rpg-engine 0.0.0-stage → 0.1.1

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 (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +101 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +134 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +308 -0
  236. package/dist/dashboard/guide/cs.md +308 -0
  237. package/dist/dashboard/guide/da.md +308 -0
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  248. package/dist/dashboard/guide/it.md +308 -0
  249. package/dist/dashboard/guide/ja.md +308 -0
  250. package/dist/dashboard/guide/ko.md +308 -0
  251. package/dist/dashboard/guide/nb.md +308 -0
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  255. package/dist/dashboard/guide/ro.md +308 -0
  256. package/dist/dashboard/guide/ru.md +308 -0
  257. package/dist/dashboard/guide/sv.md +308 -0
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  259. package/dist/dashboard/guide/uk.md +308 -0
  260. package/dist/dashboard/guide/zh.md +308 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  310. package/dist/dashboard/rolls.js +240 -0
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  312. package/dist/dashboard/scene.js +63 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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@@ -0,0 +1,199 @@
1
+ // The celebration of a rare face (D-281, D-282), all on the floor, since the camera far above sees no rise: for the highest face a gold halo close around the
2
+ // die that grows and breathes once, sparks that fly out from it and twinkle out, and its numbers lit gold a moment (D-363); for the lowest the floor cracked
3
+ // around the die, as the die is (D-410). With reduced motion, or a throw cut short, the halo or the cracks alone in their last form. Everything moves for about
4
+ // a second, then stays until the dice go.
5
+ import * as THREE from "three";
6
+ import { floorCracks } from "./floor-cracks.js";
7
+ // The halo's radius on the floor, half as wide around the die as it was, so that the eye goes to the numbers lit (D-410); how long it grows and breathes, and how
8
+ // long a still halo takes to appear, in seconds.
9
+ const haloRadius = 1.9;
10
+ const growth = 0.25;
11
+ const breathEnd = 1.2;
12
+ const appear = 0.15;
13
+ /** Celebrates a rare face of the die lying at this place. */
14
+ export function celebrate(scene, at, rare, glow, pictures, showing) {
15
+ if (rare === "lowest") {
16
+ return floorCracks(scene, at, glow.lowest, glow.lights, showing.instant);
17
+ }
18
+ const blending = glow.lights ? THREE.AdditiveBlending : THREE.NormalBlending;
19
+ const resting = glow.highest.resting;
20
+ const halo = new THREE.Mesh(new THREE.PlaneGeometry(haloRadius * 2, haloRadius * 2), new THREE.MeshBasicMaterial({ map: pictures.halo, color: glow.highest.halo, transparent: true, depthWrite: false, blending, opacity: 0 }));
21
+ halo.rotation.x = -Math.PI / 2;
22
+ halo.position.set(at.x, 0.03, at.z);
23
+ scene.add(halo);
24
+ const particles = showing.instant
25
+ ? []
26
+ : flyOut(scene, at, Math.min(40, showing.particles), pictures.star, glow.highest.sparks, blending, { speed: [3.5, 6], friction: 3, life: [0.7, 1], size: [0.18, 0.32], growTo: 1, opacity: 1 });
27
+ let started;
28
+ let before;
29
+ return {
30
+ update(now) {
31
+ started ??= now;
32
+ const seconds = (now - started) / 1000;
33
+ const step = before === undefined ? 0 : Math.min(0.05, (now - before) / 1000);
34
+ before = now;
35
+ if (showing.instant) {
36
+ halo.scale.setScalar(1);
37
+ halo.material.opacity = resting * Math.min(1, seconds / appear);
38
+ return seconds < appear;
39
+ }
40
+ // It grows from half its size, then breathes once, out and back, and settles.
41
+ const grown = Math.min(1, seconds / growth);
42
+ const breath = seconds <= growth ? 0 : Math.sin(Math.min(1, (seconds - growth) / (breathEnd - growth)) * Math.PI) * 0.12;
43
+ halo.scale.setScalar(0.5 + 0.5 * (1 - (1 - grown) ** 3) + breath);
44
+ halo.material.opacity = seconds < growth ? grown : resting + (1 - resting) * Math.max(0, 1 - (seconds - growth) / (breathEnd - growth));
45
+ const flying = particles.filter((particle) => particle.move(step));
46
+ return flying.length > 0 || seconds < breathEnd;
47
+ },
48
+ dispose() {
49
+ scene.remove(halo);
50
+ halo.geometry.dispose();
51
+ halo.material.dispose();
52
+ particles.forEach((particle) => particle.dispose());
53
+ },
54
+ };
55
+ }
56
+ // How long the numbers of a highest face take to light, stay lit and go out, in milliseconds; and how bright they shine.
57
+ const inkRise = 150;
58
+ const inkHold = 450;
59
+ const inkFall = 700;
60
+ const inkShine = 2.2;
61
+ // The embers off a branded face: how many at most, and their colours, from glowing orange to white-hot.
62
+ const emberCount = 16;
63
+ const emberColours = ["#ff7a1a", "#ffa236", "#ffd27a"];
64
+ /** Lights a die's numbers in this colour a moment, as its highest face lands: they flare, hold and go out; lit low and still with reduced motion. */
65
+ export function lightInk(inks, colour, instant) {
66
+ const started = performance.now();
67
+ inks.forEach((ink) => {
68
+ ink.emissive.set(colour);
69
+ ink.emissiveIntensity = instant ? inkShine / 3 : 0;
70
+ });
71
+ return {
72
+ update(now) {
73
+ if (instant) {
74
+ return false;
75
+ }
76
+ const elapsed = now - started;
77
+ const shine = elapsed < inkRise ? elapsed / inkRise : elapsed < inkRise + inkHold ? 1 : Math.max(0, 1 - (elapsed - inkRise - inkHold) / inkFall);
78
+ inks.forEach((ink) => {
79
+ ink.emissiveIntensity = inkShine * shine;
80
+ });
81
+ return shine > 0;
82
+ },
83
+ dispose() {
84
+ // The numbers go with their die.
85
+ },
86
+ };
87
+ }
88
+ /** A few embers that fly off the numbers of a die lit as a brand: small round glows, orange, flickering, gone within a second; none with reduced motion. */
89
+ export function embers(scene, middle, pictures, showing) {
90
+ const count = showing.instant ? 0 : Math.min(emberCount, showing.particles);
91
+ const sparks = Array.from({ length: count }, () => {
92
+ const angle = Math.random() * Math.PI * 2;
93
+ const from = Math.random() * 0.55;
94
+ const sprite = new THREE.Sprite(new THREE.SpriteMaterial({ map: pictures.halo, color: emberColours[Math.floor(Math.random() * emberColours.length)], transparent: true, depthWrite: false, blending: THREE.AdditiveBlending, opacity: 0 }));
95
+ sprite.position.set(middle.x + Math.cos(angle) * from, middle.y + 0.95, middle.z + Math.sin(angle) * from);
96
+ scene.add(sprite);
97
+ return { sprite, angle, born: Math.random() * 0.45, life: 0.35 + Math.random() * 0.45, speed: 0.4 + Math.random() * 0.7, size: 0.07 + Math.random() * 0.06, phase: Math.random() * 6 };
98
+ });
99
+ let started;
100
+ let before;
101
+ return {
102
+ update(now) {
103
+ started ??= now;
104
+ const seconds = (now - started) / 1000;
105
+ const step = before === undefined ? 0 : Math.min(0.05, (now - before) / 1000);
106
+ before = now;
107
+ sparks.forEach((spark) => {
108
+ const age = (seconds - spark.born) / spark.life;
109
+ spark.sprite.visible = age > 0 && age < 1;
110
+ if (age > 0 && age < 1) {
111
+ spark.sprite.position.x += Math.cos(spark.angle) * spark.speed * step;
112
+ spark.sprite.position.z += Math.sin(spark.angle) * spark.speed * step;
113
+ spark.sprite.scale.setScalar(spark.size * (1 - 0.6 * age) * (0.75 + 0.25 * Math.sin(40 * seconds + spark.phase)));
114
+ spark.sprite.material.opacity = age < 0.15 ? age / 0.15 : 1 - (age - 0.15) / 0.85;
115
+ }
116
+ });
117
+ return sparks.some((spark) => seconds < spark.born + spark.life);
118
+ },
119
+ dispose() {
120
+ sparks.forEach((spark) => {
121
+ scene.remove(spark.sprite);
122
+ spark.sprite.material.dispose();
123
+ });
124
+ },
125
+ };
126
+ }
127
+ /** Makes the pictures of the celebrations, once for a stage; dispose them with it. */
128
+ export function makePictures() {
129
+ return {
130
+ halo: picture(128, (context, size) => softSpot(context, size, [[0, 0.9], [0.35, 0.45], [1, 0]])),
131
+ star: picture(64, (context, size) => {
132
+ softSpot(context, size, [[0, 1], [0.2, 0.5], [0.5, 0]]);
133
+ // Four points: two thin rays across.
134
+ for (const [width, height] of [[size, size * 0.08], [size * 0.08, size]]) {
135
+ const gradient = context.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
136
+ gradient.addColorStop(0, "rgba(255, 255, 255, 1)");
137
+ gradient.addColorStop(1, "rgba(255, 255, 255, 0)");
138
+ context.fillStyle = gradient;
139
+ context.fillRect((size - width) / 2, (size - height) / 2, width, height);
140
+ }
141
+ }),
142
+ };
143
+ }
144
+ /** Particles that fly out from the die along the floor, slowing, growing or twinkling, and fading over the second half of their life. */
145
+ function flyOut(scene, at, count, map, colours, blending, kind) {
146
+ const [first, second] = colours.map((colour) => new THREE.Color(colour));
147
+ const between = (range) => range[0] + Math.random() * (range[1] - range[0]);
148
+ const twinkles = kind.growTo === 1;
149
+ return Array.from({ length: count }, () => {
150
+ const angle = Math.random() * Math.PI * 2;
151
+ const speed = between(kind.speed);
152
+ const velocity = new THREE.Vector2(Math.cos(angle) * speed, Math.sin(angle) * speed);
153
+ const life = between(kind.life);
154
+ const size = between(kind.size);
155
+ const phase = Math.random() * Math.PI * 2;
156
+ const sprite = new THREE.Sprite(new THREE.SpriteMaterial({ map, color: first.clone().lerp(second, Math.random()), transparent: true, depthWrite: false, blending, opacity: kind.opacity }));
157
+ sprite.position.set(at.x, 1, at.z);
158
+ sprite.scale.setScalar(size);
159
+ scene.add(sprite);
160
+ let age = 0;
161
+ return {
162
+ move(step) {
163
+ age += step;
164
+ velocity.multiplyScalar(Math.exp(-kind.friction * step));
165
+ sprite.position.x += velocity.x * step;
166
+ sprite.position.z += velocity.y * step;
167
+ const share = Math.min(1, age / life);
168
+ sprite.scale.setScalar(twinkles ? size * (0.7 + 0.3 * Math.sin(30 * age + phase)) : size * (1 + (kind.growTo - 1) * share));
169
+ sprite.material.opacity = kind.opacity * (share < 0.5 ? 1 : (1 - share) * 2);
170
+ sprite.visible = share < 1;
171
+ return share < 1;
172
+ },
173
+ dispose() {
174
+ scene.remove(sprite);
175
+ sprite.material.dispose();
176
+ },
177
+ };
178
+ });
179
+ }
180
+ /** A square picture drawn on a canvas, as a texture. */
181
+ function picture(size, draw) {
182
+ const canvas = document.createElement("canvas");
183
+ canvas.width = size;
184
+ canvas.height = size;
185
+ const context = canvas.getContext("2d");
186
+ if (context !== null) {
187
+ draw(context, size);
188
+ }
189
+ const texture = new THREE.CanvasTexture(canvas);
190
+ texture.colorSpace = THREE.SRGBColorSpace;
191
+ return texture;
192
+ }
193
+ /** A round spot, white, as bright at each distance from its middle as the stops say. */
194
+ function softSpot(context, size, stops) {
195
+ const gradient = context.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
196
+ stops.forEach(([at, alpha]) => gradient.addColorStop(at, `rgba(255, 255, 255, ${alpha})`));
197
+ context.fillStyle = gradient;
198
+ context.fillRect(0, 0, size, size);
199
+ }
@@ -0,0 +1,149 @@
1
+ // The lowest face's mark on the floor (D-410): cracks that run out from under the die, hot at their tips, with a dull ring as it lands; they cool and stay
2
+ // until the dice go, the floor broken as the die is. With reduced motion, or a throw cut short, they appear whole and cool.
3
+ import * as THREE from "three";
4
+ const tau = Math.PI * 2;
5
+ // How many cracks run out, how long each is at most beyond its least, and its branches, in the floor's measure.
6
+ const count = 7;
7
+ const shortest = 0.55;
8
+ const longer = 0.6;
9
+ const branchShortest = 0.2;
10
+ const branchLonger = 0.25;
11
+ // How long the cracks take to run and to cool, and the ring to spread, in seconds; how long still cracks take to appear.
12
+ const running = 0.35;
13
+ const coolFrom = 0.3;
14
+ const cooling = 0.8;
15
+ const ringing = 0.35;
16
+ const appear = 0.15;
17
+ const moves = 1.2;
18
+ /** Cracks the floor around the die lying at this place. */
19
+ export function floorCracks(scene, at, colours, lights, instant) {
20
+ const { material, uniforms } = crackMaterial();
21
+ material.blending = lights ? THREE.AdditiveBlending : THREE.NormalBlending;
22
+ uniforms.colour.value.set(colours.crack);
23
+ uniforms.hot.value.set(colours.hot);
24
+ uniforms.rest.value = lights ? 0.75 : 0.9;
25
+ const geometry = crackGeometry();
26
+ const longest = Math.max(...geometry.getAttribute("along").array);
27
+ const cracks = onFloor(new THREE.Mesh(geometry, material), at);
28
+ const ringMaterial = new THREE.MeshBasicMaterial({ color: colours.ring, transparent: true, depthWrite: false, opacity: 0, blending: material.blending });
29
+ const ring = onFloor(new THREE.Mesh(new THREE.RingGeometry(1.0, 1.06, 96), ringMaterial), at);
30
+ scene.add(cracks, ring);
31
+ let started;
32
+ return {
33
+ update(now) {
34
+ started ??= now;
35
+ const seconds = (now - started) / 1000;
36
+ const shown = instant ? 3 : seconds;
37
+ uniforms.reach.value = longest * (1 - (1 - Math.min(1, shown / running)) ** 2);
38
+ uniforms.heat.value = 1 - Math.max(0, Math.min(1, (shown - coolFrom) / cooling));
39
+ uniforms.fade.value = instant ? Math.min(1, seconds / appear) : 1;
40
+ const spread = Math.min(1, shown / ringing);
41
+ ring.scale.setScalar(1 + 0.5 * (1 - (1 - spread) ** 3));
42
+ ringMaterial.opacity = instant ? 0 : 0.8 * (1 - spread);
43
+ return seconds < (instant ? appear : moves);
44
+ },
45
+ dispose() {
46
+ scene.remove(cracks, ring);
47
+ geometry.dispose();
48
+ material.dispose();
49
+ ring.geometry.dispose();
50
+ ringMaterial.dispose();
51
+ },
52
+ };
53
+ }
54
+ /** The cracks' material, to make its shader before a die lands. */
55
+ export function floorCrackMaterial() {
56
+ return crackMaterial().material;
57
+ }
58
+ /** The cracks' material and its values: each point shown once the cracks have run as far, hot near their running tips and while the floor is still hot. */
59
+ function crackMaterial() {
60
+ const uniforms = { reach: { value: 0 }, heat: { value: 1 }, fade: { value: 1 }, rest: { value: 1 }, colour: { value: new THREE.Color() }, hot: { value: new THREE.Color() } };
61
+ const material = new THREE.ShaderMaterial({
62
+ vertexShader: `
63
+ attribute float along;
64
+ varying float travelled;
65
+ void main() {
66
+ travelled = along;
67
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
68
+ }`,
69
+ fragmentShader: `
70
+ varying float travelled;
71
+ uniform float reach;
72
+ uniform float heat;
73
+ uniform float fade;
74
+ uniform float rest;
75
+ uniform vec3 colour;
76
+ uniform vec3 hot;
77
+ void main() {
78
+ float edge = fwidth(travelled);
79
+ float shown = 1.0 - smoothstep(reach - edge, reach + edge, travelled);
80
+ float tip = 1.0 - smoothstep(0.0, 0.6, reach - travelled);
81
+ gl_FragColor = vec4(mix(colour, hot, clamp(max(tip * heat, heat * 0.7), 0.0, 1.0)), shown * mix(rest, 1.0, heat) * fade);
82
+ #include <colorspace_fragment>
83
+ }`,
84
+ uniforms,
85
+ transparent: true,
86
+ depthWrite: false,
87
+ });
88
+ return { material, uniforms };
89
+ }
90
+ /** The cracks as strips of triangles, each point with how far along its crack it lies from the die. */
91
+ function crackGeometry() {
92
+ const positions = [];
93
+ const along = [];
94
+ const indices = [];
95
+ for (let crack = 0; crack < count; crack++) {
96
+ const angle = (crack + 0.2 + Math.random() * 0.6) / count * tau;
97
+ const path = walk(new THREE.Vector2(Math.cos(angle), Math.sin(angle)).multiplyScalar(0.95), angle, shortest + Math.random() * longer, 0);
98
+ strip(path, 0.07, positions, along, indices);
99
+ // One branch from the middle of a crack, sometimes two.
100
+ for (let branch = 0; branch < 1 + Math.round(Math.random() * 0.6); branch++) {
101
+ const from = path[Math.floor(path.length * (0.35 + Math.random() * 0.35))] ?? path[0];
102
+ if (from !== undefined) {
103
+ const side = Math.random() < 0.5 ? -1 : 1;
104
+ strip(walk(from.point, from.heading + side * (0.5 + Math.random() * 0.4), branchShortest + Math.random() * branchLonger, from.along), 0.04, positions, along, indices);
105
+ }
106
+ }
107
+ }
108
+ const geometry = new THREE.BufferGeometry();
109
+ geometry.setAttribute("position", new THREE.Float32BufferAttribute(positions, 3));
110
+ geometry.setAttribute("along", new THREE.Float32BufferAttribute(along, 1));
111
+ geometry.setIndex(indices);
112
+ return geometry;
113
+ }
114
+ /** A jagged path on the floor: short straight steps, each turned a little from the way out. */
115
+ function walk(start, heading, length, along) {
116
+ const steps = [{ point: start.clone(), heading, along }];
117
+ let travelled = 0;
118
+ while (travelled < length) {
119
+ const last = steps[steps.length - 1] ?? steps[0];
120
+ const turn = (last?.heading ?? heading) + (Math.random() - 0.5) * 0.9;
121
+ const step = 0.1 + Math.random() * 0.12;
122
+ const point = (last?.point ?? start).clone().add(new THREE.Vector2(Math.cos(turn), Math.sin(turn)).multiplyScalar(step));
123
+ travelled += step;
124
+ steps.push({ point, heading: heading * 0.6 + turn * 0.4, along: along + travelled });
125
+ }
126
+ return steps;
127
+ }
128
+ /** A path as a strip of triangles, as wide as given at its start and thinning to a point. */
129
+ function strip(path, width, positions, along, indices) {
130
+ const first = positions.length / 3;
131
+ path.forEach((step, index) => {
132
+ const next = (path[Math.min(index + 1, path.length - 1)] ?? step).point;
133
+ const previous = (path[Math.max(index - 1, 0)] ?? step).point;
134
+ const direction = next.clone().sub(previous).normalize();
135
+ const half = width / 2 * (1 - index / Math.max(1, path.length - 1)) + 0.004;
136
+ positions.push(step.point.x - direction.y * half, step.point.y + direction.x * half, 0, step.point.x + direction.y * half, step.point.y - direction.x * half, 0);
137
+ along.push(step.along, step.along);
138
+ if (index > 0) {
139
+ const at = first + index * 2;
140
+ indices.push(at - 2, at - 1, at, at - 1, at + 1, at);
141
+ }
142
+ });
143
+ }
144
+ /** Lays a flat thing on the floor under the die. */
145
+ function onFloor(object, at) {
146
+ object.rotation.x = -Math.PI / 2;
147
+ object.position.set(at.x, 0.03, at.z);
148
+ return object;
149
+ }
@@ -0,0 +1,51 @@
1
+ // The frost of an ice die (D-418): a picture made on the spot, rough noise of many sizes with a few bright grains, that bumps its surface and roughens its
2
+ // shine, so that the light breaks on it as on ice.
3
+ import * as THREE from "three";
4
+ const size = 256;
5
+ // The noise's cells across the picture, coarse to fine, and how much each counts.
6
+ const octaves = [[4, 0.35], [8, 0.25], [16, 0.18], [32, 0.12], [64, 0.1]];
7
+ // How many grains of frost, brighter, are scattered over it.
8
+ const grains = 900;
9
+ let made;
10
+ /** The picture of frost, made once: grey, lighter where the surface stands up and is rougher. */
11
+ export function frostPicture() {
12
+ if (made !== undefined) {
13
+ return made;
14
+ }
15
+ const canvas = document.createElement("canvas");
16
+ canvas.width = size;
17
+ canvas.height = size;
18
+ const context = canvas.getContext("2d");
19
+ if (context !== null) {
20
+ const image = context.createImageData(size, size);
21
+ const layers = octaves.map(([cells, weight]) => ({ cells, weight, values: Array.from({ length: cells * cells }, () => Math.random()) }));
22
+ for (let y = 0; y < size; y++) {
23
+ for (let x = 0; x < size; x++) {
24
+ const value = layers.reduce((sum, layer) => sum + layer.weight * noiseAt(layer.values, layer.cells, (x / size) * layer.cells, (y / size) * layer.cells), 0);
25
+ const at = (y * size + x) * 4;
26
+ image.data.set([value * 255, value * 255, value * 255, 255], at);
27
+ }
28
+ }
29
+ context.putImageData(image, 0, 0);
30
+ context.fillStyle = "rgba(255, 255, 255, 0.8)";
31
+ for (let grain = 0; grain < grains; grain++) {
32
+ context.fillRect(Math.random() * size, Math.random() * size, 1 + Math.random(), 1 + Math.random());
33
+ }
34
+ }
35
+ made = new THREE.CanvasTexture(canvas);
36
+ made.wrapS = THREE.RepeatWrapping;
37
+ made.wrapT = THREE.RepeatWrapping;
38
+ return made;
39
+ }
40
+ /** Smooth noise at a point of a grid of random values that wraps around, so that the picture tiles. */
41
+ function noiseAt(values, cells, x, y) {
42
+ const [left, top] = [Math.floor(x), Math.floor(y)];
43
+ const [across, down] = [ease(x - left), ease(y - top)];
44
+ const value = (column, row) => values[((row % cells) * cells) + (column % cells)] ?? 0;
45
+ const upper = value(left, top) + (value(left + 1, top) - value(left, top)) * across;
46
+ const lower = value(left, top + 1) + (value(left + 1, top + 1) - value(left, top + 1)) * across;
47
+ return upper + (lower - upper) * down;
48
+ }
49
+ function ease(share) {
50
+ return share * share * (3 - 2 * share);
51
+ }
@@ -0,0 +1,66 @@
1
+ // The dice's models (D-278): their shapes and values from dice.json, loaded once, at the first throw; their meshes from dice.glb, or dice-sharp.glb for sharp
2
+ // edges (D-354), all made by make-dice.py, each loaded the first time it is shown.
3
+ // Each mesh gets the coordinates a grain's picture is laid by, as wood or stone (D-352), which make-dice.py does not make.
4
+ import { BufferAttribute, Mesh } from "three";
5
+ import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
6
+ import { faceNormals } from "./models.js";
7
+ /** Loads the dice's shapes and values, and the meshes of the edges given at once, the others when first asked. */
8
+ export async function loadDice(edges) {
9
+ const data = await fetch("/assets/dice/dice.json").then(async (response) => await response.json());
10
+ const meshes = new Map();
11
+ const looks = (edges) => {
12
+ const file = edges === "sharp" ? "dice-sharp.glb" : "dice.glb";
13
+ const loaded = meshes.get(file) ?? loadMeshes(file, data);
14
+ meshes.set(file, loaded);
15
+ return loaded;
16
+ };
17
+ await looks(edges);
18
+ return { models: new Map(Object.entries(data)), looks };
19
+ }
20
+ async function loadMeshes(file, data) {
21
+ const scene = (await new GLTFLoader().loadAsync(`/assets/dice/${file}`)).scene;
22
+ for (const die of scene.children) {
23
+ const shape = data[die.name]?.shape;
24
+ die.traverse((part) => {
25
+ if (part instanceof Mesh) {
26
+ part.geometry = withGrainCoordinates(part.geometry);
27
+ if (shape !== undefined && part.material.name === "ink") {
28
+ part.geometry = withDieFaces(part.geometry, shape);
29
+ }
30
+ }
31
+ });
32
+ }
33
+ return new Map(scene.children.map((child) => [child.name, child]));
34
+ }
35
+ // How much of a grain's picture a unit of the die covers: a die, some two units across, shows most of it.
36
+ const grainScale = 0.4;
37
+ /** The ink with, at each corner, the outward direction of the die's face its number is on: the face that reaches farthest towards it. A clear die shows
38
+ * the numbers of the faces turned away only as engravings, each number whole (D-418). */
39
+ function withDieFaces(geometry, shape) {
40
+ const normals = faceNormals(shape).map((normal) => normal.map((part) => part / (Math.hypot(...normal) || 1)));
41
+ const position = geometry.getAttribute("position");
42
+ const faces = new Float32Array(position.count * 3);
43
+ for (let corner = 0; corner < position.count; corner++) {
44
+ const point = [position.getX(corner), position.getY(corner), position.getZ(corner)];
45
+ const reach = normals.map((normal) => normal[0] * point[0] + normal[1] * point[1] + normal[2] * point[2]);
46
+ faces.set(normals[reach.indexOf(Math.max(...reach))] ?? [0, 0, 1], corner * 3);
47
+ }
48
+ geometry.setAttribute("dieFace", new BufferAttribute(faces, 3));
49
+ return geometry;
50
+ }
51
+ /** The geometry with each triangle on its own corners, laid on the picture along the axis it faces most, as a block of wood or stone is cut. */
52
+ function withGrainCoordinates(geometry) {
53
+ const apart = geometry.index === null ? geometry : geometry.toNonIndexed();
54
+ const position = apart.getAttribute("position");
55
+ const coordinates = new Float32Array(position.count * 2);
56
+ for (let corner = 0; corner < position.count; corner += 3) {
57
+ const points = [0, 1, 2].map((offset) => [position.getX(corner + offset), position.getY(corner + offset), position.getZ(corner + offset)]);
58
+ const [a, b, c] = points;
59
+ const normal = [(b[1] - a[1]) * (c[2] - a[2]) - (b[2] - a[2]) * (c[1] - a[1]), (b[2] - a[2]) * (c[0] - a[0]) - (b[0] - a[0]) * (c[2] - a[2]), (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0])].map(Math.abs);
60
+ const facing = normal.indexOf(Math.max(...normal));
61
+ const [u, v] = [0, 1, 2].filter((axis) => axis !== facing);
62
+ points.forEach((point, offset) => coordinates.set([point[u] * grainScale, point[v] * grainScale], (corner + offset) * 2));
63
+ }
64
+ apart.setAttribute("uv", new BufferAttribute(coordinates, 2));
65
+ return apart;
66
+ }
@@ -0,0 +1,138 @@
1
+ // The direction that is up on the screen, on the floor: away from the camera, which looks from the near side.
2
+ const screenUp = [0, 0, -1];
3
+ /** The dice to throw for the dice of a roll: a d% as its tens and its units, a d10's 10 as its 0; dice with no model, as a d3 or dF, are left out. */
4
+ export function diceToThrow(dice, kinds) {
5
+ return dice.flatMap((die) => {
6
+ // The face before a reroll, then the faces it showed after, more than one when it exploded.
7
+ const values = [...(die.rerolledFrom === undefined ? [] : [die.rerolledFrom]), ...(die.faces ?? [die.value])];
8
+ const dropped = die.dropped === true;
9
+ // A d% is celebrated on its tens.
10
+ const rare = rareFace(die);
11
+ const marked = rare === undefined ? {} : { rare };
12
+ if (die.sides === 100) {
13
+ return [{ kind: "d100", values: values.map((value) => Math.floor((value % 100) / 10) * 10), dropped, ...marked }, { kind: "d10", values: values.map((value) => value % 10), dropped }];
14
+ }
15
+ const kind = `d${die.sides}`;
16
+ return kinds.has(kind) ? [{ kind, values: die.sides === 10 ? values.map((value) => value % 10) : values, dropped, ...marked }] : [];
17
+ });
18
+ }
19
+ /** The rare face a die shows: its highest or its lowest, on a die of ten faces or more that counts; none for a dropped die, or one that exploded. */
20
+ export function rareFace(die) {
21
+ if (typeof die.sides !== "number" || die.sides < 10 || die.dropped === true || (die.faces?.length ?? 1) > 1) {
22
+ return undefined;
23
+ }
24
+ return die.value === die.sides ? "highest" : die.value === 1 ? "lowest" : undefined;
25
+ }
26
+ /** The turns that leave a shape where it is: its symmetries, the identity among them. */
27
+ export function symmetries(shape) {
28
+ const points = shape.vertices;
29
+ const size = Math.max(...points.map(length));
30
+ const sameLength = (one, other) => Math.abs(length(one) - length(other)) < size * 1e-4;
31
+ const [first] = points;
32
+ const second = points.find((point) => length(cross(first, point)) > size * size * 1e-2);
33
+ if (first === undefined || second === undefined) {
34
+ return [[0, 0, 0, 1]];
35
+ }
36
+ const source = frame(first, second);
37
+ const turns = [];
38
+ for (const to of points) {
39
+ for (const other of points) {
40
+ if (!sameLength(to, first) || !sameLength(other, second) || Math.abs(dot(to, other) - dot(first, second)) > size * size * 1e-4) {
41
+ continue;
42
+ }
43
+ const target = frame(to, other);
44
+ const turn = combine(target, conjugate(source));
45
+ if (points.every((point) => points.some((onto) => distance(rotate(turn, point), onto) < size * 1e-3))) {
46
+ turns.push(turn);
47
+ }
48
+ }
49
+ }
50
+ return turns;
51
+ }
52
+ /** The value a die shows, turned so: the one whose up direction points highest. */
53
+ export function landedValue(model, turn) {
54
+ return model.values.reduce((best, value) => (rotate(turn, value.up)[1] > rotate(turn, best.up)[1] ? value : best));
55
+ }
56
+ /**
57
+ * The symmetry to show a die with, so that it shows the wanted value where it landed: of those that bring the wanted value's up direction onto the landed one's,
58
+ * the one that leaves its number most upright on the screen. The die is then shown as its turn, then this one.
59
+ */
60
+ export function landingTurn(model, turns, turn, wanted) {
61
+ const landed = landedValue(model, turn);
62
+ const goal = model.values.find((value) => value.value === wanted);
63
+ if (goal === undefined) {
64
+ return [0, 0, 0, 1];
65
+ }
66
+ const fitting = turns.filter((symmetry) => distance(rotate(symmetry, goal.up), landed.up) < 1e-3 * length(landed.up));
67
+ const top = goal.top;
68
+ const upright = (symmetry) => (top === undefined ? 0 : dot(rotate(turn, rotate(symmetry, top)), screenUp));
69
+ return fitting.reduce((best, symmetry) => (best === undefined || upright(symmetry) > upright(best) ? symmetry : best), undefined) ?? [0, 0, 0, 1];
70
+ }
71
+ /** The outward directions of a shape's faces, by Newell's sum, right for a face whose corners are not quite in a plane. */
72
+ export function faceNormals(shape) {
73
+ return shape.faces.map((face) => face.reduce((sum, corner, index) => {
74
+ const here = shape.vertices[corner] ?? [0, 0, 0];
75
+ const next = shape.vertices[face[(index + 1) % face.length] ?? 0] ?? [0, 0, 0];
76
+ return [sum[0] + (here[1] - next[1]) * (here[2] + next[2]), sum[1] + (here[2] - next[2]) * (here[0] + next[0]), sum[2] + (here[0] - next[0]) * (here[1] + next[1])];
77
+ }, [0, 0, 0]));
78
+ }
79
+ /** A vector turned. */
80
+ export function rotate(turn, vector) {
81
+ const [x, y, z, w] = turn;
82
+ const [vx, vy, vz] = vector;
83
+ const tx = 2 * (y * vz - z * vy);
84
+ const ty = 2 * (z * vx - x * vz);
85
+ const tz = 2 * (x * vy - y * vx);
86
+ return [vx + w * tx + (y * tz - z * ty), vy + w * ty + (z * tx - x * tz), vz + w * tz + (x * ty - y * tx)];
87
+ }
88
+ /** The turn `second`, then `first`. */
89
+ export function combine(first, second) {
90
+ const [ax, ay, az, aw] = first;
91
+ const [bx, by, bz, bw] = second;
92
+ return [aw * bx + ax * bw + ay * bz - az * by, aw * by - ax * bz + ay * bw + az * bx, aw * bz + ax * by - ay * bx + az * bw, aw * bw - ax * bx - ay * by - az * bz];
93
+ }
94
+ function conjugate(turn) {
95
+ return [-turn[0], -turn[1], -turn[2], turn[3]];
96
+ }
97
+ /** The turn that brings the axes onto the frame of two directions: x along the first, y toward the second, z across them. */
98
+ function frame(first, second) {
99
+ const x = scale(first, 1 / length(first));
100
+ const along = dot(second, x);
101
+ const sideways = [second[0] - x[0] * along, second[1] - x[1] * along, second[2] - x[2] * along];
102
+ const y = scale(sideways, 1 / length(sideways));
103
+ const z = cross(x, y);
104
+ return fromAxes(x, y, z);
105
+ }
106
+ /** A turn from the directions the axes go to: the columns of its matrix. */
107
+ function fromAxes(x, y, z) {
108
+ const trace = x[0] + y[1] + z[2];
109
+ if (trace > 0) {
110
+ const s = 0.5 / Math.sqrt(trace + 1);
111
+ return [(y[2] - z[1]) * s, (z[0] - x[2]) * s, (x[1] - y[0]) * s, 0.25 / s];
112
+ }
113
+ if (x[0] > y[1] && x[0] > z[2]) {
114
+ const s = 2 * Math.sqrt(1 + x[0] - y[1] - z[2]);
115
+ return [0.25 * s, (y[0] + x[1]) / s, (z[0] + x[2]) / s, (y[2] - z[1]) / s];
116
+ }
117
+ if (y[1] > z[2]) {
118
+ const s = 2 * Math.sqrt(1 + y[1] - x[0] - z[2]);
119
+ return [(y[0] + x[1]) / s, 0.25 * s, (z[1] + y[2]) / s, (z[0] - x[2]) / s];
120
+ }
121
+ const s = 2 * Math.sqrt(1 + z[2] - x[0] - y[1]);
122
+ return [(z[0] + x[2]) / s, (z[1] + y[2]) / s, 0.25 * s, (x[1] - y[0]) / s];
123
+ }
124
+ function dot(first, second) {
125
+ return first[0] * second[0] + first[1] * second[1] + first[2] * second[2];
126
+ }
127
+ function cross(first, second) {
128
+ return [first[1] * second[2] - first[2] * second[1], first[2] * second[0] - first[0] * second[2], first[0] * second[1] - first[1] * second[0]];
129
+ }
130
+ function length(vector) {
131
+ return Math.hypot(...vector);
132
+ }
133
+ function scale(vector, by) {
134
+ return [vector[0] * by, vector[1] * by, vector[2] * by];
135
+ }
136
+ function distance(first, second) {
137
+ return Math.hypot(first[0] - second[0], first[1] - second[1], first[2] - second[2]);
138
+ }
@@ -0,0 +1,49 @@
1
+ // The dice of the tray, by their sides, from the top of its column: 100 is the d%, thrown as its tens and its units; the d20, the most thrown, is the nearest
2
+ // to the button.
3
+ export const trayDice = [100, 4, 6, 8, 10, 12, 20];
4
+ /** Whether the tray can throw these dice by itself: kinds it has, all counting or with the highest or the lowest one alone kept, as one of two dropped, and a
5
+ * number; never a reroll, an explosion or more dice kept or dropped, which the engine alone makes, so that a check asking one keeps its button by hand (D-339,
6
+ * D-380, D-397). */
7
+ export function trayThrows(dice) {
8
+ const terms = dice.toLowerCase().replace(/\s+/g, "").replaceAll("−", "-").match(/[+-]?[^+-]+/g) ?? [];
9
+ return terms.some((term) => term.includes("d")) && terms.every((term) => {
10
+ const die = /^\+?(\d*)d(\d+|%)(k[hl]1?|d[hl]1?)?$/.exec(term);
11
+ const kept = die?.[3] === undefined || die[3].startsWith("k") || die[1] === "2";
12
+ return /^[+-]?\d+$/.test(term) || (die !== null && kept && trayDice.includes(die[2] === "%" ? 100 : Number(die[2])));
13
+ });
14
+ }
15
+ /** A die's name, as the tray shows it: d20, and d% for the percentile. */
16
+ export function dieName(sides) {
17
+ return sides === 100 ? "d%" : `d${sides}`;
18
+ }
19
+ /** The kinds' choices of which count, for those of two dice or more alone, but the d%. */
20
+ export function keptOf(pool, keeps) {
21
+ return Object.fromEntries(Object.entries(keeps).filter(([sides, keep]) => keep !== undefined && Number(sides) !== 100 && pool.filter((chosen) => chosen === Number(sides)).length >= 2));
22
+ }
23
+ /** The dice chosen as a notation, the biggest first, with which count and the modifier: 2d20kh1+1d6+3, 4d6dl1. */
24
+ export function notation(pool, modifier, keeps) {
25
+ const kinds = [...new Set(pool)].sort((first, second) => second - first);
26
+ const dice = kinds.map((sides) => {
27
+ const count = pool.filter((chosen) => chosen === sides).length;
28
+ const keep = keeps[sides];
29
+ const kept = keep === undefined ? "" : keep === "highest" ? "kh1" : "kl1";
30
+ return `${count}${dieName(sides)}${kept}`;
31
+ }).join("+");
32
+ return modifier === 0 ? dice : `${dice}${modifier > 0 ? "+" : "-"}${Math.abs(modifier)}`;
33
+ }
34
+ /** The dice thrown with the one that does not count dropped, for each kind whose highest or lowest count: the lowest or the highest of its faces. */
35
+ export function withDropped(dice, keeps) {
36
+ const dropped = new Set(Object.entries(keeps).flatMap(([sides, keep]) => {
37
+ const ofKind = dice.map((die, index) => ({ die, index })).filter(({ die }) => die.sides === Number(sides));
38
+ const sorted = ofKind.toSorted((first, second) => (keep === "highest" ? first.die.value - second.die.value : second.die.value - first.die.value));
39
+ // All but the last, the highest for the highest kept, the lowest for the lowest.
40
+ return sorted.length < 2 ? [] : sorted.slice(0, -1).map(({ index }) => index);
41
+ }));
42
+ return dice.map((die, index) => (dropped.has(index) ? { ...die, dropped: true } : die));
43
+ }
44
+ /** The dice thrown as the chat writes them: each kind's faces in brackets, a dropped one in parentheses, the biggest first, then the modifier. */
45
+ export function diceText(dice, modifier) {
46
+ const kinds = [...new Set(dice.map((die) => die.sides))].sort((first, second) => Number(second) - Number(first));
47
+ const faces = kinds.map((sides) => `[${dice.filter((die) => die.sides === sides).map((die) => (die.dropped === true ? `(${die.value})` : String(die.value))).join(", ")}]`).join(" + ");
48
+ return modifier === 0 ? faces : `${faces} ${modifier > 0 ? "+" : "−"} ${Math.abs(modifier)}`;
49
+ }