quake2ts 0.0.432 → 0.0.434

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Files changed (51) hide show
  1. package/package.json +1 -1
  2. package/packages/cgame/dist/index.cjs +27 -17
  3. package/packages/cgame/dist/index.cjs.map +1 -1
  4. package/packages/cgame/dist/index.d.cts +2 -0
  5. package/packages/cgame/dist/index.d.ts +2 -0
  6. package/packages/cgame/dist/index.js +27 -17
  7. package/packages/cgame/dist/index.js.map +1 -1
  8. package/packages/client/dist/browser/index.global.js +16 -16
  9. package/packages/client/dist/browser/index.global.js.map +1 -1
  10. package/packages/client/dist/cjs/index.cjs +9 -0
  11. package/packages/client/dist/cjs/index.cjs.map +1 -1
  12. package/packages/client/dist/esm/index.js +9 -0
  13. package/packages/client/dist/esm/index.js.map +1 -1
  14. package/packages/client/dist/tsconfig.tsbuildinfo +1 -1
  15. package/packages/client/dist/types/index.d.ts.map +1 -1
  16. package/packages/client/dist/types/net/serverBrowser.d.ts +6 -0
  17. package/packages/client/dist/types/net/serverBrowser.d.ts.map +1 -1
  18. package/packages/game/dist/browser/index.global.js +4 -4
  19. package/packages/game/dist/browser/index.global.js.map +1 -1
  20. package/packages/game/dist/cjs/index.cjs +248 -77
  21. package/packages/game/dist/cjs/index.cjs.map +1 -1
  22. package/packages/game/dist/esm/index.js +248 -77
  23. package/packages/game/dist/esm/index.js.map +1 -1
  24. package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
  25. package/packages/game/dist/types/combat/weapons/chaingun.d.ts.map +1 -1
  26. package/packages/game/dist/types/combat/weapons/firing.d.ts +9 -0
  27. package/packages/game/dist/types/combat/weapons/firing.d.ts.map +1 -1
  28. package/packages/game/dist/types/combat/weapons/supershotgun.d.ts.map +1 -1
  29. package/packages/game/dist/types/entities/player.d.ts.map +1 -1
  30. package/packages/game/dist/types/entities/system.d.ts.map +1 -1
  31. package/packages/game/dist/types/imports.d.ts +2 -0
  32. package/packages/game/dist/types/imports.d.ts.map +1 -1
  33. package/packages/game/dist/types/index.d.ts +1 -0
  34. package/packages/game/dist/types/index.d.ts.map +1 -1
  35. package/packages/game/dist/types/inventory/playerInventory.d.ts +1 -0
  36. package/packages/game/dist/types/inventory/playerInventory.d.ts.map +1 -1
  37. package/packages/game/dist/types/modes/ctf/capture.d.ts +7 -0
  38. package/packages/game/dist/types/modes/ctf/capture.d.ts.map +1 -0
  39. package/packages/game/dist/types/modes/ctf/drop.d.ts +8 -0
  40. package/packages/game/dist/types/modes/ctf/drop.d.ts.map +1 -0
  41. package/packages/game/dist/types/modes/ctf/flag.d.ts.map +1 -1
  42. package/packages/game/dist/types/modes/ctf/integration.d.ts +4 -0
  43. package/packages/game/dist/types/modes/ctf/integration.d.ts.map +1 -0
  44. package/packages/game/dist/types/modes/ctf/pickup.d.ts +6 -0
  45. package/packages/game/dist/types/modes/ctf/pickup.d.ts.map +1 -0
  46. package/packages/game/dist/types/modes/ctf/state.d.ts +15 -0
  47. package/packages/game/dist/types/modes/ctf/state.d.ts.map +1 -0
  48. package/packages/server/dist/index.cjs +122 -1
  49. package/packages/server/dist/index.d.cts +4 -0
  50. package/packages/server/dist/index.d.ts +4 -0
  51. package/packages/server/dist/index.js +122 -1
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "quake2ts",
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- "version": "0.0.432",
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+ "version": "0.0.434",
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  "description": "Quake II re-release port to TypeScript with WebGL renderer - A complete game engine with physics, networking, and BSP rendering",
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  "type": "module",
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  "keywords": [
@@ -1055,6 +1055,7 @@ function simulateCommand(state, cmd, settings, trace, pointContents) {
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  }
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  var ClientPrediction = class {
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  constructor(trace, pointContents, settings = {}) {
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+ this.enabled = true;
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  this.baseFrame = {
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  frame: 0,
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  timeMs: 0,
@@ -1068,27 +1069,34 @@ var ClientPrediction = class {
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  this.pointContents = pointContents;
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  this.predicted = this.baseFrame.state ?? defaultPredictionState();
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  }
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+ setPredictionEnabled(enabled) {
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+ this.enabled = enabled;
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+ }
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  setAuthoritative(frame) {
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  const normalized = normalizeState(frame.state);
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  if (frame.frame <= this.baseFrame.frame) {
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  return this.predicted;
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  }
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- let predictedAtFrame;
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- const relevantCommands = this.commands.filter((c) => c.sequence <= frame.frame && c.sequence > this.baseFrame.frame);
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- if (relevantCommands.length > 0 || this.baseFrame.frame === frame.frame) {
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- let tempState = normalizeState(this.baseFrame.state);
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- for (const cmd of relevantCommands) {
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- tempState = simulateCommand(tempState, cmd, this.settings, this.trace, this.pointContents);
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+ if (this.enabled) {
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+ let predictedAtFrame;
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+ const relevantCommands = this.commands.filter((c) => c.sequence <= frame.frame && c.sequence > this.baseFrame.frame);
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+ if (relevantCommands.length > 0 || this.baseFrame.frame === frame.frame) {
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+ let tempState = normalizeState(this.baseFrame.state);
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+ for (const cmd of relevantCommands) {
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+ tempState = simulateCommand(tempState, cmd, this.settings, this.trace, this.pointContents);
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+ }
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+ predictedAtFrame = tempState;
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  }
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- predictedAtFrame = tempState;
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- }
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- if (predictedAtFrame) {
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- const error = shared.subtractVec3(predictedAtFrame.origin, normalized.origin);
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- const errorLen = shared.lengthVec3(error);
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- if (errorLen > this.settings.errorSnapThreshold) {
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- this.predictionError = ZERO_VEC32;
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- } else if (errorLen > this.settings.errorTolerance) {
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- this.predictionError = error;
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+ if (predictedAtFrame) {
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+ const error = shared.subtractVec3(predictedAtFrame.origin, normalized.origin);
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+ const errorLen = shared.lengthVec3(error);
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+ if (errorLen > this.settings.errorSnapThreshold) {
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+ this.predictionError = ZERO_VEC32;
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+ } else if (errorLen > this.settings.errorTolerance) {
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+ this.predictionError = error;
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+ } else {
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+ this.predictionError = ZERO_VEC32;
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+ }
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  } else {
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  this.predictionError = ZERO_VEC32;
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  }
@@ -1126,8 +1134,10 @@ var ClientPrediction = class {
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  }
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  recompute() {
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  let state = normalizeState(this.baseFrame.state);
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- for (const cmd of this.commands) {
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- state = simulateCommand(state, cmd, this.settings, this.trace, this.pointContents);
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+ if (this.enabled) {
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+ for (const cmd of this.commands) {
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+ state = simulateCommand(state, cmd, this.settings, this.trace, this.pointContents);
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+ }
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  }
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  this.predicted = state;
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  return state;