mudlet-map-renderer 2.3.0 → 2.4.0

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@@ -5,6 +5,7 @@ import { Settings } from './types/Settings';
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  import { default as ExitRenderer, ExitDrawData } from './ExitRenderer';
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  import { GroupShape, Shape } from './scene/Shape';
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  import { RoomLens } from './lens/RoomLens';
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+ import { NeighborSpill } from './scene/NeighborProjector';
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  type Bounds = {
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  x: number;
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  y: number;
@@ -186,6 +187,7 @@ export declare class ScenePipeline {
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  private specialExitShapeRefs;
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  private stubShapeRefs;
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  private areaExitLabelShapeRefs;
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+ private spilledRoomIds;
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  constructor(mapReader: IMapReader, settings: Settings);
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  /**
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  * Build the full scene for an area/plane.
@@ -195,7 +197,7 @@ export declare class ScenePipeline {
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  * The `lens` filters which rooms paint and how partially-visible exits are
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  * treated. Pass {@link ALL_VISIBLE} (or omit) for an unfiltered build.
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  */
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- buildScene(area: IArea, plane: IPlane, zIndex: number, lens?: RoomLens): SceneBuildResult;
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+ buildScene(area: IArea, plane: IPlane, zIndex: number, lens?: RoomLens, spill?: NeighborSpill): SceneBuildResult;
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  getEffectiveBounds(area: IArea, plane: IPlane): {
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  minX: number;
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  maxX: number;
@@ -203,6 +205,13 @@ export declare class ScenePipeline {
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  maxY: number;
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  };
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  private renderRooms;
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+ /**
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+ * Draw plain connector lines for the spill's regular/special exits (the room
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+ * bodies, custom lines, stubs and inner exits are rendered through the normal
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+ * room pass via {@link projectRoom} clones). Lines go on the link layer so
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+ * they sit under the rooms, like ordinary exits.
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+ */
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+ private renderSpillConnectors;
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  private renderLinkExits;
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  /**
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  * Build a stub anchored at the visible endpoint of an exit, pointing