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 +1,242 @@
1
+ // A throw of dice (D-278): simulated with Rapier before it is shown, and recorded frame by frame, with the knocks of the dice, for their sound. The same
2
+ // frames, shown, are the physics: the dice land where they landed. A die stops only lying on the floor with a whole face; when one comes to rest leaning
3
+ // on a wall or on another die, or on top of one, the throw goes back to a moment the dice still ran and goes on from there, their speeds a little changed,
4
+ // so that nobody sees the throw that leaned (D-400).
5
+ // Rapier by its default export: its declarations name their files without extension, which the tests' NodeNext cannot follow, so only there it is any;
6
+ // the page's own build reads them whole and checks its types.
7
+ import RAPIER from "@dimforge/rapier3d-compat";
8
+ import { faceNormals, rotate } from "./models.js";
9
+ const step = 1 / 60;
10
+ // A throw stops by itself well before this; past it, the dice are taken as they lie.
11
+ const longest = 8 / step;
12
+ // A knock softer than this makes no sound, as a die settling; a die knocks on the floor, and two dice on each other, at most once in so many frames, as one
13
+ // that rattles.
14
+ const softest = 1.5;
15
+ const knockGap = 3;
16
+ // More than the farthest corner of any die from its centre.
17
+ const startClearance = 1.3;
18
+ // How far left of the middle the dice leave the hand at most: in a common window's tray, three quarters of its half width; and that half width.
19
+ const farthestStart = 6.5;
20
+ const commonWidth = 7;
21
+ // Dice that went less than this in the last frames are at rest.
22
+ const restingMove = 0.02;
23
+ const restingFrames = 12;
24
+ // A die lies flat when a face looks down within this angle, and on the floor when its lowest corner is this near it; dice at rest with one that does not,
25
+ // this long, lean: before, it may still be tipping over.
26
+ const flatAngle = (3 * Math.PI) / 180;
27
+ const floorContact = 0.1;
28
+ const leaningFrames = 30;
29
+ // A throw that leaned goes back to the last frame the dice that leaned ran faster than so much, and so many frames more at each try, never before the
30
+ // dice have flown this long; it changes the speed of the dice still running by this much at most; past so many tries, the dice are thrown anew.
31
+ const runningSpeed = 3;
32
+ const rewind = 15;
33
+ const earliest = 20;
34
+ const nudge = 0.06;
35
+ const stillSpeed = 0.5;
36
+ const tries = 12;
37
+ // How long a throw may be simulated again, in milliseconds, while the page waits: past it, the throw that leaned least is taken. Ten dice fit on a
38
+ // computer's tray; on a phone's, past six they crowd, and one may lean at times.
39
+ const budget = 400;
40
+ // How the dice touch: friction and bounce are the average of the two bodies', so that a die slides on a die as resin on resin and grips the floor as felt.
41
+ const dieFriction = 0.2;
42
+ const floorFriction = 1.2;
43
+ const dieBounce = 0.35;
44
+ const floorBounce = 0.25;
45
+ let loading;
46
+ /** Loads the physics, once: a throw needs it. */
47
+ export function loadPhysics() {
48
+ const loaded = loading ?? RAPIER.init();
49
+ loading = loaded;
50
+ return loaded;
51
+ }
52
+ /**
53
+ * Throws dice of these shapes into the tray together, from its left side, spinning, with the randomness given, until they all lie flat; past lying dice, if
54
+ * any; within a budget of time, by the clock given.
55
+ */
56
+ export function throwDice(shapes, tray, random = Math.random, lying = [], clock = () => performance.now()) {
57
+ const normals = shapes.map(faceNormals);
58
+ const started = clock();
59
+ let best;
60
+ for (;;) {
61
+ let frames = [];
62
+ let motions = [];
63
+ let knocks = [];
64
+ let from = 0;
65
+ let start = leavingHand(shapes, tray, random);
66
+ for (let attempt = 1; attempt <= tries; attempt++) {
67
+ const run = simulate(shapes, normals, tray, lying, start, from);
68
+ frames = [...frames.slice(0, from), ...run.frames];
69
+ motions = [...motions.slice(0, from), ...run.motions];
70
+ knocks = [...knocks.filter((knock) => knock.frame < from), ...run.knocks];
71
+ if (!run.leaned) {
72
+ return { frames, knocks };
73
+ }
74
+ const leaning = leaningDice(shapes, normals, motions);
75
+ if (best === undefined || leaning.length < best.leaning) {
76
+ best = { thrown: { frames, knocks }, leaning: leaning.length };
77
+ }
78
+ if (clock() - started > budget) {
79
+ return best.thrown;
80
+ }
81
+ const running = leaning.map((index) => motions.findLastIndex((frame) => Math.hypot(...(frame[index]?.velocity ?? [0, 0, 0])) > runningSpeed));
82
+ from = Math.min(motions.length, Math.max(earliest, Math.min(...running) - rewind * (attempt - 1)));
83
+ start = nudged(motions[from - 1] ?? [], random);
84
+ }
85
+ }
86
+ }
87
+ /** The dice that rest at the end not lying flat on the floor. */
88
+ function leaningDice(shapes, normals, motions) {
89
+ return (motions.at(-1) ?? []).flatMap((motion, index) => (onTheFloor(shapes[index], normals[index] ?? [], motion) ? [] : [index]));
90
+ }
91
+ /** How the dice leave the hand: one beside the other across the tray's depth, from its left, spinning. */
92
+ function leavingHand(shapes, tray, random) {
93
+ return shapes.map((_, index) => {
94
+ const spin = () => (random() - 0.5) * 40;
95
+ const across = shapes.length === 1 ? (random() - 0.5) * tray.depth : ((index + 0.5) / shapes.length - 0.5) * tray.depth * 0.8;
96
+ // From the tray's left, as far as a common window's, so that in a wide one the dice still come to its middle; clear of the left wall, where a die
97
+ // would be pushed out with a knock, in the air, before it ever falls.
98
+ const position = [Math.max(-Math.min(tray.width * 0.75, farthestStart) - random(), -tray.width + startClearance), 2.5 + random() + index * 0.3, across];
99
+ // In a narrow tray, as a phone's, more gently: the dice would all end against its far wall.
100
+ const strength = Math.min(1, tray.width / commonWidth);
101
+ return { position, quaternion: randomTurn(random), velocity: [(11 + random() * 6) * strength, 2 + random() * 4, (random() - 0.5) * 10], spin: [spin(), spin(), spin()] };
102
+ });
103
+ }
104
+ /** The dice as they move, the speed of those still running changed a little, as unseen as a breath. */
105
+ function nudged(motions, random) {
106
+ const change = (vector) => vector.map((part) => part * (1 + (random() - 0.5) * 2 * nudge));
107
+ return motions.map((motion) => (Math.hypot(...motion.velocity) < stillSpeed ? motion : { ...motion, velocity: change(motion.velocity), spin: change(motion.spin) }));
108
+ }
109
+ /** The throw from these motions, its frames counted from the one given, until the dice lie flat on the floor, or rest with one that does not. */
110
+ function simulate(shapes, normals, tray, lying, start, from) {
111
+ const world = new RAPIER.World({ x: 0, y: -60, z: 0 });
112
+ world.timestep = step;
113
+ const events = new RAPIER.EventQueue(true);
114
+ try {
115
+ const fixed = world.createRigidBody(RAPIER.RigidBodyDesc.fixed());
116
+ const thickness = 1;
117
+ // The floor, under y = 0, and the four walls around it, reaching high.
118
+ const sides = [
119
+ [0, -thickness, 0, 100, thickness, 100],
120
+ [-tray.width - thickness, 50, 0, thickness, 50, 100],
121
+ [tray.width + thickness, 50, 0, thickness, 50, 100],
122
+ [0, 50, -tray.depth - thickness, 100, 50, thickness],
123
+ [0, 50, tray.depth + thickness, 100, 50, thickness],
124
+ ];
125
+ for (const [x, y, z, halfWidth, halfHeight, halfDepth] of sides) {
126
+ world.createCollider(RAPIER.ColliderDesc.cuboid(halfWidth, halfHeight, halfDepth).setTranslation(x, y, z).setFriction(floorFriction).setRestitution(floorBounce), fixed);
127
+ }
128
+ // The colliders of the dice, lying and thrown; and of each thrown die, its place among them.
129
+ const dice = new Set();
130
+ const thrownIndex = new Map();
131
+ for (const die of lying) {
132
+ const body = world.createRigidBody(RAPIER.RigidBodyDesc.fixed().setTranslation(...die.frame.position).setRotation(rotation(die.frame.quaternion)));
133
+ dice.add(world.createCollider(dieCollider(die.shape), body).handle);
134
+ }
135
+ const bodies = shapes.map((shape, index) => {
136
+ const motion = start[index];
137
+ const description = RAPIER.RigidBodyDesc.dynamic().setLinearDamping(0.5).setAngularDamping(0.8).setCcdEnabled(true);
138
+ if (motion !== undefined) {
139
+ description.setTranslation(...motion.position).setRotation(rotation(motion.quaternion)).setLinvel(...motion.velocity).setAngvel(vector(motion.spin));
140
+ }
141
+ const body = world.createRigidBody(description);
142
+ const handle = world.createCollider(dieCollider(shape).setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS), body).handle;
143
+ dice.add(handle);
144
+ thrownIndex.set(handle, index);
145
+ return body;
146
+ });
147
+ const frames = [];
148
+ const motions = [];
149
+ const knocks = [];
150
+ const now = () => from + frames.length;
151
+ // When a die last knocked the floor or a wall, and two dice each other, by the pair: a rattle knocks once in a few frames.
152
+ const lastKnock = new Map();
153
+ // Since when the dice rest with one not lying flat on the floor.
154
+ let leaningSince;
155
+ while (now() < longest) {
156
+ const before = motions.at(-1) ?? start;
157
+ world.step(events);
158
+ events.drainCollisionEvents((first, second, started) => {
159
+ // In the first frames of a throw taken again, the dice's contacts begin anew though they went on: no knock.
160
+ const resumed = from > 0 && frames.length < knockGap;
161
+ const onDie = dice.has(first) && dice.has(second);
162
+ // A die on the floor or a wall knocks once for both; two dice, once for the pair.
163
+ const key = onDie ? [first, second].sort((one, other) => one - other).join(" ") : String(dice.has(first) ? first : second);
164
+ const strength = started && !resumed ? impact(world, first, second, before, thrownIndex) : 0;
165
+ if (strength > softest && now() - (lastKnock.get(key) ?? -knockGap) >= knockGap) {
166
+ knocks.push({ frame: now(), strength, onDie });
167
+ lastKnock.set(key, now());
168
+ }
169
+ });
170
+ const motion = bodies.map((body) => {
171
+ const { x, y, z } = body.translation();
172
+ const turn = body.rotation();
173
+ const velocity = body.linvel();
174
+ const spin = body.angvel();
175
+ return { position: [x, y, z], quaternion: [turn.x, turn.y, turn.z, turn.w], velocity: [velocity.x, velocity.y, velocity.z], spin: [spin.x, spin.y, spin.z] };
176
+ });
177
+ const frame = motion.map(({ position, quaternion }) => ({ position, quaternion }));
178
+ const earlier = frames.at(-restingFrames);
179
+ frames.push(frame);
180
+ motions.push(motion);
181
+ if (earlier === undefined || !frame.every((die, index) => moved(earlier[index], die) < restingMove)) {
182
+ leaningSince = undefined;
183
+ continue;
184
+ }
185
+ if (frame.every((die, index) => onTheFloor(shapes[index], normals[index] ?? [], die))) {
186
+ return { frames, motions, knocks, leaned: false };
187
+ }
188
+ leaningSince ??= now();
189
+ if (now() - leaningSince >= leaningFrames) {
190
+ return { frames, motions, knocks, leaned: true };
191
+ }
192
+ }
193
+ return { frames, motions, knocks, leaned: leaningDice(shapes, normals, motions).length > 0 };
194
+ }
195
+ finally {
196
+ events.free();
197
+ world.free();
198
+ }
199
+ }
200
+ /** How hard two colliders that began to touch met: how fast they came together along their contact, the frame before; at least one of them a thrown die. */
201
+ function impact(world, first, second, before, thrownIndex) {
202
+ const velocity = (handle) => before[thrownIndex.get(handle) ?? -1]?.velocity ?? [0, 0, 0];
203
+ const [one, other] = [velocity(first), velocity(second)];
204
+ const closing = [one[0] - other[0], one[1] - other[1], one[2] - other[2]];
205
+ let normal;
206
+ world.contactPair(world.getCollider(first), world.getCollider(second), (manifold) => {
207
+ const { x, y, z } = manifold.normal();
208
+ normal ??= [x, y, z];
209
+ });
210
+ return normal === undefined ? Math.hypot(...closing) : Math.abs(closing[0] * normal[0] + closing[1] * normal[1] + closing[2] * normal[2]);
211
+ }
212
+ /** A die's body for the physics: its shape's hull. */
213
+ function dieCollider(shape) {
214
+ const hull = RAPIER.ColliderDesc.convexHull(new Float32Array(shape.vertices.flat()));
215
+ if (hull === null) {
216
+ throw new Error("A die's shape has no hull: its corners in dice.json are fewer than four or lie in a plane. Write the dice again with make-dice.py.");
217
+ }
218
+ return hull.setFriction(dieFriction).setRestitution(dieBounce);
219
+ }
220
+ /** Whether a die lies on the floor with a whole face: not on an edge, leaning, nor on another die. */
221
+ function onTheFloor(shape, normals, frame) {
222
+ const lowest = Math.min(...(shape?.vertices ?? []).map((corner) => rotate(frame.quaternion, corner)[1] + frame.position[1]));
223
+ return lowest < floorContact && normals.some((normal) => -rotate(frame.quaternion, normal)[1] > Math.cos(flatAngle) * Math.hypot(...normal));
224
+ }
225
+ /** A turn at random, every turn as likely. */
226
+ function randomTurn(random) {
227
+ const [first, second, third] = [random(), random(), random()];
228
+ const [one, other] = [Math.sqrt(1 - first), Math.sqrt(first)];
229
+ return [one * Math.sin(2 * Math.PI * second), one * Math.cos(2 * Math.PI * second), other * Math.sin(2 * Math.PI * third), other * Math.cos(2 * Math.PI * third)];
230
+ }
231
+ function rotation([x, y, z, w]) {
232
+ return { x, y, z, w };
233
+ }
234
+ function vector([x, y, z]) {
235
+ return { x, y, z };
236
+ }
237
+ /** How far a die went between two frames, in its place and in its turn. */
238
+ function moved(before, after) {
239
+ const place = Math.hypot(after.position[0] - before.position[0], after.position[1] - before.position[1], after.position[2] - before.position[2]);
240
+ const turn = Math.hypot(...after.quaternion.map((part, index) => part - before.quaternion[index]));
241
+ return Math.max(place, turn);
242
+ }
@@ -0,0 +1,365 @@
1
+ import { jsx as _jsx, jsxs as _jsxs, Fragment as _Fragment } from "preact/jsx-runtime";
2
+ // The dice tray (D-278, D-279, D-284): the dice of a roll the master asked land on the numbers the engine rolled, and a plate says the check, each die and the
3
+ // total. The player can also always throw dice from the column of dice over the button, as many as they like and a modifier: dice that make a check the master
4
+ // asks answer it, and the engine rolls it (D-330); any other throw is free, the engine does not hear of it, the dice fade away and its line stays in this
5
+ // browser's rolls alone. With two dice or more of a kind, which count: all, the highest one or the lowest one (D-337, D-397). The dice show as pictures, never as their
6
+ // notation. The dice and their physics load at the first throw.
7
+ import { useEffect, useRef, useState } from "preact/hooks";
8
+ import { DiceFaces } from "../faces.js";
9
+ import { DieIcon, Icon } from "../icons.js";
10
+ import { notationModifier, shownText, signed } from "../labels.js";
11
+ import { Token } from "../party.js";
12
+ import { soundPref, useChoice, usePref } from "../prefs.js";
13
+ import { trayCheck, useRequested } from "../requested.js";
14
+ import { arrowStep, t } from "../text.js";
15
+ import { diceToThrow, rareFace } from "./models.js";
16
+ import { diceText, dieName, keptOf, notation, trayDice, withDropped } from "./pool.js";
17
+ import { diceEdgesPref, diceSetPref } from "./sets.js";
18
+ import { wakeSound } from "./sounds.js";
19
+ // After a throw, how long the dice stay before they fade: a roll the master asked stays longer, to be read, then flies into its line of the rolls.
20
+ const lingers = { free: 3200, asked: 4200 };
21
+ // As --long and --flight in the style sheet.
22
+ const fadeLength = 600;
23
+ const flight = 450;
24
+ // At most so many dice at once, which the page throws in a moment.
25
+ const mostDice = 20;
26
+ // The choices of what counts, as the tray says them.
27
+ const keepModes = ["sum", "highest", "lowest"];
28
+ export function DiceTray({ requested, sheetThrow, party, onShown, onFree }) {
29
+ const asked = useRequested();
30
+ const canvas = useRef(null);
31
+ const shownPlate = useRef(null);
32
+ const measuredPlate = useRef(null);
33
+ const button = useRef(null);
34
+ const controls = useRef(null);
35
+ const tray = useRef(null);
36
+ const roller = useRef();
37
+ // The number of the throw shown now: a newer throw ends an older one's animation and timers.
38
+ const throwing = useRef(0);
39
+ const skipping = useRef(false);
40
+ const [plate, setPlate] = useState();
41
+ const [rolling, setRolling] = useState(false);
42
+ const [fading, setFading] = useState(false);
43
+ const [open, setOpen] = useState(false);
44
+ const [pool, setPool] = useState([]);
45
+ const [keeps, setKeeps] = useState({});
46
+ const [modifier, setModifier] = useState(0);
47
+ const [sound, setSound] = usePref(soundPref);
48
+ const [diceSet] = useChoice(diceSetPref);
49
+ const [edges] = useChoice(diceEdgesPref);
50
+ const shownSet = useRef(`${diceSet} ${edges}`);
51
+ useEffect(() => {
52
+ const onResize = () => void roller.current?.then((loaded) => loaded?.resize());
53
+ // Escape lets the dice land at once, and closes the tray, giving the focus back to its button.
54
+ const onKey = (event) => {
55
+ wakeSound();
56
+ if (event.key === "Escape") {
57
+ skipping.current = true;
58
+ setOpen(false);
59
+ if (controls.current?.contains(document.activeElement) === true) {
60
+ button.current?.focus();
61
+ }
62
+ }
63
+ };
64
+ window.addEventListener("resize", onResize);
65
+ window.addEventListener("keydown", onKey);
66
+ window.addEventListener("pointerdown", wakeSound);
67
+ return () => {
68
+ window.removeEventListener("resize", onResize);
69
+ window.removeEventListener("keydown", onKey);
70
+ window.removeEventListener("pointerdown", wakeSound);
71
+ };
72
+ }, []);
73
+ // A text field that takes the focus comes whole above this button: the browser brings in only its caret, the page's scroll-padding keeps the button's room.
74
+ useEffect(() => {
75
+ const onFocus = (event) => {
76
+ if (event.target instanceof HTMLElement && event.target.matches("textarea, input:not([type=radio], [type=checkbox])")) {
77
+ event.target.scrollIntoView({ block: "nearest" });
78
+ }
79
+ };
80
+ window.addEventListener("focusin", onFocus);
81
+ return () => window.removeEventListener("focusin", onFocus);
82
+ }, []);
83
+ // The open tray takes the focus to the d20, and closes at a click elsewhere on the page, keeping the dice chosen.
84
+ useEffect(() => {
85
+ if (!open) {
86
+ return;
87
+ }
88
+ tray.current?.querySelector(`[data-sides="20"]`)?.focus();
89
+ const onPointer = (event) => {
90
+ if (!(event.target instanceof Node && controls.current?.contains(event.target) === true)) {
91
+ setOpen(false);
92
+ }
93
+ };
94
+ window.addEventListener("pointerdown", onPointer);
95
+ return () => window.removeEventListener("pointerdown", onPointer);
96
+ }, [open]);
97
+ /** The dice and their stage, loaded once; undefined when the browser cannot draw them, and then the plate comes alone. */
98
+ const loadRoller = () => {
99
+ const surface = canvas.current;
100
+ roller.current ??= surface === null ? Promise.resolve(undefined) : import("./roller.js").then((module) => module.makeRoller(surface)).catch(() => undefined);
101
+ return roller.current;
102
+ };
103
+ /** Throws these dice, each landing on its value, then shows the plate, and fades it all after a while; the plate alone when the dice cannot be thrown. */
104
+ const throwAndShow = async (given, linger) => {
105
+ const shown = { ...given, ...rareOf(given.dice) };
106
+ const number = ++throwing.current;
107
+ const current = () => number === throwing.current;
108
+ skipping.current = false;
109
+ setFading(false);
110
+ setRolling(true);
111
+ setPlate({ ...shown, shown: false });
112
+ const loaded = await loadRoller();
113
+ // The plate is measured, unseen, before the dice fly: they land above it, however many rows its dice take (D-366).
114
+ await new Promise((painted) => requestAnimationFrame(painted));
115
+ const plateTop = measuredPlate.current?.getBoundingClientRect().top;
116
+ if (plateTop !== undefined && plateTop > 0) {
117
+ loaded?.cover(window.innerHeight - plateTop);
118
+ }
119
+ try {
120
+ const toThrow = loaded === undefined ? [] : diceToThrow(given.dice, loaded.kinds);
121
+ if (toThrow.length === 0) {
122
+ loaded?.hide();
123
+ }
124
+ else if (await loaded?.roll(toThrow, { instant: matchMedia("(prefers-reduced-motion: reduce)").matches, sound, skipping: () => skipping.current, current }) !== true) {
125
+ return;
126
+ }
127
+ }
128
+ catch {
129
+ // Dice written by hand in the log, which the page cannot throw: the plate says the roll all the same.
130
+ loaded?.hide();
131
+ }
132
+ if (!current()) {
133
+ return;
134
+ }
135
+ setRolling(false);
136
+ setPlate({ ...shown, shown: true });
137
+ const done = () => {
138
+ if (current()) {
139
+ loaded?.hide();
140
+ setPlate(undefined);
141
+ setFading(false);
142
+ }
143
+ };
144
+ window.setTimeout(() => {
145
+ if (!current()) {
146
+ return;
147
+ }
148
+ // The roll's line comes into the rolls only now, as its dice go (D-300); a free throw's into this browser's rolls (D-330 (4)). The plate waits for
149
+ // its place to open, then flies into it, wherever the rolls are, out of the window on a phone; into the rolls' title when their card is closed, or
150
+ // their tab when they are put away (D-281, D-303, D-366). It fades with reduced motion.
151
+ if (shown.roll !== undefined) {
152
+ onShown?.(shown.roll);
153
+ }
154
+ const free = shown.free ? pageRoll(shown, number) : undefined;
155
+ if (free !== undefined) {
156
+ onFree?.(free);
157
+ }
158
+ const line = shown.roll ?? free?.id;
159
+ const flies = line !== undefined && matchMedia("(prefers-reduced-motion: no-preference)").matches;
160
+ window.setTimeout(() => {
161
+ if (!current()) {
162
+ return;
163
+ }
164
+ const row = [line === undefined ? null : document.querySelector(`[data-roll="${CSS.escape(line)}"]`), document.querySelector(".rolls-card > summary"), document.querySelector(".rolls-tab")]
165
+ .find((target) => target !== null && target.getBoundingClientRect().height > 0);
166
+ setFading(true);
167
+ if (flies && row !== undefined && row !== null && shownPlate.current !== null) {
168
+ flyInto(shownPlate.current, row, done);
169
+ }
170
+ else {
171
+ window.setTimeout(done, fadeLength);
172
+ }
173
+ }, flies ? flight : 0);
174
+ }, linger);
175
+ };
176
+ // A roll the master asked, as the engine rolled it: its dice land on its numbers.
177
+ useEffect(() => {
178
+ if (requested !== undefined) {
179
+ const title = requested.check ?? requested.notation;
180
+ const member = party.find((candidate) => candidate.name === requested.who) ?? party.find((candidate) => candidate.role === "pc");
181
+ void throwAndShow({
182
+ free: false,
183
+ title,
184
+ ...(title === requested.notation ? {} : { notation: requested.notation }),
185
+ dice: requested.dice,
186
+ modifier: notationModifier(requested.notation),
187
+ total: requested.total,
188
+ text: requested.text,
189
+ ...(member === undefined ? {} : { member }),
190
+ roll: requested.id,
191
+ }, lingers.asked);
192
+ }
193
+ }, [requested?.id]);
194
+ // A set of dice or their edges chosen in Settings: a d20 of them rolls, to be seen, with no plate and no line in the rolls, then goes (D-352, D-354).
195
+ useEffect(() => {
196
+ if (`${diceSet} ${edges}` === shownSet.current) {
197
+ return;
198
+ }
199
+ shownSet.current = `${diceSet} ${edges}`;
200
+ const number = ++throwing.current;
201
+ const current = () => number === throwing.current;
202
+ skipping.current = false;
203
+ setPlate(undefined);
204
+ setRolling(false);
205
+ void loadRoller().then(async (loaded) => {
206
+ const showing = { instant: matchMedia("(prefers-reduced-motion: reduce)").matches, sound, skipping: () => skipping.current, current };
207
+ if (await loaded?.roll([{ kind: "d20", values: [fairDie(20)], dropped: false }], showing) === true) {
208
+ window.setTimeout(() => current() && loaded?.hide(), lingers.free);
209
+ }
210
+ });
211
+ }, [diceSet, edges]);
212
+ // A number of the sheet, rolled for fun: its dice and its number, which counts for nothing (D-280).
213
+ useEffect(() => {
214
+ if (sheetThrow !== undefined) {
215
+ const { roll, label, who } = sheetThrow;
216
+ const dice = roll.dice.map((sides) => ({ sides, value: fairDie(sides) }));
217
+ const total = dice.reduce((sum, die) => sum + die.value, roll.modifier);
218
+ void throwAndShow({ free: true, title: label, notation: roll.notation, dice, modifier: roll.modifier, total, text: diceText(dice, roll.modifier), ...(who === undefined ? {} : { who }) }, lingers.free);
219
+ }
220
+ }, [sheetThrow?.number]);
221
+ // Only the kinds with two dice or more keep a choice of which count.
222
+ const shownKeeps = keptOf(pool, keeps);
223
+ // The check the master asks whose dice and number the tray's dice are, when one alone is (D-330).
224
+ const answering = pool.length === 0 ? undefined : asked?.checks.find((check) => check.index === trayCheck(asked, notation(pool, modifier, shownKeeps)));
225
+ const throwPool = () => {
226
+ // Dice that make a check the master asks answer it: the engine rolls it, and its dice land as for its button. The tray closes, keeping its dice for the
227
+ // next throw until the player clears them (D-405).
228
+ setOpen(false);
229
+ if (answering !== undefined) {
230
+ asked?.answer(answering.index);
231
+ return;
232
+ }
233
+ // A free throw: the page decides it, as fairly as the browser can, leaving the dice in sight.
234
+ const dice = withDropped(pool.map((sides) => ({ sides, value: fairDie(sides) })), shownKeeps);
235
+ const total = dice.reduce((sum, die) => sum + (die.dropped === true ? 0 : die.value), modifier);
236
+ void throwAndShow({ free: true, title: t("Dice"), notation: notation(pool, modifier, shownKeeps), dice, modifier, total, text: diceText(dice, modifier) }, lingers.free);
237
+ };
238
+ const toggleSound = () => {
239
+ setSound(!sound);
240
+ };
241
+ // One die of a kind less; when none is left, the focus goes to the die itself, as its minus goes away.
242
+ const less = (sides) => {
243
+ const at = pool.lastIndexOf(sides);
244
+ setPool(pool.filter((_, index) => index !== at));
245
+ if (pool.filter((chosen) => chosen === sides).length === 1) {
246
+ tray.current?.querySelector(`[data-sides="${sides}"]`)?.focus();
247
+ }
248
+ };
249
+ // The arrows choose among what counts, the focus going with the choice, as in a radio group.
250
+ const moveKeep = (event, sides) => {
251
+ const step = arrowStep(event.key);
252
+ if (step === 0) {
253
+ return;
254
+ }
255
+ event.preventDefault();
256
+ const next = keepModes[(keepModes.indexOf(shownKeeps[sides] ?? "sum") + step + keepModes.length) % keepModes.length];
257
+ setKeeps({ ...keeps, [sides]: next === "sum" ? undefined : next });
258
+ const buttons = event.currentTarget.querySelectorAll("button");
259
+ buttons[keepModes.indexOf(next)]?.focus();
260
+ };
261
+ const clear = () => {
262
+ setPool([]);
263
+ setKeeps({});
264
+ setModifier(0);
265
+ button.current?.focus();
266
+ };
267
+ // The button opens the tray; open, it closes it while no die is chosen, and throws the dice chosen.
268
+ const press = () => {
269
+ if (!open) {
270
+ setOpen(true);
271
+ }
272
+ else if (pool.length === 0) {
273
+ setOpen(false);
274
+ }
275
+ else if (!rolling) {
276
+ throwPool();
277
+ }
278
+ };
279
+ const chosen = open && pool.length > 0;
280
+ // The dice kept from the last throw, the tray closed: their throw and their clearing beside its button, a click away (D-410).
281
+ const kept = !open && pool.length > 0;
282
+ // What a throw of the dice chosen says: their pictures, or the check of the master's they answer.
283
+ const rollWords = answering === undefined
284
+ ? (_jsxs("span", { class: "tray-roll", children: [t("Roll"), _jsx(PoolIcons, { pool: pool, keeps: shownKeeps }), modifier !== 0 && _jsx("span", { class: "notation", children: signed(modifier) }), _jsx("span", { class: "visually-hidden", children: notation(pool, modifier, shownKeeps) })] }))
285
+ : t("Answer: {check}", { check: answering.check });
286
+ return (_jsxs(_Fragment, { children: [_jsx("canvas", { ref: canvas, class: fading ? "dice-stage fading" : "dice-stage", "aria-hidden": "true" }), _jsx("div", { ref: shownPlate, class: ["dice-result", plate?.free ? "free" : "", plate?.shown && !fading ? "shown" : "", plate?.shown && fading ? "going" : "", plate?.rare === undefined ? "" : plate.rare.face].filter((name) => name !== "").join(" "), role: "status", "aria-live": "polite", children: plate?.shown && _jsx(PlateContent, { plate: plate }) }), _jsx("div", { ref: measuredPlate, class: ["dice-result", "measured", plate?.free ? "free" : "", plate?.rare === undefined ? "" : plate.rare.face].filter((name) => name !== "").join(" "), "aria-hidden": "true", children: plate !== undefined && !plate.shown && _jsx(PlateContent, { plate: plate }) }), open && _jsx("div", { class: "tray-scrim", "aria-hidden": "true" }), _jsxs("div", { ref: controls, class: "dice-controls", children: [open && (_jsxs("div", { ref: tray, class: "dice-tray", role: "group", "aria-label": asked === undefined ? t("Free roll: it counts for nothing") : t("Dice: a check the master asks, or a free roll"), children: [_jsx("p", { class: "tray-note", children: _jsx("button", { type: "button", class: "icon-button", "aria-label": t("Dice sound"), "aria-pressed": sound, "data-tip": sound ? t("Sound: on") : t("Sound: off"), onClick: toggleSound, children: _jsx(Icon, { name: sound ? "soundOn" : "soundOff" }) }) }), _jsx("ul", { class: "tray-dice", children: trayDice.map((sides) => {
287
+ const count = pool.filter((one) => one === sides).length;
288
+ return (_jsxs("li", { class: count > 0 ? "chosen" : undefined, children: [count >= 2 && sides !== 100 && (_jsx("span", { class: "tray-keep", role: "radiogroup", "aria-label": t("Of the {die}, which count", { die: dieName(sides) }), onKeyDown: (event) => moveKeep(event, sides), children: keepModes.map((mode) => (_jsx("button", { type: "button", role: "radio", "aria-checked": (shownKeeps[sides] ?? "sum") === mode, "aria-label": keepWords(mode, dieName(sides)), "data-tip": keepWords(mode, dieName(sides)), tabIndex: (shownKeeps[sides] ?? "sum") === mode ? 0 : -1, onClick: () => setKeeps({ ...keeps, [sides]: mode === "sum" ? undefined : mode }), children: mode === "sum" ? t("All") : mode === "highest" ? t("High") : t("Low") }, mode))) })), count > 0 && (_jsx("button", { type: "button", class: "tray-less", "aria-label": t("One {die} less", { die: dieName(sides) }), "data-tip": t("One less"), onClick: () => less(sides), children: _jsx(Icon, { name: "minus" }) }, "less")), _jsxs("button", { type: "button", class: "tray-die", "data-sides": sides, disabled: pool.length >= mostDice, "aria-label": count > 0 ? t("Add a {die}: {count} chosen", { die: dieName(sides), count }) : t("Add a {die}", { die: dieName(sides) }), onClick: () => setPool([...pool, sides]), children: [_jsxs("span", { class: "tray-die-name", children: [count > 0 && _jsx("span", { class: "tray-count", children: count }), dieName(sides)] }), _jsx(DieIcon, { sides: sides })] }, "die")] }, sides));
289
+ }) }), _jsxs("div", { class: "tray-modifier", children: [_jsx("button", { type: "button", "aria-label": t("Modifier: one less"), "data-tip": "\u22121", onClick: () => setModifier(modifier - 1), children: _jsx(Icon, { name: "minus" }) }), _jsxs("span", { class: "tray-modifier-value", children: [_jsx("span", { class: "tray-modifier-label", children: t("Mod") }), _jsx("output", { "aria-live": "polite", children: signed(modifier) })] }), _jsx("button", { type: "button", "aria-label": t("Modifier: one more"), "data-tip": "+1", onClick: () => setModifier(modifier + 1), children: _jsx(Icon, { name: "plus" }) })] })] })), _jsxs("div", { class: "dice-fab", children: [(open || kept) && (pool.length > 0 || modifier !== 0) && (_jsx("button", { type: "button", class: "icon-button tonal", "aria-label": t("Clear the dice"), "data-tip": t("Clear"), onClick: clear, children: _jsx(Icon, { name: "clear" }) })), kept && (_jsxs("button", { type: "button", class: "dice-button extended", "aria-disabled": rolling, onClick: () => !rolling && throwPool(), children: [_jsx(DieIcon, { sides: 20 }), _jsx("span", { children: rollWords })] })), _jsxs("button", { type: "button", ref: button, class: chosen ? "dice-button extended" : "dice-button tip-left", "aria-expanded": open, "aria-disabled": chosen && rolling, ...(chosen ? {} : { "aria-label": open ? t("Close the free roll") : t("Free roll"), "data-tip": open ? t("Close") : t("Free roll") }), onClick: press, children: [open && !chosen ? _jsx(Icon, { name: "close" }) : _jsx(DieIcon, { sides: 20 }), chosen && _jsx("span", { children: rollWords })] })] })] })] }));
290
+ }
291
+ /** What the plate says: whose roll and which, the dice one by one with the modifier, the total large, a rare face's words, and for a screen reader the chat's text. */
292
+ function PlateContent({ plate }) {
293
+ return (_jsxs(_Fragment, { children: [_jsxs("div", { class: "plate-head", children: [plate.member && _jsx(Token, { member: plate.member }), _jsxs("span", { class: "plate-what", children: [_jsx("span", { class: "plate-title", children: plate.title }), plate.free && (_jsx("span", { class: "plate-under", children: _jsx("span", { class: "plate-tag", children: "Free roll \u00B7 not logged" }) }))] })] }), _jsx(DiceFaces, { dice: plate.dice, modifier: plate.modifier, className: "plate-dice" }), _jsx("span", { class: "plate-total num", children: shownText(String(plate.total)) }), plate.rare && _jsx("p", { class: "plate-rare", children: plate.rare.words }), _jsx("span", { class: "visually-hidden", children: plate.free ? t("{dice}, free roll, not logged", { dice: plate.text }) : plate.text })] }));
294
+ }
295
+ /** A free throw as this browser's rolls keep it (D-330 (4)): whose sheet it is from, the number's label as its check, its dice and total. */
296
+ function pageRoll(plate, number) {
297
+ return {
298
+ id: `free-${Date.now()}-${number}`,
299
+ at: new Date().toISOString(),
300
+ by: "player",
301
+ // A number of the sheet keeps its label as its check; the tray's dice have none.
302
+ ...(plate.who === undefined ? {} : { who: plate.who, check: plate.title }),
303
+ notation: (plate.notation ?? plate.title).replaceAll("−", "-"),
304
+ total: plate.total,
305
+ text: plate.text,
306
+ dice: plate.dice,
307
+ free: true,
308
+ };
309
+ }
310
+ /** The rare face of the dice that count, the highest first, with its words: natural 20, natural 1 (D-281). */
311
+ function rareOf(dice) {
312
+ const rare = dice.flatMap((die) => {
313
+ const face = rareFace(die);
314
+ return face === undefined ? [] : [{ face, words: t("natural {value}", { value: face === "highest" ? die.value : 1 }) }];
315
+ }).sort((first, second) => (first.face === second.face ? 0 : first.face === "highest" ? -1 : 1))[0];
316
+ return rare === undefined ? {} : { rare };
317
+ }
318
+ /** Flies the plate into a line of the rolls, small, as the line appears; then what comes after. */
319
+ function flyInto(plate, row, then) {
320
+ const from = plate.getBoundingClientRect();
321
+ const to = row.getBoundingClientRect();
322
+ const across = to.left + to.width / 2 - (from.left + from.width / 2);
323
+ const down = to.top + to.height / 2 - (from.top + from.height / 2);
324
+ // On its way it closes the side it came out of, a card again: its border all round, its corners rounded below (D-374).
325
+ const drawn = getComputedStyle(plate);
326
+ plate.style.transition = ["transform", "border-radius", "border-bottom-width"].map((property) => `${property} var(--flight) var(--ease)`).concat("opacity var(--flight) var(--ease-in)").join(", ");
327
+ plate.style.borderBottom = `${drawn.borderTopWidth} ${drawn.borderTopStyle} ${drawn.borderTopColor}`;
328
+ plate.style.borderRadius = drawn.borderTopLeftRadius;
329
+ plate.style.transform = `translate(calc(var(--plate-x) + ${across}px), ${down}px) scale(${Math.min(1, to.height / from.height)})`;
330
+ plate.style.opacity = "0.25";
331
+ window.setTimeout(() => {
332
+ plate.style.visibility = "hidden";
333
+ then();
334
+ // Once gone, the plate takes back its own place, unseen.
335
+ requestAnimationFrame(() => {
336
+ plate.style.transition = "";
337
+ plate.style.transform = "";
338
+ plate.style.opacity = "";
339
+ plate.style.borderBottom = "";
340
+ plate.style.borderRadius = "";
341
+ plate.style.visibility = "";
342
+ });
343
+ }, flight);
344
+ }
345
+ /** The dice chosen as pictures, the biggest first: of a kind its die once or twice, the one that may not count faded, or once with how many past two. */
346
+ function PoolIcons({ pool, keeps }) {
347
+ const kinds = [...new Set(pool)].sort((first, second) => second - first);
348
+ return (_jsx(_Fragment, { children: kinds.map((sides) => {
349
+ const count = pool.filter((chosen) => chosen === sides).length;
350
+ return (_jsxs("span", { class: "die-icons", children: [Array.from({ length: Math.min(count, 2) }, (_, index) => _jsx(DieIcon, { sides: sides, faded: index === 1 && keeps[sides] !== undefined && count === 2 }, index)), count > 2 && _jsxs("span", { class: "die-more", children: ["\u00D7", count] })] }, sides));
351
+ }) }));
352
+ }
353
+ /** A die's face, as fairly as the browser can: a random number of the system's, without the bias of a remainder. */
354
+ function fairDie(sides) {
355
+ const limit = Math.floor(0x1_0000_0000 / sides) * sides;
356
+ const draw = new Uint32Array(1);
357
+ do {
358
+ crypto.getRandomValues(draw);
359
+ } while (draw[0] >= limit);
360
+ return 1 + (draw[0] % sides);
361
+ }
362
+ /** Which of a kind count, in full, as a screen reader says the short choice and its tooltip shows it (D-396, D-397). */
363
+ function keepWords(mode, die) {
364
+ return mode === "sum" ? t("Every {die} counts", { die }) : mode === "highest" ? t("Only the highest {die} counts", { die }) : t("Only the lowest {die} counts", { die });
365
+ }
@@ -0,0 +1,16 @@
1
+ import { jsx as _jsx, jsxs as _jsxs, Fragment as _Fragment } from "preact/jsx-runtime";
2
+ import { rareFace } from "./dice/models.js";
3
+ import { DieIcon } from "./icons.js";
4
+ import { signed } from "./labels.js";
5
+ export function DiceFaces({ dice, modifier, className }) {
6
+ return (_jsxs("ol", { class: className === undefined ? "dice-faces" : `dice-faces ${className}`, "aria-hidden": "true", children: [dice.map((die, index) => _jsx(DieChip, { die: die }, index)), modifier !== 0 && _jsx("li", { class: "die-modifier", children: signed(modifier) })] }));
7
+ }
8
+ function DieChip({ die }) {
9
+ const rare = rareFace(die);
10
+ const faces = die.faces !== undefined && die.faces.length > 1 ? die.faces.map((value) => faceText(die.sides, value)).join("+") : faceText(die.sides, die.value);
11
+ return (_jsxs("li", { class: ["die-chip", die.dropped === true ? "dropped" : "", rare === undefined ? "" : `rare-${rare}`].filter((name) => name !== "").join(" "), children: [_jsx(DieIcon, { sides: die.sides }), _jsxs("span", { children: [die.rerolledFrom !== undefined && (_jsxs(_Fragment, { children: [_jsx("s", { children: faceText(die.sides, die.rerolledFrom) }), "\u2192"] })), faces] })] }));
12
+ }
13
+ /** A face as a chip shows it: a number, or a dF's −, 0 and +. */
14
+ function faceText(sides, value) {
15
+ return sides === "F" ? (value < 0 ? "−" : value > 0 ? "+" : "0") : String(value);
16
+ }
@@ -0,0 +1,17 @@
1
+ import { jsx as _jsx, jsxs as _jsxs } from "preact/jsx-runtime";
2
+ // The page's foot, under a line across the whole page as the head's: our copyright, the code on GitHub and the package on npm, a heart to support the project,
3
+ // and the game system with the credit its source asks for (PLAN, phase 2).
4
+ import { Icon } from "./icons.js";
5
+ import { systemTitleLabel } from "./labels.js";
6
+ import { t } from "./text.js";
7
+ /** Where the project lives, and how to support it. */
8
+ export const footLinks = {
9
+ author: "https://stefanocaronia.it",
10
+ github: "https://github.com/stefanocaronia/rpg-engine",
11
+ npm: "https://www.npmjs.com/package/rpg-engine",
12
+ support: "https://www.paypal.com/paypalme/stefanocaronia",
13
+ };
14
+ /** The foot of the page: who made it and where it lives, how to support it, and the game system's credits. */
15
+ export function PageFoot({ product, system }) {
16
+ return (_jsxs("footer", { class: "page-foot", children: [_jsxs("p", { class: "foot-own", children: [_jsxs("span", { children: ["© 2026 ", _jsx("a", { href: footLinks.author, target: "_blank", rel: "noreferrer", children: "Stefano Caronia" }), ` · ${product}`] }), _jsx("a", { href: footLinks.github, target: "_blank", rel: "noreferrer", "aria-label": t("{product} on GitHub", { product }), "data-tip": "GitHub", children: _jsx(Icon, { name: "github" }) }), _jsx("a", { href: footLinks.npm, target: "_blank", rel: "noreferrer", "aria-label": t("{product} on npm", { product }), "data-tip": "npm", children: _jsx(Icon, { name: "npm" }) }), _jsxs("a", { class: "foot-support", href: footLinks.support, target: "_blank", rel: "noreferrer", children: [_jsx(Icon, { name: "heart" }), t("Support {product}", { product })] })] }), system && (_jsxs("p", { class: "foot-system", children: [_jsx("span", { children: `${system.name} · ${systemTitleLabel(system.title)}` }), system.attribution && (_jsxs("details", { children: [_jsx("summary", { children: t("Credits") }), _jsx("p", { children: system.attribution })] }))] }))] }));
17
+ }