it alone otherwise.
3358
+ */
3359
+ below = null;
3360
+ /** Where to put it back. Empty = wherever it started. */
3361
+ to = [];
3362
+ /**
3363
+ * Zero the body's velocity on the way back.
3364
+ *
3365
+ * On by default because the alternative is invisible: a body respawned with
3366
+ * 40 m/s of accumulated fall still in it drops straight back through the
3367
+ * line on the next frame, and the level flickers instead of resuming.
3368
+ */
3369
+ resetVelocity = true;
3370
+ /** How many times this has caught the target — for HUDs and tests. */
3371
+ falls = 0;
3372
+ home = [];
3373
+ line = null;
3374
+ /** +1 when "out" means y greater (2D screen-down), −1 when smaller (3D). */
3375
+ down = -1;
3376
+ onReady() {
3377
+ const target = this.guarded();
3378
+ this.home = this.to.length > 0 ? [...this.to] : [...positionOf(target)];
3379
+ this.spawnY = worldY(target);
3380
+ }
3381
+ spawnY = 0;
3382
+ /**
3383
+ * Which way is out, and where the line is.
3384
+ *
3385
+ * Resolved on the first `update` rather than in `onReady`, because
3386
+ * `onReady` runs inside `loadScene` — BEFORE `setScene` attaches the engine —
3387
+ * so the scene's `dimension` is not readable there yet. Reading it there
3388
+ * silently gives every 2D scene the 3D answer, and a line above a falling
3389
+ * player fires on frame one, forever.
3390
+ *
3391
+ * Not called `resolve`: `Node` has a private method by that name and
3392
+ * `getNodeOrNull` calls it, so a subclass method with the same name
3393
+ * overrides it on the prototype — `private` is a TypeScript fiction that
3394
+ * costs nothing at runtime — and every path lookup this node made returned a
3395
+ * number. `node-method-shadowing.test.ts` refuses the whole family now.
3396
+ */
3397
+ fallLine() {
3398
+ if (this.line !== null) return this.line;
3399
+ this.down = this.tree?.engine?.scene?.dimension === "2d" ? 1 : -1;
3400
+ const drop = this.down > 0 ? AUTO_DROP_2D_PX : AUTO_DROP_3D_M;
3401
+ this.line = this.below ?? this.spawnY + this.down * drop;
3402
+ return this.line;
3403
+ }
3404
+ /** The node this guards, or itself if the path no longer resolves. */
3405
+ guarded() {
3406
+ return this.getNodeOrNull(this.target) ?? this;
3407
+ }
3408
+ update(_dt) {
3409
+ const line = this.fallLine();
3410
+ const target = this.guarded();
3411
+ if (target === this) return;
3412
+ const y = worldY(target);
3413
+ if ((y - line) * this.down <= 0) return;
3414
+ this.falls += 1;
3415
+ setPosition(target, this.home);
3416
+ if (this.resetVelocity) zeroVelocity(target);
3417
+ this.emit("respawned", target, y);
3418
+ }
3419
+ };
3420
+ function positionOf(node) {
3421
+ const p = node.position;
3422
+ return Array.isArray(p) ? p : [];
3423
+ }
3424
+ /** Sum of the `position[1]` of the node and every spatial ancestor. */
3425
+ function worldY(node) {
3426
+ let y = 0;
3427
+ let at = node;
3428
+ while (at) {
3429
+ y += positionOf(at)[1] ?? 0;
3430
+ at = at.parent;
3431
+ }
3432
+ return y;
3433
+ }
3434
+ function setPosition(node, to) {
3435
+ const slot = node;
3436
+ if (!Array.isArray(slot.position)) return;
3437
+ slot.position = slot.position.map((v, i) => to[i] ?? v);
3438
+ }
3439
+ /**
3440
+ * Stop whatever the fall built up.
3441
+ *
3442
+ * Both names are real: `RigidBody` calls it `linearVelocity` and
3443
+ * `CharacterBody` calls it `velocity`, and a respawn has to reach whichever
3444
+ * one this body has.
3445
+ */
3446
+ function zeroVelocity(node) {
3447
+ const body = node;
3448
+ if (Array.isArray(body.linearVelocity)) body.linearVelocity = body.linearVelocity.map(() => 0);
3449
+ if (Array.isArray(body.velocity)) body.velocity = body.velocity.map(() => 0);
3450
+ }
3451
+ //#endregion
3244
3452
  //#region src/core/nodes/timer.ts
3245
3453
  /**
3246
3454
  * The canonical serializable game clock — never `setTimeout` in game logic.
@@ -3372,7 +3580,10 @@ var UiImage = class extends HudWidgetBase {
3372
3580
  static typeName = "UiImage";
3373
3581
  static props = {
3374
3582
  ...HudWidgetBase.props,
3375
- src: { default: "" },
3583
+ src: {
3584
+ default: "",
3585
+ asset: { kind: "texture" }
3586
+ },
3376
3587
  width: { default: 48 },
3377
3588
  height: { default: 48 },
3378
3589
  /** How the picture fills its box — `contain` never crops. */
@@ -3965,6 +4176,7 @@ var UiMuteToggle = class extends UiToggle {
3965
4176
  function registerCoreNodes() {
3966
4177
  registerNode(Node);
3967
4178
  registerNode(Timer);
4179
+ registerNode(Respawn);
3968
4180
  registerNode(AudioPlayer);
3969
4181
  registerNode(HudLayer);
3970
4182
  registerNode(UiText);
@@ -3985,4 +4197,4 @@ function registerCoreNodes() {
3985
4197
  registerNode(UiMuteToggle);
3986
4198
  }
3987
4199
  //#endregion
3988
- export { UiBar as A, ROLLOFF_MODELS as B, readDeviceHints as C, HudLayer as D, EffectLog as E, suggestLocale as F, synthSfx as G, spatialPan as H, translateOn as I, crossfadeGains as J, MusicManager 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, AudioBuses as X, fadeGain as Y, 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, WebAudioMusicBackend 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 };
4200
+ export { UiBanner as A, isAudioContextAvailable as B, qualityRendering as C, EffectLog as D, LogManager as E, T_PREFIX as F, SFX_PRESET_NAMES as G, spatialGain as H, suggestLocale as I, MusicManager as J, sfxDuration as K, translateOn as L, UiText as M, BASE_LOCALE as N, HudLayer as O, Localization as P, AudioBuses as Q, translationKey as R, qualityEnvironment as S, suggestQuality as T, spatialPan as U, ROLLOFF_MODELS as V, SFX_PRESETS as W, crossfadeGains as X, WebAudioMusicBackend as Y, fadeGain as Z, AudioPlayer as _, UiMuteToggle as a, Settings as b, UiRenderScaleSelect as c, UiToggle as d, UiVolumeSlider as f, UiDialogue as g, UiButton as h, UiLanguageSelect as i, UiBar as j, HudWidgetBase as k, UiSelect as l, Respawn as m, UiFrameCapSelect as n, UiPanel as o, Timer as p, synthSfx as q, UiImage as r, UiQualitySelect as s, registerCoreNodes as t, UiSlider as u, Engine as v, readDeviceHints as w, qualityCaps as x, engine_exports as y, SfxEngine 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 ${value}.`, { prop: label });
31
+ }
32
+ //#endregion
3
33
  //#region src/core/registry.ts
4
34
  /**
5
35
  * Validate a prop value against its schema default:
@@ -120,7 +150,10 @@ function mergeStaticAliases(ctor) {
120
150
  */
121
151
  function applySchemaProps(target, schema, props, label, aliases = {}, extraOptions = {}) {
122
152
  for (const [key, def] of Object.entries(schema)) target[key] = jsonClone(def.default);
123
- if (!props) return;
153
+ if (props) applyGivenProps(target, schema, props, label, aliases, extraOptions);
154
+ requireNonEmpty(target, schema, label);
155
+ }
156
+ function applyGivenProps(target, schema, props, label, aliases, extraOptions) {
124
157
  for (const [rawKey, value] of Object.entries(props)) {
125
158
  const key = schema[rawKey] ? rawKey : aliases[rawKey] ?? rawKey;
126
159
  const def = schema[key];
@@ -135,18 +168,37 @@ function applySchemaProps(target, schema, props, label, aliases = {}, extraOptio
135
168
  const extra = extraOptions[key];
136
169
  const options = def.options && extra && extra.length > 0 ? [...def.options, ...extra] : def.options;
137
170
  validatePropValue(value, def.default, `${label}.${key}`, options);
171
+ if (def.range) validatePropRange(value, `${label}.${key}`, def.range);
138
172
  target[key] = jsonClone(value);
139
173
  }
174
+ }
175
+ function requireNonEmpty(target, schema, label) {
140
176
  for (const [key, def] of Object.entries(schema)) {
141
177
  if (!def.required) continue;
142
- const value = target[key];
143
- if (value === "" || value === void 0 || value === null) throw new IncantoError("PROP_TYPE_MISMATCH", `'${label}' needs a "${key}" — it is empty.`, {
178
+ if (!isEmptyValue(target[key])) continue;
179
+ throw new IncantoError("PROP_TYPE_MISMATCH", `'${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-DWKTUzKI.js";
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).