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feuerwerk/src/core/graph/NodeContext.ts
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import type { AnimationPlayer } from '../model/animation';
import type { Mat } from '../model/matrix';
import type { Position, PropertyBag } from '../model/Properties';
import { type ChainTransform, composeAlongChain } from '../model/walk';
import { enabledAlongChain } from '../properties/enabled';
import { localMatrixOf, positionOf, transformOf } from '../properties/transform';
/**
* Marks a live entity apart from a struct value: both reach a data edge as an object. A symbol
* rather than a field, so no struct field name can impersonate it – and it never serializes,
* which is right for a thing that exists only while the game runs.
*/
export const ENTITY_HANDLE: unique symbol = Symbol('entity handle');
/**
* What a graph sees of a running entity; the runtime's Entity satisfies this shape. Mutating
* `x`/`y`/`props` is how actions take effect.
*/
export interface EntityHandle {
readonly [ENTITY_HANDLE]: true;
id: string;
assetId: string;
name: string;
/** Position local to `parent` (world position for top-level entities). */
x: number;
y: number;
z: number;
props: PropertyBag;
parent: EntityHandle | null;
/**
* Counts the Emit pulses a particle source has been given. Kept off `props` for the reason the
* animation players are: what the world writes back to the model must not grow an override per frame.
*/
emits?: number;
/** What `Play animation` started on this object (see `model/animation.ts`). */
animations?: AnimationPlayer[];
}
/** Position, rotation, scale and mirror of every ancestor applied, nearest last. */
export function worldTransformOf(handle: EntityHandle): ChainTransform {
return composeAlongChain(
handle,
(h) => h.parent,
(h) => ({ m: localMatrixOf(h, transformOf(h.props)), z: h.z }),
);
}
export function worldMatrixOf(handle: EntityHandle): Mat {
return worldTransformOf(handle).m;
}
export function worldPositionOf(handle: EntityHandle): Position {
return positionOf(worldTransformOf(handle));
}
/** Whether a handle and every ancestor of it are switched on. */
export function isHandleEnabled(handle: EntityHandle): boolean {
return enabledAlongChain(
handle,
(h) => h.props,
(h) => h.parent,
);
}
/** Position in world units. */
export interface PointerState {
x: number;
y: number;
inside: boolean;
down: boolean;
pressed: boolean;
released: boolean;
}
/**
* What is shared for the length of one run: the values of each Variables asset, keyed by its id,
* and the current state of each `global` machine. Two Variables assets may declare the same name
* without meeting, since a node names the asset it reads (see `graph/sharedState.ts`).
*/
export interface SharedState {
variables: Record<string, PropertyBag>;
states: Record<string, string>;
}
/**
* What a graph can do to the played game's physics (#147). The object is the one a rigidbody sits
* on, or the rigidbody itself; only a dynamic body is acted on or read, and each call answers
* whether there was one. Vectors are world units, turning is degrees the way rotation counts.
*/
export interface PhysicsControl {
velocityOf(target: EntityHandle): { x: number; y: number; angular: number } | null;
setVelocity(target: EntityHandle, x: number, y: number): boolean;
setAngularVelocity(target: EntityHandle, degrees: number): boolean;
/** World units × kg per second: the velocity changes by impulse ÷ mass. */
applyImpulse(target: EntityHandle, x: number, y: number): boolean;
/** World units per second squared, for the rest of the run. */
setGravity(x: number, y: number): void;
}
/**
* Everything the graph does to the world goes through here, so the core stays free of runtime
* imports. Implemented by the runtime (BehaviorSystem) and by test doubles.
*/
export interface NodeContext {
self: EntityHandle;
/** The behavior's parent object – the one the graph acts on. */
owner: EntityHandle | null;
variables: PropertyBag;
/**
* The current state of each state machine this instance has set, keyed by machine asset id,
* as the state node's id. A machine not in here is in no state: `State branch` follows nothing.
*/
states: Record<string, string>;
shared: SharedState;
/**
* A machine moved from one state to another – what `On state exited` / `On state entered` are
* fired from. Reported rather than fired on the spot: the events belong after the exec flow that
* caused them, never in the middle of it (see `BehaviorSystem`).
*/
stateChanged(machineId: string, from: string, to: string): void;
/** Seconds since the world started and since the last tick. */
time: number;
dt: number;
findByName(name: string): EntityHandle | null;
isKeyDown(key: string): boolean;
pointer: PointerState;
/**
* Whether a world point lies on `target`: on its colliders when it has any, otherwise on its own
* footprint or that of anything parented below it.
*/
hitTest(target: EntityHandle, x: number, y: number): boolean;
/** A collider entity stands for itself; any other entity for its direct collider children. */
isTouching(a: EntityHandle, b: EntityHandle): boolean;
/**
* Moves `target` by (dx, dy) in local units, stopping solid colliders at other solid ones axis by
* axis (x first, then y) so it slides along walls.
*/
moveAndSlide(target: EntityHandle, dx: number, dy: number): { blockedX: boolean; blockedY: boolean };
/** Absent where nothing is simulated: the editor run, and a test double that does not ask for it. */
physics?: PhysicsControl;
log(message: string): void;
/**
* Starts a sound asset, named by its id. `volume` multiplies the asset's own (1 leaves it alone);
* `loop` is the caller's answer to whether it repeats, and `undefined` leaves that to the asset,
* because the asset says what a sound *is* and the node only colours it. Every call is a voice of
* its own: two plays overlap, whether they loop or not, which is what makes one sound effect
* fired twice in a row audible twice.
*
* The voice belongs to the behavior that started it and ends when that behavior is destroyed –
* a sound is something a thing in the world is doing. `detached` gives that up on purpose, for
* the one case where the rule is in the way: the death sound of an object that destroys itself.
*/
playSound(assetId: string, volume: number, loop: boolean | undefined, detached: boolean): void;
/** Silences every voice of that sound; `''` silences everything this run started. */
stopSound(assetId: string): void;
/**
* Asks for another scene, by asset id. The swap happens once the frame is over – a graph must be
* able to finish the flow it is in, and half a frame in the old world and half in the new one is
* the kind of thing nobody can debug. The last request of a frame is the one that happens.
*/
loadScene(sceneId: string): void;
/**
* The position is local to `parent` (world when none); null when the asset does not exist or
* cannot be placed. A spawned behavior runs its `On start` on the next tick.
*/
spawn(
assetId: string,
position: { x: number; y: number; z: number },
parent: EntityHandle | null,
): EntityHandle | null;
destroy(target: EntityHandle): void;
stop(): void;
/** Ends the run and starts it again from the saved scene (everything spawned is lost). */
restart(): void;
}