deploy Syncer to a2acloud Kubernetes
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Syncer Deploy
2026-08-28 10:46:42 -03:00
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{
"name": "@syncer/shared",
"version": "0.0.0",
"private": true,
"type": "module",
"main": "./dist/index.js",
"types": "./dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"default": "./dist/index.js"
}
},
"files": [
"dist"
],
"dependencies": {
"@syncer/engine": "0.0.0"
},
"scripts": {
"dev": "tsc --watch --preserveWatchOutput",
"build": "tsc",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
"typescript": "^7.0.2"
}
}

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export interface ArenaBlock {
id: string;
x: number;
z: number;
width: number;
depth: number;
height: number;
style: "reactor" | "wall" | "crate" | "column";
}
export interface ArenaSpawn {
x: number;
z: number;
yaw: number;
}
export interface ArenaPoint {
x: number;
z: number;
}
export const ARENA_HALF_SIZE = 18;
export const PLAYER_RADIUS = 0.44;
export const PLAYER_EYE_HEIGHT = 1.58;
export const PLAYER_HEIGHT = 1.8;
export const ARENA_BLOCKS: readonly ArenaBlock[] = [
{ id: "reactor", x: 0, z: 0, width: 4.2, depth: 4.2, height: 4.8, style: "reactor" },
{ id: "north-spine", x: 0, z: -10.2, width: 8.2, depth: 1.2, height: 2.8, style: "wall" },
{ id: "south-spine", x: 0, z: 10.2, width: 8.2, depth: 1.2, height: 2.8, style: "wall" },
{ id: "west-spine", x: -10.2, z: 0, width: 1.2, depth: 8.2, height: 2.8, style: "wall" },
{ id: "east-spine", x: 10.2, z: 0, width: 1.2, depth: 8.2, height: 2.8, style: "wall" },
{ id: "nw-cover-a", x: -7, z: -7, width: 3.2, depth: 1.5, height: 1.35, style: "crate" },
{ id: "nw-cover-b", x: -7, z: -4.7, width: 1.5, depth: 3, height: 2.1, style: "crate" },
{ id: "se-cover-a", x: 7, z: 7, width: 3.2, depth: 1.5, height: 1.35, style: "crate" },
{ id: "se-cover-b", x: 7, z: 4.7, width: 1.5, depth: 3, height: 2.1, style: "crate" },
{ id: "ne-cover-a", x: 7, z: -7, width: 1.5, depth: 3.2, height: 1.55, style: "crate" },
{ id: "sw-cover-a", x: -7, z: 7, width: 1.5, depth: 3.2, height: 1.55, style: "crate" },
{ id: "northwest-column", x: -14, z: -13, width: 1.8, depth: 1.8, height: 4.2, style: "column" },
{ id: "northeast-column", x: 14, z: -13, width: 1.8, depth: 1.8, height: 4.2, style: "column" },
{ id: "southwest-column", x: -14, z: 13, width: 1.8, depth: 1.8, height: 4.2, style: "column" },
{ id: "southeast-column", x: 14, z: 13, width: 1.8, depth: 1.8, height: 4.2, style: "column" },
] as const;
export const ARENA_SPAWNS: readonly ArenaSpawn[] = [
{ x: -14.5, z: -9.5, yaw: 2.35 },
{ x: 14.5, z: 9.5, yaw: -0.78 },
{ x: 14.5, z: -9.5, yaw: -2.35 },
{ x: -14.5, z: 9.5, yaw: 0.78 },
{ x: 0, z: -15, yaw: Math.PI },
{ x: 0, z: 15, yaw: 0 },
{ x: -15, z: 0, yaw: Math.PI / 2 },
{ x: 15, z: 0, yaw: -Math.PI / 2 },
] as const;
export const BOT_PATROL_POINTS: readonly ArenaPoint[] = [
{ x: -13, z: -8 },
{ x: -5.5, z: -12.5 },
{ x: 5.5, z: -12.5 },
{ x: 13, z: -8 },
{ x: 12.5, z: 4 },
{ x: 8, z: 12.5 },
{ x: -3.5, z: 13.5 },
{ x: -12.5, z: 8 },
{ x: -13.5, z: -3.5 },
{ x: -5.8, z: -4.8 },
{ x: 5.8, z: 4.8 },
{ x: 5.5, z: -5.5 },
] as const;
export function hasLineOfSight(
fromX: number,
fromZ: number,
toX: number,
toZ: number,
): boolean {
for (const block of ARENA_BLOCKS) {
if (segmentIntersectsExpandedBlock(fromX, fromZ, toX, toZ, block, 0.08)) {
return false;
}
}
return true;
}
export function collidesWithArena(x: number, z: number, radius = PLAYER_RADIUS): boolean {
if (
x - radius < -ARENA_HALF_SIZE ||
x + radius > ARENA_HALF_SIZE ||
z - radius < -ARENA_HALF_SIZE ||
z + radius > ARENA_HALF_SIZE
) {
return true;
}
return ARENA_BLOCKS.some((block) =>
circleIntersectsBlock(x, z, radius, block),
);
}
export function rayBlockDistance(
originX: number,
originY: number,
originZ: number,
directionX: number,
directionY: number,
directionZ: number,
maximumDistance: number,
): number | null {
let nearest: number | null = null;
for (const block of ARENA_BLOCKS) {
const distance = rayAabbDistance(
originX,
originY,
originZ,
directionX,
directionY,
directionZ,
block.x - block.width / 2,
0,
block.z - block.depth / 2,
block.x + block.width / 2,
block.height,
block.z + block.depth / 2,
);
if (
distance !== null &&
distance >= 0 &&
distance <= maximumDistance &&
(nearest === null || distance < nearest)
) {
nearest = distance;
}
}
return nearest;
}
function circleIntersectsBlock(
x: number,
z: number,
radius: number,
block: ArenaBlock,
): boolean {
const halfWidth = block.width / 2;
const halfDepth = block.depth / 2;
const nearestX = Math.max(block.x - halfWidth, Math.min(x, block.x + halfWidth));
const nearestZ = Math.max(block.z - halfDepth, Math.min(z, block.z + halfDepth));
const dx = x - nearestX;
const dz = z - nearestZ;
return dx * dx + dz * dz < radius * radius;
}
function segmentIntersectsExpandedBlock(
fromX: number,
fromZ: number,
toX: number,
toZ: number,
block: ArenaBlock,
padding: number,
): boolean {
const directionX = toX - fromX;
const directionZ = toZ - fromZ;
const distance = Math.hypot(directionX, directionZ);
if (distance < 0.0001) {
return false;
}
const hit = rayAabbDistance(
fromX,
1.2,
fromZ,
directionX / distance,
0,
directionZ / distance,
block.x - block.width / 2 - padding,
0,
block.z - block.depth / 2 - padding,
block.x + block.width / 2 + padding,
block.height,
block.z + block.depth / 2 + padding,
);
return hit !== null && hit > 0.05 && hit < distance - 0.05;
}
function rayAabbDistance(
originX: number,
originY: number,
originZ: number,
directionX: number,
directionY: number,
directionZ: number,
minimumX: number,
minimumY: number,
minimumZ: number,
maximumX: number,
maximumY: number,
maximumZ: number,
): number | null {
let minimumDistance = -Infinity;
let maximumDistance = Infinity;
for (const [origin, direction, minimum, maximum] of [
[originX, directionX, minimumX, maximumX],
[originY, directionY, minimumY, maximumY],
[originZ, directionZ, minimumZ, maximumZ],
] as const) {
if (Math.abs(direction) < 0.000001) {
if (origin < minimum || origin > maximum) {
return null;
}
continue;
}
const inverse = 1 / direction;
let near = (minimum - origin) * inverse;
let far = (maximum - origin) * inverse;
if (near > far) {
[near, far] = [far, near];
}
minimumDistance = Math.max(minimumDistance, near);
maximumDistance = Math.min(maximumDistance, far);
if (maximumDistance < minimumDistance) {
return null;
}
}
return maximumDistance >= 0 ? Math.max(0, minimumDistance) : null;
}

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import {
createJsonCodec,
defineMultiplayerGame,
} from "@syncer/engine";
import type {
FluxAuthorityEvent,
FluxAuthorityPlayer,
FluxAuthorityState,
FluxClientState,
FluxGameContract,
FluxInput,
FluxPerception,
FluxPlayerView,
FluxTeam,
} from "./flux-types.js";
export const FLUX_SOCKET_PATH = "/ws/flux";
export const FLUX_TICK_RATE = 30;
export const FLUX_SNAPSHOT_RATE = 10;
export const FLUX_ROUND_RESET_TICKS = 60;
export const FLUX_BOT_IDS = [20_001, 20_002] as const;
const maximumEnergy = 100;
const energyDrainPerSecond = 31;
const energyRecoveryPerSecond = 20;
const coreAcceleration = 0.92;
const coreDragPerSecond = 0.86;
const eventLifetimeTicks = FLUX_TICK_RATE * 4;
const inputCodec = createJsonCodec<FluxInput>();
const stateCodec = createJsonCodec<FluxClientState>();
const perceptionCodec = createJsonCodec<FluxPerception>();
/**
* A complete second game built through the public authoring API. Flux Relay is
* a team tug-of-war: hold thrust, manage private energy, and pull the shared
* core through your team's gate.
*/
export const fluxGame = defineMultiplayerGame<FluxGameContract>({
clock: {
ticksPerSecond: FLUX_TICK_RATE,
snapshotsPerSecond: FLUX_SNAPSHOT_RATE,
},
authority: {
createInitialState: createAuthorityState,
cloneState: cloneAuthorityState,
addPlayer(state, { playerId }) {
state.players.push(createPlayer(playerId, leastPopulatedTeam(state), false));
sortPlayers(state.players);
},
removePlayer(state, { playerId }) {
state.players = state.players.filter((player) => player.id !== playerId);
},
applyInput(state, input, { playerId }) {
const player = state.players.find((candidate) => candidate.id === playerId);
if (!player || player.bot) return;
player.thrust = input.thrust && !player.overheated;
},
step(state, { tick, deltaSeconds, emit }) {
state.elapsedTicks += 1;
if (state.resetTicks > 0) {
state.resetTicks -= 1;
state.core *= 0.88;
state.velocity = 0;
if (state.resetTicks === 0) state.core = 0;
updatePlayers(state, tick, deltaSeconds, emit, false);
return;
}
updatePlayers(state, tick, deltaSeconds, emit, true);
const cyanForce = activePlayerCount(state, "cyan");
const orangeForce = activePlayerCount(state, "orange");
const signedForce = orangeForce - cyanForce;
state.velocity += signedForce * coreAcceleration * deltaSeconds;
state.velocity *= Math.pow(coreDragPerSecond, deltaSeconds);
state.core += state.velocity * deltaSeconds;
if (Math.abs(state.core) >= 1) {
const team: FluxTeam = state.core < 0 ? "cyan" : "orange";
state.core = team === "cyan" ? -1 : 1;
state.velocity = 0;
state.resetTicks = FLUX_ROUND_RESET_TICKS;
state.round += 1;
if (team === "cyan") state.cyanScore += 1;
else state.orangeScore += 1;
emit({
id: state.nextEventId++,
type: "round-won",
team,
round: state.round,
});
}
},
validateState(state) {
return (
Number.isFinite(state.core) &&
Number.isFinite(state.velocity) &&
Math.abs(state.core) <= 1.000_001 &&
state.players.every(
(player) =>
Number.isFinite(player.energy) &&
player.energy >= 0 &&
player.energy <= maximumEnergy,
)
);
},
},
prediction: {
createInitialState: createClientState,
cloneState: cloneClientState,
applyInput(state, input, { playerId }) {
const player = state.players.find((candidate) => candidate.id === playerId);
if (player && player.energy !== null) {
player.thrust = input.thrust && player.energy > 0;
}
},
step(state, { tick, deltaSeconds }) {
state.elapsedTicks += 1;
state.events = state.events.filter(
(entry) => entry.receivedTick >= tick - eventLifetimeTicks,
);
const ownPlayer = state.players.find((player) => player.energy !== null);
if (ownPlayer) updateVisibleEnergy(ownPlayer, deltaSeconds);
if (state.resetTicks > 0) {
state.resetTicks -= 1;
state.core *= 0.88;
state.velocity = 0;
if (state.resetTicks === 0) state.core = 0;
return;
}
const cyanForce = visibleActiveCount(state, "cyan");
const orangeForce = visibleActiveCount(state, "orange");
state.velocity += (orangeForce - cyanForce) * coreAcceleration * deltaSeconds;
state.velocity *= Math.pow(coreDragPerSecond, deltaSeconds);
state.core = clamp(state.core + state.velocity * deltaSeconds, -1, 1);
},
mergeSnapshot(predicted, snapshot, { tick }) {
const merged = cloneClientState(snapshot);
merged.events = predicted.events
.filter((entry) => entry.receivedTick >= tick - eventLifetimeTicks)
.map((entry) => ({
receivedTick: entry.receivedTick,
event: { ...entry.event },
}));
return merged;
},
applyEvent(state, event, { tick }) {
if (state.events.some((entry) => entry.event.id === event.id)) return;
state.events.push({ receivedTick: tick, event: { ...event } });
},
validateState(state) {
const ownEnergy = state.players.find((player) => player.energy !== null)?.energy;
return (
Number.isFinite(state.core) &&
Math.abs(state.core) <= 1.000_001 &&
(ownEnergy === undefined ||
(ownEnergy !== null && ownEnergy >= 0 && ownEnergy <= maximumEnergy))
);
},
},
visibility: {
createSnapshot(authority, { playerId }) {
return {
core: authority.core,
velocity: authority.velocity,
round: authority.round,
cyanScore: authority.cyanScore,
orangeScore: authority.orangeScore,
resetTicks: authority.resetTicks,
elapsedTicks: authority.elapsedTicks,
players: authority.players.map((player) => ({
id: player.id,
team: player.team,
bot: player.bot,
thrust: player.thrust,
energy: player.id === playerId ? player.energy : null,
})),
events: [],
};
},
validateClientState(authority, candidate, { playerId }) {
const expected = authority.players.find((player) => player.id === playerId);
const reported = candidate.players.find((player) => player.id === playerId);
return Boolean(
expected &&
reported &&
reported.energy !== null &&
Math.abs(reported.energy - expected.energy) <= 12 &&
Math.abs(candidate.core - authority.core) <= 0.3,
);
},
perceive(_authority, event, { playerId }) {
if (event.type === "round-won") return { ...event };
return {
id: event.id,
type: "overheated",
team: event.team,
scope: event.playerId === playerId ? "self" : "field",
};
},
},
input: {
validate(input) {
return typeof input === "object" && input !== null && typeof input.thrust === "boolean";
},
},
encoding: {
input: inputCodec,
clientState: stateCodec,
perception: perceptionCodec,
},
});
function createAuthorityState(): FluxAuthorityState {
return {
core: 0,
velocity: 0,
round: 1,
cyanScore: 0,
orangeScore: 0,
resetTicks: 0,
elapsedTicks: 0,
nextEventId: 1,
players: [
createPlayer(FLUX_BOT_IDS[0], "cyan", true),
createPlayer(FLUX_BOT_IDS[1], "orange", true),
],
};
}
function createClientState(): FluxClientState {
return {
core: 0,
velocity: 0,
round: 1,
cyanScore: 0,
orangeScore: 0,
resetTicks: 0,
elapsedTicks: 0,
players: [],
events: [],
};
}
function createPlayer(
id: number,
team: FluxTeam,
bot: boolean,
): FluxAuthorityPlayer {
return {
id,
team,
bot,
thrust: false,
energy: maximumEnergy,
overheated: false,
};
}
function updatePlayers(
state: FluxAuthorityState,
tick: number,
deltaSeconds: number,
emit: (event: FluxAuthorityEvent) => void,
allowThrust: boolean,
): void {
for (const player of state.players) {
if (player.bot) {
// Both bots use the same deterministic cadence, so they animate the field
// without biasing a solo player's match.
player.thrust = allowThrust && tick % 150 < 92 && !player.overheated;
}
if (player.thrust && allowThrust && !player.overheated) {
player.energy = clamp(
player.energy - energyDrainPerSecond * deltaSeconds,
0,
maximumEnergy,
);
if (player.energy === 0) {
player.thrust = false;
player.overheated = true;
emit({
id: state.nextEventId++,
type: "overheated",
playerId: player.id,
team: player.team,
});
}
} else {
player.energy = clamp(
player.energy + energyRecoveryPerSecond * deltaSeconds,
0,
maximumEnergy,
);
if (player.overheated && player.energy >= maximumEnergy * 0.34) {
player.overheated = false;
}
}
}
}
function updateVisibleEnergy(player: FluxPlayerView, deltaSeconds: number): void {
if (player.energy === null) return;
player.energy = clamp(
player.energy +
(player.thrust ? -energyDrainPerSecond : energyRecoveryPerSecond) * deltaSeconds,
0,
maximumEnergy,
);
if (player.energy === 0) player.thrust = false;
}
function activePlayerCount(state: FluxAuthorityState, team: FluxTeam): number {
return state.players.filter(
(player) => player.team === team && player.thrust && !player.overheated,
).length;
}
function visibleActiveCount(state: FluxClientState, team: FluxTeam): number {
return state.players.filter((player) => player.team === team && player.thrust).length;
}
function leastPopulatedTeam(state: FluxAuthorityState): FluxTeam {
const humans = state.players.filter((player) => !player.bot);
const cyan = humans.filter((player) => player.team === "cyan").length;
const orange = humans.length - cyan;
return cyan <= orange ? "cyan" : "orange";
}
function cloneAuthorityState(state: FluxAuthorityState): FluxAuthorityState {
return {
...state,
players: state.players.map((player) => ({ ...player })),
};
}
function cloneClientState(state: FluxClientState): FluxClientState {
return {
...state,
players: state.players.map((player) => ({ ...player })),
events: state.events.map((entry) => ({
receivedTick: entry.receivedTick,
event: { ...entry.event },
})),
};
}
function sortPlayers(players: FluxAuthorityPlayer[]): void {
players.sort((left, right) => left.id - right.id);
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}

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export type FluxTeam = "cyan" | "orange";
export interface FluxInput {
thrust: boolean;
}
export interface FluxAuthorityPlayer {
id: number;
team: FluxTeam;
bot: boolean;
thrust: boolean;
energy: number;
overheated: boolean;
}
export interface FluxAuthorityState {
core: number;
velocity: number;
round: number;
cyanScore: number;
orangeScore: number;
resetTicks: number;
elapsedTicks: number;
nextEventId: number;
players: FluxAuthorityPlayer[];
}
export interface FluxPlayerView {
id: number;
team: FluxTeam;
bot: boolean;
thrust: boolean;
/** Exact energy is private: null for every player except the viewer. */
energy: number | null;
}
export type FluxPerception =
| {
id: number;
type: "round-won";
team: FluxTeam;
round: number;
}
| {
id: number;
type: "overheated";
team: FluxTeam;
scope: "self" | "field";
};
export interface FluxPresentationEvent {
receivedTick: number;
event: FluxPerception;
}
export interface FluxClientState {
core: number;
velocity: number;
round: number;
cyanScore: number;
orangeScore: number;
resetTicks: number;
elapsedTicks: number;
players: FluxPlayerView[];
events: FluxPresentationEvent[];
}
export type FluxAuthorityEvent =
| {
id: number;
type: "round-won";
team: FluxTeam;
round: number;
}
| {
id: number;
type: "overheated";
playerId: number;
team: FluxTeam;
};
export interface FluxGameContract {
authority: FluxAuthorityState;
client: FluxClientState;
input: FluxInput;
authorityEvent: FluxAuthorityEvent;
perceptionEvent: FluxPerception;
}

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export const API_PATHS = { message: "/api/message" } as const;
export const GAME_SOCKET_PATH = "/ws/game";
export interface ApiMessage {
message: string;
timestamp: string;
}
export * from "./arena.js";
export * from "./flux-types.js";
export * from "./flux-game.js";
export * from "./royale-types.js";
export * from "./royale-map.js";
export * from "./royale-game.js";
export * from "./shooter-types.js";
export * from "./shooter-game.js";

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import {
createJsonCodec,
defineMultiplayerGame,
withSpatialReplication,
} from "@syncer/engine";
import {
ROYALE_CHUNK_SIZE,
ROYALE_MAP_SEED,
ROYALE_WORLD_RADIUS,
ROYALE_WORLD_SIZE,
collidesWithRoyaleMap,
hasRoyaleLineOfSight,
royaleChunkCoordinate,
royaleRandom,
} from "./royale-map.js";
import type {
RoyaleAuthorityEvent,
RoyaleAuthorityLoot,
RoyaleAuthorityPlayer,
RoyaleAuthorityState,
RoyaleClientState,
RoyaleGameContract,
RoyaleInput,
RoyaleLootKind,
RoyalePerception,
RoyalePlayerView,
RoyaleWeapon,
} from "./royale-types.js";
export const ROYALE_SOCKET_PATH = "/ws/royale";
export const ROYALE_TICK_RATE = 30;
export const ROYALE_SNAPSHOT_RATE = 10;
export const ROYALE_BOT_COUNT = 31;
export const ROYALE_BOT_ID_BASE = 30_000;
export const ROYALE_WEAPONS: Record<
RoyaleWeapon,
{
name: string;
damage: number;
range: number;
cooldownTicks: number;
magazine: number;
reserve: number;
reloadTicks: number;
}
> = {
pistol: { name: "Kestrel P9", damage: 19, range: 125, cooldownTicks: 8, magazine: 12, reserve: 48, reloadTicks: 38 },
rifle: { name: "VX-4 Carbine", damage: 15, range: 205, cooldownTicks: 4, magazine: 30, reserve: 120, reloadTicks: 52 },
marksman: { name: "Longwatch DMR", damage: 48, range: 340, cooldownTicks: 17, magazine: 8, reserve: 32, reloadTicks: 64 },
};
const movementAcceleration = 52;
const movementFriction = 10;
const walkSpeed = 11.5;
const sprintSpeed = 16.5;
const parachuteSpeed = 22;
const parachuteDescentPerSecond = 18;
const playerEyeHeight = 1.55;
const playerHitRadius = 1.25;
const presentationEventLifetime = ROYALE_TICK_RATE * 6;
const initialStormRadius = 900;
const finalStormRadius = 78;
const stormShrinkPerTick = 0.085;
const lootCount = 260;
const inputCodec = createJsonCodec<RoyaleInput>();
const stateCodec = createJsonCodec<RoyaleClientState>();
const eventCodec = createJsonCodec<RoyalePerception>();
const baseRoyaleGame = defineMultiplayerGame<RoyaleGameContract>({
clock: {
ticksPerSecond: ROYALE_TICK_RATE,
snapshotsPerSecond: ROYALE_SNAPSHOT_RATE,
},
authority: {
createInitialState: createAuthorityState,
cloneState: cloneAuthorityState,
addPlayer(state, { playerId }) {
state.players.push(createPlayer(state, playerId, false, 110));
state.players.sort((left, right) => left.id - right.id);
},
removePlayer(state, { playerId }) {
state.players = state.players.filter((player) => player.id !== playerId);
},
applyInput(state, input, { playerId }) {
const player = findPlayer(state, playerId);
if (!player || player.bot || !player.alive) return;
applyCommand(player, input);
if (input.reload) beginReload(player);
},
step(state, { tick, deltaSeconds, emit }) {
if (state.resetTicks > 0) {
state.resetTicks -= 1;
if (state.resetTicks === 0) resetMatch(state);
return;
}
state.elapsedTicks += 1;
state.stormRadius = Math.max(
finalStormRadius,
initialStormRadius - state.elapsedTicks * stormShrinkPerTick,
);
for (const player of state.players) {
if (!player.alive) continue;
updateTimers(player);
if (player.botState) updateBot(state, player, tick);
const landed = simulatePlayer(player, deltaSeconds);
if (landed) {
emit({ id: state.nextEventId++, type: "landed", playerId: player.id });
}
if (player.altitude <= 0) {
collectLoot(state, player, emit);
if (player.firing) tryFire(state, player, emit);
applyStormDamage(state, player, tick, emit);
}
}
const alive = state.players.filter((player) => player.alive);
if (state.elapsedTicks > ROYALE_TICK_RATE * 8 && alive.length <= 1 && state.players.length > 1) {
const winner = alive[0] ?? null;
state.winnerId = winner?.id ?? null;
state.resetTicks = ROYALE_TICK_RATE * 5;
if (winner) {
emit({
id: state.nextEventId++,
type: "winner",
playerId: winner.id,
round: state.round,
});
}
}
},
validateState(state) {
return (
Number.isFinite(state.stormRadius) &&
state.stormRadius >= finalStormRadius &&
state.players.every(
(player) =>
Number.isFinite(player.x + player.z + player.health + player.altitude) &&
Number.isFinite(player.yaw + player.pitch) &&
player.health >= 0 &&
player.health <= 100 &&
player.armor >= 0 &&
player.armor <= 100,
)
);
},
},
prediction: {
createInitialState: createClientState,
cloneState: cloneClientState,
applyInput(state, input, { playerId }) {
const player = state.players.find((candidate) => candidate.id === playerId);
if (!player || !player.alive) return;
player.inputForward = input.forward;
player.inputStrafe = input.strafe;
player.yaw = normalizeAngle(input.yaw);
player.pitch = clamp(input.pitch, -1.25, 1.25);
player.firing = input.fire;
player.sprinting = input.sprint;
if (input.reload && player.reloadTicks === 0) {
player.reloadTicks = ROYALE_WEAPONS[player.weapon].reloadTicks;
}
},
step(state, { tick, deltaSeconds }) {
state.elapsedTicks += 1;
state.stormRadius = Math.max(
finalStormRadius,
initialStormRadius - state.elapsedTicks * stormShrinkPerTick,
);
for (const player of state.players) {
if (!player.alive) continue;
if (player.cooldownTicks > 0) player.cooldownTicks -= 1;
if (player.reloadTicks > 0) player.reloadTicks -= 1;
simulateVisiblePlayer(player, deltaSeconds);
}
state.events = state.events.filter(
(entry) => entry.receivedTick >= tick - presentationEventLifetime,
);
},
mergeSnapshot(predicted, snapshot, { tick }) {
const merged = cloneClientState(snapshot);
merged.events = predicted.events
.filter((entry) => entry.receivedTick >= tick - presentationEventLifetime)
.map((entry) => ({ receivedTick: entry.receivedTick, event: { ...entry.event } }));
return merged;
},
applyEvent(state, event, { tick }) {
if (state.events.some((entry) => entry.event.id === event.id)) return;
state.events.push({ receivedTick: tick, event: { ...event } });
if (state.events.length > 64) state.events.shift();
},
validateState(state) {
return (
Number.isFinite(state.stormRadius) &&
state.players.every(
(player) =>
Number.isFinite(player.x + player.z + player.altitude) &&
Number.isFinite(player.yaw + player.pitch) &&
(player.health === null || (player.health >= 0 && player.health <= 100)),
)
);
},
},
visibility: {
createSnapshot(authority, { playerId }) {
const viewer = findPlayer(authority, playerId);
const players = viewer
? authority.players
.filter((target) => target.id === playerId || canSeePlayer(viewer, target))
.map((player) => clonePlayerView(player, player.id === playerId))
: [];
const loot = viewer
? authority.loot
.filter(
(item) =>
item.active && Math.hypot(item.x - viewer.x, item.z - viewer.z) <= 155,
)
.map(({ id, kind, weapon, amount, x, z }) => ({ id, kind, weapon, amount, x, z }))
: [];
return {
mapSeed: ROYALE_MAP_SEED,
worldSize: ROYALE_WORLD_SIZE,
chunkSize: ROYALE_CHUNK_SIZE,
players,
loot,
elapsedTicks: authority.elapsedTicks,
round: authority.round,
aliveCount: authority.players.filter((player) => player.alive).length,
stormX: authority.stormX,
stormZ: authority.stormZ,
stormRadius: authority.stormRadius,
resetTicks: authority.resetTicks,
winnerId: authority.winnerId,
stream: {
candidateCount: players.length + loot.length,
droppedCount: 0,
usedBytes: 0,
budgetBytes: 0,
chunkX: viewer ? royaleChunkCoordinate(viewer.x) : 0,
chunkZ: viewer ? royaleChunkCoordinate(viewer.z) : 0,
},
events: [],
};
},
validateClientState(authority, candidate, { playerId }) {
const expected = findPlayer(authority, playerId);
const reported = candidate.players.find((player) => player.id === playerId);
return Boolean(
expected &&
reported &&
reported.health === expected.health &&
Math.hypot(reported.x - expected.x, reported.z - expected.z) <= 5,
);
},
perceive(authority, event, { playerId }) {
return perceiveEvent(authority, event, playerId);
},
},
input: {
validate(input) {
return (
typeof input === "object" &&
input !== null &&
Number.isFinite(input.forward) &&
Number.isFinite(input.strafe) &&
Number.isFinite(input.yaw) &&
Number.isFinite(input.pitch) &&
Math.abs(input.forward) <= 1 &&
Math.abs(input.strafe) <= 1 &&
input.pitch >= -1.35 &&
input.pitch <= 1.35 &&
typeof input.fire === "boolean" &&
typeof input.sprint === "boolean" &&
typeof input.reload === "boolean"
);
},
},
encoding: {
input: inputCodec,
clientState: stateCodec,
perception: eventCodec,
},
});
export const royaleGame = withSpatialReplication(baseRoyaleGame, {
cellSize: ROYALE_CHUNK_SIZE,
bandwidthBudgetBytesPerSecond: 30_000,
reservedBytesPerSnapshot: 300,
viewerPosition(authority, playerId) {
const viewer = findPlayer(authority, playerId);
return viewer ? { x: viewer.x, z: viewer.z } : null;
},
sources: [
{
category: "players",
maximumDistance: 360,
entities: (authority) => authority.players.filter((player) => player.alive),
estimatedBytes: 76,
priority: (_entity, distance) => 1_000 - distance,
required: (entity, playerId) => entity.id === playerId,
},
{
category: "loot",
maximumDistance: 165,
entities: (authority) => authority.loot.filter((item) => item.active),
estimatedBytes: 44,
priority: (_entity, distance) => 300 - distance,
},
],
projectSnapshot(snapshot, selection) {
const visibleCandidates = snapshot.players.length + snapshot.loot.length;
const players = snapshot.players.filter((player) => selection.has("players", player.id));
const loot = snapshot.loot.filter((item) => selection.has("loot", item.id));
return {
...snapshot,
players,
loot,
stream: {
candidateCount: visibleCandidates,
droppedCount: visibleCandidates - players.length - loot.length,
usedBytes: players.length * 76 + loot.length * 44,
budgetBytes: selection.budgetBytes,
chunkX: royaleChunkCoordinate(selection.position.x),
chunkZ: royaleChunkCoordinate(selection.position.z),
},
};
},
perceive(_authority, _event, perception, selection) {
if (perception.type === "shot" && !selection.has("players", perception.sourceId)) {
return null;
}
return perception;
},
});
function createAuthorityState(): RoyaleAuthorityState {
const secretSeed = randomSeed();
const state: RoyaleAuthorityState = {
players: [],
loot: [],
elapsedTicks: 0,
round: 1,
stormX: (royaleRandom(secretSeed, 901) - 0.5) * 180,
stormZ: (royaleRandom(secretSeed, 902) - 0.5) * 180,
stormRadius: initialStormRadius,
resetTicks: 0,
winnerId: null,
nextEventId: 1,
secretSeed,
};
state.loot = createLoot(secretSeed);
for (let index = 0; index < ROYALE_BOT_COUNT; index += 1) {
const id = ROYALE_BOT_ID_BASE + index;
state.players.push(createPlayer(state, id, true, 0));
}
return state;
}
function createClientState(): RoyaleClientState {
return {
mapSeed: ROYALE_MAP_SEED,
worldSize: ROYALE_WORLD_SIZE,
chunkSize: ROYALE_CHUNK_SIZE,
players: [],
loot: [],
elapsedTicks: 0,
round: 1,
aliveCount: 0,
stormX: 0,
stormZ: 0,
stormRadius: initialStormRadius,
resetTicks: 0,
winnerId: null,
stream: { candidateCount: 0, droppedCount: 0, usedBytes: 0, budgetBytes: 0, chunkX: 0, chunkZ: 0 },
events: [],
};
}
function createPlayer(
state: RoyaleAuthorityState,
id: number,
bot: boolean,
altitude: number,
): RoyaleAuthorityPlayer {
const spawn = findSpawn(state.secretSeed, id + state.round * 101);
const weapon = bot && id % 5 === 0 ? "rifle" : "pistol";
const config = ROYALE_WEAPONS[weapon];
return {
id,
bot,
alive: true,
x: spawn.x,
z: spawn.z,
velocityX: 0,
velocityZ: 0,
yaw: spawn.yaw,
pitch: 0,
altitude,
health: 100,
armor: bot ? 20 : 0,
weapon,
magazine: config.magazine,
reserve: config.reserve,
cooldownTicks: 0,
reloadTicks: 0,
kills: 0,
inputForward: 0,
inputStrafe: 0,
firing: false,
sprinting: false,
botState: bot ? { phase: id % 360, targetId: null } : null,
};
}
function applyCommand(player: RoyaleAuthorityPlayer, input: RoyaleInput): void {
player.inputForward = input.forward;
player.inputStrafe = input.strafe;
player.yaw = normalizeAngle(input.yaw);
player.pitch = clamp(input.pitch, -1.25, 1.25);
player.firing = input.fire;
player.sprinting = input.sprint;
}
function updateBot(state: RoyaleAuthorityState, bot: RoyaleAuthorityPlayer, tick: number): void {
const target = nearestTarget(state, bot, 280);
bot.botState!.targetId = target?.id ?? null;
let targetX = state.stormX;
let targetZ = state.stormZ;
if (target) {
targetX = target.x;
targetZ = target.z;
} else {
const angle = (bot.botState!.phase + tick * 0.18) * (Math.PI / 180);
targetX += Math.cos(angle) * Math.min(190, state.stormRadius * 0.45);
targetZ += Math.sin(angle) * Math.min(190, state.stormRadius * 0.45);
}
const distance = Math.hypot(targetX - bot.x, targetZ - bot.z);
bot.yaw = Math.atan2(targetX - bot.x, targetZ - bot.z) + Math.sin(tick * 0.17 + bot.id) * 0.035;
bot.pitch = target
? clamp(Math.atan2(target.altitude - bot.altitude, Math.max(0.01, distance)), -1.25, 1.25)
: 0;
bot.inputForward = distance > 45 ? 1 : 0.24;
bot.inputStrafe = target ? Math.sin(tick * 0.08 + bot.id) * 0.7 : 0;
bot.sprinting = distance > 90;
bot.firing = Boolean(
target &&
distance <= ROYALE_WEAPONS[bot.weapon].range &&
hasRoyaleLineOfSight(bot.x, bot.z, target.x, target.z),
);
if (bot.magazine === 0) beginReload(bot);
}
function simulatePlayer(player: RoyaleAuthorityPlayer, deltaSeconds: number): boolean {
const wasAirborne = player.altitude > 0;
const speed =
player.altitude > 0 ? parachuteSpeed : player.sprinting ? sprintSpeed : walkSpeed;
const sin = Math.sin(player.yaw);
const cos = Math.cos(player.yaw);
let directionX = sin * player.inputForward - cos * player.inputStrafe;
let directionZ = cos * player.inputForward + sin * player.inputStrafe;
const magnitude = Math.hypot(directionX, directionZ);
if (magnitude > 1) {
directionX /= magnitude;
directionZ /= magnitude;
}
player.velocityX = approach(player.velocityX, directionX * speed, movementAcceleration * deltaSeconds);
player.velocityZ = approach(player.velocityZ, directionZ * speed, movementAcceleration * deltaSeconds);
if (magnitude < 0.01) {
player.velocityX *= Math.max(0, 1 - movementFriction * deltaSeconds);
player.velocityZ *= Math.max(0, 1 - movementFriction * deltaSeconds);
}
const nextX = player.x + player.velocityX * deltaSeconds;
const nextZ = player.z + player.velocityZ * deltaSeconds;
if (player.altitude > 0 || !collidesWithRoyaleMap(nextX, player.z)) player.x = nextX;
else player.velocityX = 0;
if (player.altitude > 0 || !collidesWithRoyaleMap(player.x, nextZ)) player.z = nextZ;
else player.velocityZ = 0;
if (player.altitude > 0) {
player.altitude = Math.max(0, player.altitude - parachuteDescentPerSecond * deltaSeconds);
}
return wasAirborne && player.altitude === 0;
}
function simulateVisiblePlayer(player: RoyalePlayerView & { inputForward?: number; inputStrafe?: number }, deltaSeconds: number): void {
const inputForward = player.inputForward ?? 0;
const inputStrafe = player.inputStrafe ?? 0;
const speed = player.altitude > 0 ? parachuteSpeed : player.sprinting ? sprintSpeed : walkSpeed;
const sin = Math.sin(player.yaw);
const cos = Math.cos(player.yaw);
let directionX = sin * inputForward - cos * inputStrafe;
let directionZ = cos * inputForward + sin * inputStrafe;
const magnitude = Math.hypot(directionX, directionZ);
if (magnitude > 1) {
directionX /= magnitude;
directionZ /= magnitude;
}
player.velocityX = approach(player.velocityX, directionX * speed, movementAcceleration * deltaSeconds);
player.velocityZ = approach(player.velocityZ, directionZ * speed, movementAcceleration * deltaSeconds);
const nextX = player.x + player.velocityX * deltaSeconds;
const nextZ = player.z + player.velocityZ * deltaSeconds;
if (player.altitude > 0 || !collidesWithRoyaleMap(nextX, player.z)) player.x = nextX;
if (player.altitude > 0 || !collidesWithRoyaleMap(player.x, nextZ)) player.z = nextZ;
if (player.altitude > 0) player.altitude = Math.max(0, player.altitude - parachuteDescentPerSecond * deltaSeconds);
}
function tryFire(
state: RoyaleAuthorityState,
shooter: RoyaleAuthorityPlayer,
emit: (event: RoyaleAuthorityEvent) => void,
): void {
if (shooter.cooldownTicks > 0 || shooter.reloadTicks > 0 || shooter.magazine <= 0) return;
const weapon = ROYALE_WEAPONS[shooter.weapon];
shooter.magazine -= 1;
shooter.cooldownTicks = weapon.cooldownTicks;
emit({
id: state.nextEventId++,
type: "shot",
sourceId: shooter.id,
x: shooter.x,
y: shooter.altitude + playerEyeHeight,
z: shooter.z,
yaw: shooter.yaw,
pitch: shooter.pitch,
});
const horizontal = Math.cos(shooter.pitch);
const directionX = Math.sin(shooter.yaw) * horizontal;
const directionY = Math.sin(shooter.pitch);
const directionZ = Math.cos(shooter.yaw) * horizontal;
const originY = shooter.altitude + playerEyeHeight;
let nearest: RoyaleAuthorityPlayer | null = null;
let nearestDistance = weapon.range;
for (const target of state.players) {
if (!target.alive || target.id === shooter.id) continue;
const offsetX = target.x - shooter.x;
const offsetY = target.altitude + playerEyeHeight - originY;
const offsetZ = target.z - shooter.z;
const forward =
offsetX * directionX + offsetY * directionY + offsetZ * directionZ;
if (forward <= 0 || forward >= nearestDistance) continue;
const offsetSquared = offsetX * offsetX + offsetY * offsetY + offsetZ * offsetZ;
const missDistance = Math.sqrt(Math.max(0, offsetSquared - forward * forward));
if (
missDistance > playerHitRadius ||
!hasRoyaleLineOfSight(shooter.x, shooter.z, target.x, target.z)
) continue;
nearest = target;
nearestDistance = forward;
}
if (nearest) damagePlayer(state, shooter.id, nearest, weapon.damage, emit);
if (shooter.magazine === 0) beginReload(shooter);
}
function damagePlayer(
state: RoyaleAuthorityState,
sourceId: number,
target: RoyaleAuthorityPlayer,
amount: number,
emit: (event: RoyaleAuthorityEvent) => void,
): void {
const absorbed = Math.min(target.armor, Math.ceil(amount * 0.55));
target.armor -= absorbed;
const healthDamage = Math.min(target.health, amount - absorbed);
target.health -= healthDamage;
emit({
id: state.nextEventId++,
type: "damage",
sourceId,
targetId: target.id,
amount: healthDamage,
health: target.health,
});
if (target.health > 0) return;
target.alive = false;
target.firing = false;
target.velocityX = 0;
target.velocityZ = 0;
const killer = findPlayer(state, sourceId);
if (killer) killer.kills += 1;
emit({ id: state.nextEventId++, type: "elimination", killerId: sourceId, victimId: target.id });
}
function applyStormDamage(
state: RoyaleAuthorityState,
player: RoyaleAuthorityPlayer,
tick: number,
emit: (event: RoyaleAuthorityEvent) => void,
): void {
if (tick % 15 !== 0) return;
if (Math.hypot(player.x - state.stormX, player.z - state.stormZ) <= state.stormRadius) return;
damagePlayer(state, 0, player, 3, emit);
}
function collectLoot(
state: RoyaleAuthorityState,
player: RoyaleAuthorityPlayer,
emit: (event: RoyaleAuthorityEvent) => void,
): void {
const item = state.loot.find(
(candidate) => candidate.active && Math.hypot(candidate.x - player.x, candidate.z - player.z) < 2.4,
);
if (!item) return;
item.active = false;
if (item.kind === "weapon") {
player.weapon = item.weapon;
player.magazine = ROYALE_WEAPONS[item.weapon].magazine;
player.reserve = Math.max(player.reserve, ROYALE_WEAPONS[item.weapon].reserve / 2);
} else if (item.kind === "ammo") {
player.reserve = Math.min(240, player.reserve + item.amount);
} else if (item.kind === "armor") {
player.armor = Math.min(100, player.armor + item.amount);
} else {
player.health = Math.min(100, player.health + item.amount);
}
emit({
id: state.nextEventId++,
type: "pickup",
playerId: player.id,
kind: item.kind,
weapon: item.weapon,
amount: item.amount,
});
}
function perceiveEvent(
authority: RoyaleAuthorityState,
event: RoyaleAuthorityEvent,
playerId: number,
): RoyalePerception | null {
const viewer = findPlayer(authority, playerId);
if (!viewer) return null;
switch (event.type) {
case "shot": {
const source = findPlayer(authority, event.sourceId);
if (source && (source.id === viewer.id || canSeePlayer(viewer, source))) {
return { ...event };
}
const dx = event.x - viewer.x;
const dz = event.z - viewer.z;
const distance = Math.hypot(dx, dz);
if (distance > 560) return null;
return {
id: event.id,
type: "gunfire",
bearing: normalizeAngle(Math.atan2(dx, dz) - viewer.yaw),
intensity: clamp(1 - distance / 560, 0.08, 1),
};
}
case "damage":
if (event.targetId === playerId) {
return { id: event.id, type: "damage", amount: event.amount, health: event.health };
}
if (event.sourceId === playerId) {
return { id: event.id, type: "hit", amount: event.amount, eliminated: event.health === 0 };
}
return null;
case "elimination":
return { ...event };
case "pickup":
return event.playerId === playerId
? { id: event.id, type: "pickup", kind: event.kind, weapon: event.weapon, amount: event.amount }
: null;
case "landed":
return event.playerId === playerId ? { id: event.id, type: "landed" } : null;
case "winner":
return { ...event };
}
}
function canSeePlayer(viewer: RoyaleAuthorityPlayer, target: RoyaleAuthorityPlayer): boolean {
if (!target.alive || target.id === viewer.id) return false;
const distance = Math.hypot(target.x - viewer.x, target.z - viewer.z);
return distance <= 225 && hasRoyaleLineOfSight(viewer.x, viewer.z, target.x, target.z);
}
function clonePlayerView(player: RoyaleAuthorityPlayer, owner: boolean): RoyalePlayerView {
return {
id: player.id,
bot: player.bot,
alive: player.alive,
x: player.x,
z: player.z,
velocityX: player.velocityX,
velocityZ: player.velocityZ,
yaw: player.yaw,
pitch: player.pitch,
altitude: player.altitude,
health: owner ? player.health : null,
armor: owner ? player.armor : null,
weapon: player.weapon,
magazine: owner ? player.magazine : null,
reserve: owner ? player.reserve : null,
cooldownTicks: player.cooldownTicks,
reloadTicks: player.reloadTicks,
kills: player.kills,
firing: player.firing,
sprinting: player.sprinting,
inputForward: owner ? player.inputForward : 0,
inputStrafe: owner ? player.inputStrafe : 0,
};
}
function createLoot(seed: number): RoyaleAuthorityLoot[] {
const loot: RoyaleAuthorityLoot[] = [];
for (let id = 1; id <= lootCount; id += 1) {
let position = findSpawn(seed ^ 0xa51c, id * 31);
const roll = royaleRandom(seed ^ 0xb771, id);
const kind: RoyaleLootKind = roll > 0.82 ? "weapon" : roll > 0.55 ? "ammo" : roll > 0.28 ? "armor" : "medkit";
const weapon: RoyaleWeapon = royaleRandom(seed ^ 0x991a, id) > 0.78 ? "marksman" : "rifle";
if (collidesWithRoyaleMap(position.x, position.z, 1.2)) position = findSpawn(seed ^ 0x4411, id * 67);
loot.push({
id,
kind,
weapon,
amount: kind === "ammo" ? 30 : kind === "armor" ? 35 : kind === "medkit" ? 30 : 1,
x: position.x,
z: position.z,
active: true,
});
}
return loot;
}
function findSpawn(seed: number, index: number): { x: number; z: number; yaw: number } {
for (let attempt = 0; attempt < 24; attempt += 1) {
const radius = 120 + Math.sqrt(royaleRandom(seed, index + attempt * 3)) * 690;
const angle = royaleRandom(seed ^ 0x7f4a, index + attempt * 3 + 1) * Math.PI * 2;
const x = Math.cos(angle) * radius;
const z = Math.sin(angle) * radius;
if (!collidesWithRoyaleMap(x, z, 1.2)) return { x, z, yaw: angle + Math.PI };
}
return { x: 0, z: 0, yaw: 0 };
}
function nearestTarget(
state: RoyaleAuthorityState,
source: RoyaleAuthorityPlayer,
maximumDistance: number,
): RoyaleAuthorityPlayer | null {
let nearest: RoyaleAuthorityPlayer | null = null;
let distance = maximumDistance;
for (const candidate of state.players) {
if (!candidate.alive || candidate.id === source.id || candidate.altitude > 0) continue;
const candidateDistance = Math.hypot(candidate.x - source.x, candidate.z - source.z);
if (candidateDistance < distance) {
nearest = candidate;
distance = candidateDistance;
}
}
return nearest;
}
function beginReload(player: RoyaleAuthorityPlayer): void {
const weapon = ROYALE_WEAPONS[player.weapon];
if (player.reloadTicks > 0 || player.magazine >= weapon.magazine || player.reserve <= 0) return;
player.reloadTicks = weapon.reloadTicks;
player.firing = false;
}
function updateTimers(player: RoyaleAuthorityPlayer): void {
if (player.cooldownTicks > 0) player.cooldownTicks -= 1;
if (player.reloadTicks > 0) {
player.reloadTicks -= 1;
if (player.reloadTicks === 0) {
const capacity = ROYALE_WEAPONS[player.weapon].magazine;
const loaded = Math.min(capacity - player.magazine, player.reserve);
player.magazine += loaded;
player.reserve -= loaded;
}
}
}
function resetMatch(state: RoyaleAuthorityState): void {
state.elapsedTicks = 0;
state.round += 1;
state.winnerId = null;
state.stormRadius = initialStormRadius;
state.stormX = (royaleRandom(state.secretSeed, 901 + state.round) - 0.5) * 180;
state.stormZ = (royaleRandom(state.secretSeed, 902 + state.round) - 0.5) * 180;
state.loot = createLoot(state.secretSeed ^ state.round * 0x9e37);
for (const player of state.players) {
const fresh = createPlayer(state, player.id, player.bot, player.bot ? 0 : 110);
Object.assign(player, fresh, { kills: player.kills });
}
}
function cloneAuthorityState(state: RoyaleAuthorityState): RoyaleAuthorityState {
return {
...state,
players: state.players.map((player) => ({
...player,
botState: player.botState ? { ...player.botState } : null,
})),
loot: state.loot.map((item) => ({ ...item })),
};
}
function cloneClientState(state: RoyaleClientState): RoyaleClientState {
return {
...state,
players: state.players.map((player) => ({ ...player })),
loot: state.loot.map((item) => ({ ...item })),
stream: { ...state.stream },
events: state.events.map((entry) => ({ receivedTick: entry.receivedTick, event: { ...entry.event } })),
};
}
function findPlayer(state: RoyaleAuthorityState, playerId: number): RoyaleAuthorityPlayer | undefined {
return state.players.find((player) => player.id === playerId);
}
function randomSeed(): number {
return Math.floor(Math.random() * 0x1_0000_0000) >>> 0;
}
function approach(value: number, target: number, amount: number): number {
return value < target ? Math.min(target, value + amount) : Math.max(target, value - amount);
}
function normalizeAngle(value: number): number {
return Math.atan2(Math.sin(value), Math.cos(value));
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}

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export const ROYALE_MAP_SEED = 0x51_9c_ae_27;
export const ROYALE_WORLD_SIZE = 2_000;
export const ROYALE_WORLD_RADIUS = 960;
export const ROYALE_CHUNK_SIZE = 100;
export type RoyaleBiome = "meadow" | "forest" | "highland" | "coast";
export type RoyaleObstacleKind = "building" | "rock" | "tree";
export interface RoyaleObstacle {
id: string;
kind: RoyaleObstacleKind;
x: number;
z: number;
width: number;
depth: number;
height: number;
}
export interface RoyaleMapChunk {
x: number;
z: number;
biome: RoyaleBiome;
tint: number;
elevation: number;
roadX: boolean;
roadZ: boolean;
obstacles: RoyaleObstacle[];
}
const chunkCache = new Map<string, RoyaleMapChunk>();
/** Public, deterministic static world generation shared by server and clients. */
export function generateRoyaleChunk(chunkX: number, chunkZ: number): RoyaleMapChunk {
const key = `${chunkX}:${chunkZ}`;
const cached = chunkCache.get(key);
if (cached) return cached;
const centerX = (chunkX + 0.5) * ROYALE_CHUNK_SIZE;
const centerZ = (chunkZ + 0.5) * ROYALE_CHUNK_SIZE;
const normalizedRadius = Math.hypot(centerX, centerZ) / ROYALE_WORLD_RADIUS;
const biomeNoise = random01(PROCEDURAL_SEED, chunkX, chunkZ, 1);
const biome: RoyaleBiome =
normalizedRadius > 0.84
? "coast"
: biomeNoise > 0.68
? "forest"
: biomeNoise < 0.2
? "highland"
: "meadow";
const roadX = Math.abs(chunkZ) % 5 === 0;
const roadZ = Math.abs(chunkX + 2) % 6 === 0;
const obstacleCount = biome === "coast" ? 2 : 4 + Math.floor(random01(PROCEDURAL_SEED, chunkX, chunkZ, 2) * 5);
const obstacles: RoyaleObstacle[] = [];
for (let index = 0; index < obstacleCount; index += 1) {
const localX = (random01(PROCEDURAL_SEED, chunkX, chunkZ, 10 + index * 5) - 0.5) * 82;
const localZ = (random01(PROCEDURAL_SEED, chunkX, chunkZ, 11 + index * 5) - 0.5) * 82;
if ((roadZ && Math.abs(localX) < 11) || (roadX && Math.abs(localZ) < 11)) continue;
const kindRoll = random01(PROCEDURAL_SEED, chunkX, chunkZ, 12 + index * 5);
const kind: RoyaleObstacleKind =
kindRoll > 0.72 ? "building" : kindRoll > 0.38 ? "tree" : "rock";
const scale = random01(PROCEDURAL_SEED, chunkX, chunkZ, 13 + index * 5);
const width = kind === "building" ? 10 + scale * 15 : kind === "tree" ? 3.2 : 4 + scale * 7;
const depth = kind === "building" ? 9 + random01(PROCEDURAL_SEED, chunkX, chunkZ, 14 + index * 5) * 14 : width;
obstacles.push({
id: `${chunkX}:${chunkZ}:${index}`,
kind,
x: chunkX * ROYALE_CHUNK_SIZE + ROYALE_CHUNK_SIZE / 2 + localX,
z: chunkZ * ROYALE_CHUNK_SIZE + ROYALE_CHUNK_SIZE / 2 + localZ,
width,
depth,
height: kind === "building" ? 7 + scale * 13 : kind === "tree" ? 8 + scale * 7 : 2.5 + scale * 5,
});
}
const chunk: RoyaleMapChunk = {
x: chunkX,
z: chunkZ,
biome,
tint:
biome === "coast" ? 0xb9a56e : biome === "forest" ? 0x315d3f : biome === "highland" ? 0x697064 : 0x52764b,
elevation: Math.round(random01(PROCEDURAL_SEED, chunkX, chunkZ, 3) * 3) * 0.16,
roadX,
roadZ,
obstacles,
};
chunkCache.set(key, chunk);
return chunk;
}
export function collidesWithRoyaleMap(x: number, z: number, radius = 0.72): boolean {
if (Math.hypot(x, z) + radius > ROYALE_WORLD_RADIUS) return true;
const chunkX = Math.floor(x / ROYALE_CHUNK_SIZE);
const chunkZ = Math.floor(z / ROYALE_CHUNK_SIZE);
for (let offsetX = -1; offsetX <= 1; offsetX += 1) {
for (let offsetZ = -1; offsetZ <= 1; offsetZ += 1) {
for (const obstacle of generateRoyaleChunk(chunkX + offsetX, chunkZ + offsetZ).obstacles) {
const nearestX = clamp(x, obstacle.x - obstacle.width / 2, obstacle.x + obstacle.width / 2);
const nearestZ = clamp(z, obstacle.z - obstacle.depth / 2, obstacle.z + obstacle.depth / 2);
const dx = x - nearestX;
const dz = z - nearestZ;
if (dx * dx + dz * dz < radius * radius) return true;
}
}
}
return false;
}
export function hasRoyaleLineOfSight(fromX: number, fromZ: number, toX: number, toZ: number): boolean {
const distance = Math.hypot(toX - fromX, toZ - fromZ);
const steps = Math.max(2, Math.ceil(distance / 4));
for (let step = 1; step < steps; step += 1) {
const ratio = step / steps;
if (collidesWithRoyaleMap(fromX + (toX - fromX) * ratio, fromZ + (toZ - fromZ) * ratio, 0.12)) {
return false;
}
}
return true;
}
export function royaleChunkCoordinate(value: number): number {
return Math.floor(value / ROYALE_CHUNK_SIZE);
}
export function royaleRandom(seed: number, index: number): number {
return random01(seed, index, index * 17 + 3, index * 97 + 11);
}
const PROCEDURAL_SEED = ROYALE_MAP_SEED;
function random01(seed: number, a: number, b: number, c: number): number {
let value = seed ^ Math.imul(a, 0x9e3779b1) ^ Math.imul(b, 0x85ebca77) ^ Math.imul(c, 0xc2b2ae3d);
value ^= value >>> 16;
value = Math.imul(value, 0x7feb352d);
value ^= value >>> 15;
value = Math.imul(value, 0x846ca68b);
value ^= value >>> 16;
return (value >>> 0) / 0x1_0000_0000;
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}

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export type RoyaleWeapon = "pistol" | "rifle" | "marksman";
export type RoyaleLootKind = "weapon" | "ammo" | "armor" | "medkit";
export interface RoyaleInput {
forward: number;
strafe: number;
yaw: number;
pitch: number;
fire: boolean;
sprint: boolean;
reload: boolean;
}
export interface RoyaleBotState {
phase: number;
targetId: number | null;
}
export interface RoyaleAuthorityPlayer {
id: number;
bot: boolean;
alive: boolean;
x: number;
z: number;
velocityX: number;
velocityZ: number;
yaw: number;
pitch: number;
altitude: number;
health: number;
armor: number;
weapon: RoyaleWeapon;
magazine: number;
reserve: number;
cooldownTicks: number;
reloadTicks: number;
kills: number;
inputForward: number;
inputStrafe: number;
firing: boolean;
sprinting: boolean;
botState: RoyaleBotState | null;
}
export interface RoyaleAuthorityLoot {
id: number;
kind: RoyaleLootKind;
weapon: RoyaleWeapon;
amount: number;
x: number;
z: number;
active: boolean;
}
export interface RoyaleAuthorityState {
players: RoyaleAuthorityPlayer[];
loot: RoyaleAuthorityLoot[];
elapsedTicks: number;
round: number;
stormX: number;
stormZ: number;
stormRadius: number;
resetTicks: number;
winnerId: number | null;
nextEventId: number;
secretSeed: number;
}
export interface RoyalePlayerView {
id: number;
bot: boolean;
alive: boolean;
x: number;
z: number;
velocityX: number;
velocityZ: number;
yaw: number;
pitch: number;
altitude: number;
/** Exact combat state exists only on the owning player's projection. */
health: number | null;
armor: number | null;
weapon: RoyaleWeapon;
magazine: number | null;
reserve: number | null;
cooldownTicks: number;
reloadTicks: number;
kills: number;
firing: boolean;
sprinting: boolean;
inputForward: number;
inputStrafe: number;
}
export interface RoyaleLootView {
id: number;
kind: RoyaleLootKind;
weapon: RoyaleWeapon;
amount: number;
x: number;
z: number;
}
export interface RoyaleStreamStats {
candidateCount: number;
droppedCount: number;
usedBytes: number;
budgetBytes: number;
chunkX: number;
chunkZ: number;
}
export interface RoyaleClientState {
mapSeed: number;
worldSize: number;
chunkSize: number;
players: RoyalePlayerView[];
loot: RoyaleLootView[];
elapsedTicks: number;
round: number;
aliveCount: number;
stormX: number;
stormZ: number;
stormRadius: number;
resetTicks: number;
winnerId: number | null;
stream: RoyaleStreamStats;
events: RoyalePresentationEvent[];
}
export type RoyaleAuthorityEvent =
| { id: number; type: "shot"; sourceId: number; x: number; y: number; z: number; yaw: number; pitch: number }
| { id: number; type: "damage"; sourceId: number; targetId: number; amount: number; health: number }
| { id: number; type: "elimination"; killerId: number; victimId: number }
| { id: number; type: "pickup"; playerId: number; kind: RoyaleLootKind; weapon: RoyaleWeapon; amount: number }
| { id: number; type: "landed"; playerId: number }
| { id: number; type: "winner"; playerId: number; round: number };
export type RoyalePerception =
| { id: number; type: "shot"; sourceId: number; x: number; y: number; z: number; yaw: number; pitch: number }
| { id: number; type: "gunfire"; bearing: number; intensity: number }
| { id: number; type: "damage"; amount: number; health: number }
| { id: number; type: "hit"; amount: number; eliminated: boolean }
| { id: number; type: "elimination"; killerId: number; victimId: number }
| { id: number; type: "pickup"; kind: RoyaleLootKind; weapon: RoyaleWeapon; amount: number }
| { id: number; type: "landed" }
| { id: number; type: "winner"; playerId: number; round: number };
export interface RoyalePresentationEvent {
receivedTick: number;
event: RoyalePerception;
}
export interface RoyaleGameContract {
authority: RoyaleAuthorityState;
client: RoyaleClientState;
input: RoyaleInput;
authorityEvent: RoyaleAuthorityEvent;
perceptionEvent: RoyalePerception;
}

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import type { BinaryCodec } from "@syncer/engine";
import {
isWeaponId,
type DistanceBand,
type ImpactKind,
type LoadoutState,
type PickupKind,
type PlayerKind,
type PlayerState,
type PickupState,
type ScoreEntry,
type ShooterInput,
type ShooterPerception,
type ShooterWorldState,
type WeaponId,
} from "./shooter-types.js";
const INPUT_BYTES = 18;
const WORLD_HEADER_BYTES = 17;
const PLAYER_BYTES = 55;
const SCORE_BYTES = 9;
const PICKUP_BYTES = 15;
export const shooterInputCodec: BinaryCodec<ShooterInput> = {
encode(input) {
const payload = new Uint8Array(INPUT_BYTES);
const view = new DataView(payload.buffer);
view.setFloat32(0, input.strafe, true);
view.setFloat32(4, input.forward, true);
view.setFloat32(8, input.yaw, true);
view.setFloat32(12, input.pitch, true);
view.setUint8(
16,
(input.fire ? 1 : 0) | (input.sprint ? 2 : 0) | (input.reload ? 4 : 0),
);
view.setUint8(17, input.weapon);
return payload;
},
decode(payload) {
assertLength(payload, INPUT_BYTES, "Shooter input");
const view = viewOf(payload);
const weapon = view.getUint8(17);
if (!isWeaponId(weapon)) {
throw new RangeError("Unknown weapon in shooter input");
}
const flags = view.getUint8(16);
return {
strafe: view.getFloat32(0, true),
forward: view.getFloat32(4, true),
yaw: view.getFloat32(8, true),
pitch: view.getFloat32(12, true),
fire: Boolean(flags & 1),
sprint: Boolean(flags & 2),
reload: Boolean(flags & 4),
weapon,
};
},
};
export const shooterWorldCodec: BinaryCodec<ShooterWorldState> = {
encode(state) {
if (
state.players.size > 65_535 ||
state.scoreboard.length > 65_535 ||
state.pickups.size > 65_535
) {
throw new RangeError("Shooter world exceeds the binary protocol limit");
}
const length =
WORLD_HEADER_BYTES +
state.players.size * PLAYER_BYTES +
state.scoreboard.length * SCORE_BYTES +
state.pickups.size * PICKUP_BYTES;
const payload = new Uint8Array(length);
const view = new DataView(payload.buffer);
let offset = 0;
view.setUint8(offset, 1);
offset += 1;
view.setUint32(offset, state.match.elapsedTicks, true);
offset += 4;
view.setUint16(offset, state.match.scoreLimit, true);
offset += 2;
view.setUint32(offset, state.match.leaderId, true);
offset += 4;
view.setUint16(offset, state.players.size, true);
offset += 2;
view.setUint16(offset, state.scoreboard.length, true);
offset += 2;
view.setUint16(offset, state.pickups.size, true);
offset += 2;
const players = [...state.players.values()].sort((a, b) => a.id - b.id);
for (const player of players) {
offset = encodePlayer(view, offset, player);
}
for (const score of [...state.scoreboard].sort((a, b) => a.id - b.id)) {
offset = encodeScore(view, offset, score);
}
for (const pickup of [...state.pickups.values()].sort((a, b) => a.id - b.id)) {
view.setUint16(offset, pickup.id, true);
view.setUint8(offset + 2, pickupKindToByte(pickup.kind));
view.setUint8(offset + 3, pickup.weapon);
view.setFloat32(offset + 4, pickup.x, true);
view.setFloat32(offset + 8, pickup.z, true);
view.setUint8(offset + 12, pickup.active ? 1 : 0);
view.setUint16(offset + 13, clampUint16(pickup.respawnTicks), true);
offset += PICKUP_BYTES;
}
return payload;
},
decode(payload) {
if (payload.byteLength < WORLD_HEADER_BYTES) {
throw new RangeError("Shooter world is missing its header");
}
const view = viewOf(payload);
let offset = 0;
const version = view.getUint8(offset);
offset += 1;
if (version !== 1) {
throw new RangeError(`Unsupported shooter world version ${version}`);
}
const elapsedTicks = view.getUint32(offset, true);
offset += 4;
const scoreLimit = view.getUint16(offset, true);
offset += 2;
const leaderId = view.getUint32(offset, true);
offset += 4;
const playerCount = view.getUint16(offset, true);
offset += 2;
const scoreCount = view.getUint16(offset, true);
offset += 2;
const pickupCount = view.getUint16(offset, true);
offset += 2;
assertLength(
payload,
WORLD_HEADER_BYTES +
playerCount * PLAYER_BYTES +
scoreCount * SCORE_BYTES +
pickupCount * PICKUP_BYTES,
"Shooter world",
);
const players = new Map<number, PlayerState>();
for (let index = 0; index < playerCount; index += 1) {
const decoded = decodePlayer(view, offset);
players.set(decoded.player.id, decoded.player);
offset = decoded.offset;
}
const scoreboard: ScoreEntry[] = [];
for (let index = 0; index < scoreCount; index += 1) {
const id = view.getUint32(offset, true);
const kind = byteToPlayerKind(view.getUint8(offset + 4));
scoreboard.push({
id,
kind,
kills: view.getUint16(offset + 5, true),
deaths: view.getUint16(offset + 7, true),
});
offset += SCORE_BYTES;
}
const pickups = new Map<number, PickupState>();
for (let index = 0; index < pickupCount; index += 1) {
const id = view.getUint16(offset, true);
const weapon = view.getUint8(offset + 3);
if (!isWeaponId(weapon)) {
throw new RangeError("Unknown pickup weapon");
}
pickups.set(id, {
id,
kind: byteToPickupKind(view.getUint8(offset + 2)),
weapon,
x: view.getFloat32(offset + 4, true),
z: view.getFloat32(offset + 8, true),
active: Boolean(view.getUint8(offset + 12)),
respawnTicks: view.getUint16(offset + 13, true),
});
offset += PICKUP_BYTES;
}
return {
players,
pickups,
scoreboard,
match: { elapsedTicks, scoreLimit, leaderId },
events: [],
};
},
};
export const shooterEventCodec: BinaryCodec<ShooterPerception> = {
encode(event) {
const length = perceptionLength(event);
const payload = new Uint8Array(length);
const view = new DataView(payload.buffer);
view.setUint32(0, event.id, true);
view.setUint8(4, perceptionTypeToByte(event.type));
switch (event.type) {
case "shot":
view.setUint8(5, event.weapon);
view.setUint32(6, event.sourceId, true);
view.setFloat32(10, event.originX, true);
view.setFloat32(14, event.originY, true);
view.setFloat32(18, event.originZ, true);
view.setFloat32(22, event.endX, true);
view.setFloat32(26, event.endY, true);
view.setFloat32(30, event.endZ, true);
view.setUint8(34, impactToByte(event.impact));
break;
case "sound":
view.setUint8(5, event.sound === "gunshot" ? 0 : 1);
view.setUint8(6, event.weapon);
view.setFloat32(7, event.bearingRadians, true);
view.setFloat32(11, event.intensity, true);
view.setUint8(15, distanceBandToByte(event.distanceBand));
break;
case "damage":
view.setUint16(5, clampUint16(event.amount), true);
view.setUint16(7, clampUint16(event.health), true);
view.setFloat32(9, event.bearingRadians, true);
view.setUint8(13, event.critical ? 1 : 0);
break;
case "hit":
view.setUint16(5, clampUint16(event.amount), true);
view.setUint8(7, event.eliminated ? 1 : 0);
view.setUint8(8, event.critical ? 1 : 0);
break;
case "elimination":
view.setUint32(5, event.killerId, true);
view.setUint32(9, event.victimId, true);
view.setUint8(13, event.weapon);
view.setUint8(14, event.critical ? 1 : 0);
break;
case "pickup":
view.setUint8(5, pickupKindToByte(event.pickup));
view.setUint8(6, event.weapon);
view.setUint16(7, clampUint16(event.amount), true);
break;
case "respawn":
break;
}
return payload;
},
decode(payload) {
if (payload.byteLength < 5) {
throw new RangeError("Shooter event is missing its header");
}
const view = viewOf(payload);
const id = view.getUint32(0, true);
const type = byteToPerceptionType(view.getUint8(4));
switch (type) {
case "shot": {
assertLength(payload, 35, "Shot event");
const weapon = decodeWeapon(view.getUint8(5));
return {
id,
type,
weapon,
sourceId: view.getUint32(6, true),
originX: view.getFloat32(10, true),
originY: view.getFloat32(14, true),
originZ: view.getFloat32(18, true),
endX: view.getFloat32(22, true),
endY: view.getFloat32(26, true),
endZ: view.getFloat32(30, true),
impact: byteToImpact(view.getUint8(34)),
};
}
case "sound": {
assertLength(payload, 16, "Sound event");
return {
id,
type,
sound: view.getUint8(5) === 0 ? "gunshot" : "footstep",
weapon: decodeWeapon(view.getUint8(6)),
bearingRadians: view.getFloat32(7, true),
intensity: view.getFloat32(11, true),
distanceBand: byteToDistanceBand(view.getUint8(15)),
};
}
case "damage":
assertLength(payload, 14, "Damage event");
return {
id,
type,
amount: view.getUint16(5, true),
health: view.getUint16(7, true),
bearingRadians: view.getFloat32(9, true),
critical: Boolean(view.getUint8(13)),
};
case "hit":
assertLength(payload, 9, "Hit event");
return {
id,
type,
amount: view.getUint16(5, true),
eliminated: Boolean(view.getUint8(7)),
critical: Boolean(view.getUint8(8)),
};
case "elimination":
assertLength(payload, 15, "Elimination event");
return {
id,
type,
killerId: view.getUint32(5, true),
victimId: view.getUint32(9, true),
weapon: decodeWeapon(view.getUint8(13)),
critical: Boolean(view.getUint8(14)),
};
case "pickup":
assertLength(payload, 9, "Pickup event");
return {
id,
type,
pickup: byteToPickupKind(view.getUint8(5)),
weapon: decodeWeapon(view.getUint8(6)),
amount: view.getUint16(7, true),
};
case "respawn":
assertLength(payload, 5, "Respawn event");
return { id, type };
}
},
};
function encodePlayer(view: DataView, offset: number, player: PlayerState): number {
view.setUint32(offset, player.id, true);
view.setUint8(
offset + 4,
(player.kind === "bot" ? 1 : 0) | (player.alive ? 2 : 0),
);
view.setFloat32(offset + 5, player.x, true);
view.setFloat32(offset + 9, player.z, true);
view.setFloat32(offset + 13, player.velocityX, true);
view.setFloat32(offset + 17, player.velocityZ, true);
view.setFloat32(offset + 21, player.yaw, true);
view.setFloat32(offset + 25, player.pitch, true);
view.setUint8(offset + 29, clampByte(player.health));
view.setUint8(offset + 30, clampByte(player.armor));
view.setUint8(offset + 31, player.weapon);
let ammoOffset = offset + 32;
for (const ammo of player.ammo) {
view.setUint16(ammoOffset, clampUint16(ammo.magazine), true);
view.setUint16(ammoOffset + 2, clampUint16(ammo.reserve), true);
ammoOffset += 4;
}
view.setUint16(offset + 44, clampUint16(player.cooldownTicks), true);
view.setUint16(offset + 46, clampUint16(player.reloadTicks), true);
view.setUint16(offset + 48, clampUint16(player.respawnTicks), true);
view.setUint16(offset + 50, clampUint16(player.spawnProtectionTicks), true);
view.setInt8(offset + 52, Math.round(clamp(player.inputStrafe, -1, 1) * 127));
view.setInt8(offset + 53, Math.round(clamp(player.inputForward, -1, 1) * 127));
view.setUint8(offset + 54, (player.firing ? 1 : 0) | (player.sprinting ? 2 : 0));
return offset + PLAYER_BYTES;
}
function decodePlayer(view: DataView, offset: number): { player: PlayerState; offset: number } {
const flags = view.getUint8(offset + 4);
const weapon = decodeWeapon(view.getUint8(offset + 31));
const ammo = [] as unknown as LoadoutState;
let ammoOffset = offset + 32;
for (let index = 0; index < 3; index += 1) {
ammo[index] = {
magazine: view.getUint16(ammoOffset, true),
reserve: view.getUint16(ammoOffset + 2, true),
};
ammoOffset += 4;
}
const inputFlags = view.getUint8(offset + 54);
return {
player: {
id: view.getUint32(offset, true),
kind: flags & 1 ? "bot" : "human",
alive: Boolean(flags & 2),
x: view.getFloat32(offset + 5, true),
z: view.getFloat32(offset + 9, true),
velocityX: view.getFloat32(offset + 13, true),
velocityZ: view.getFloat32(offset + 17, true),
yaw: view.getFloat32(offset + 21, true),
pitch: view.getFloat32(offset + 25, true),
health: view.getUint8(offset + 29),
armor: view.getUint8(offset + 30),
weapon,
ammo,
cooldownTicks: view.getUint16(offset + 44, true),
reloadTicks: view.getUint16(offset + 46, true),
respawnTicks: view.getUint16(offset + 48, true),
spawnProtectionTicks: view.getUint16(offset + 50, true),
inputStrafe: view.getInt8(offset + 52) / 127,
inputForward: view.getInt8(offset + 53) / 127,
firing: Boolean(inputFlags & 1),
sprinting: Boolean(inputFlags & 2),
},
offset: offset + PLAYER_BYTES,
};
}
function encodeScore(view: DataView, offset: number, score: ScoreEntry): number {
view.setUint32(offset, score.id, true);
view.setUint8(offset + 4, score.kind === "bot" ? 1 : 0);
view.setUint16(offset + 5, clampUint16(score.kills), true);
view.setUint16(offset + 7, clampUint16(score.deaths), true);
return offset + SCORE_BYTES;
}
function perceptionLength(event: ShooterPerception): number {
switch (event.type) {
case "shot": return 35;
case "sound": return 16;
case "damage": return 14;
case "hit": return 9;
case "elimination": return 15;
case "pickup": return 9;
case "respawn": return 5;
}
}
function perceptionTypeToByte(type: ShooterPerception["type"]): number {
return type === "shot" ? 0 : type === "sound" ? 1 : type === "damage" ? 2 : type === "elimination" ? 3 : type === "pickup" ? 4 : type === "respawn" ? 5 : 6;
}
function byteToPerceptionType(value: number): ShooterPerception["type"] {
if (value === 0) return "shot";
if (value === 1) return "sound";
if (value === 2) return "damage";
if (value === 3) return "elimination";
if (value === 4) return "pickup";
if (value === 5) return "respawn";
if (value === 6) return "hit";
throw new RangeError("Unknown shooter perception type");
}
function pickupKindToByte(kind: PickupKind): number {
return kind === "health" ? 0 : kind === "ammo" ? 1 : 2;
}
function byteToPickupKind(value: number): PickupKind {
if (value === 0) return "health";
if (value === 1) return "ammo";
if (value === 2) return "weapon";
throw new RangeError("Unknown pickup kind");
}
function distanceBandToByte(band: DistanceBand): number {
return band === "near" ? 0 : band === "medium" ? 1 : 2;
}
function byteToDistanceBand(value: number): DistanceBand {
if (value === 0) return "near";
if (value === 1) return "medium";
if (value === 2) return "far";
throw new RangeError("Unknown distance band");
}
function impactToByte(impact: ImpactKind): number {
return impact === "wall" ? 0 : impact === "player" ? 1 : 2;
}
function byteToImpact(value: number): ImpactKind {
if (value === 0) return "wall";
if (value === 1) return "player";
if (value === 2) return "miss";
throw new RangeError("Unknown impact kind");
}
function byteToPlayerKind(value: number): PlayerKind {
if (value === 0) return "human";
if (value === 1) return "bot";
throw new RangeError("Unknown player kind");
}
function decodeWeapon(value: number): WeaponId {
if (!isWeaponId(value)) {
throw new RangeError("Unknown weapon");
}
return value;
}
function clamp(value: number, minimum: number, maximum: number): number {
return Math.max(minimum, Math.min(maximum, value));
}
function clampByte(value: number): number {
return Math.round(clamp(value, 0, 255));
}
function clampUint16(value: number): number {
return Math.round(clamp(value, 0, 65_535));
}
function viewOf(payload: Uint8Array): DataView {
return new DataView(payload.buffer, payload.byteOffset, payload.byteLength);
}
function assertLength(payload: Uint8Array, expected: number, name: string): void {
if (payload.byteLength !== expected) {
throw new RangeError(`${name} must be exactly ${expected} bytes`);
}
}

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export const Weapon = {
PulseRifle: 0,
Scattergun: 1,
RailRifle: 2,
} as const;
export type WeaponId = (typeof Weapon)[keyof typeof Weapon];
export type PlayerKind = "human" | "bot";
export type PickupKind = "health" | "ammo" | "weapon";
export type DistanceBand = "near" | "medium" | "far";
export interface WeaponDefinition {
id: WeaponId;
name: string;
shortName: string;
damage: number;
pellets: number;
spread: number;
range: number;
cooldownTicks: number;
reloadTicks: number;
magazineSize: number;
startingReserve: number;
automatic: boolean;
accent: string;
}
export const WEAPONS: Readonly<Record<WeaponId, WeaponDefinition>> = {
[Weapon.PulseRifle]: { id: Weapon.PulseRifle, name: "Nova-9 Pulse Rifle", shortName: "NOVA-9", damage: 18, pellets: 1, spread: 0.012, range: 42, cooldownTicks: 6, reloadTicks: 92, magazineSize: 30, startingReserve: 120, automatic: true, accent: "#5de4c7" },
[Weapon.Scattergun]: { id: Weapon.Scattergun, name: "Arc-12 Scattergun", shortName: "ARC-12", damage: 10, pellets: 8, spread: 0.105, range: 16, cooldownTicks: 48, reloadTicks: 112, magazineSize: 8, startingReserve: 32, automatic: false, accent: "#ffad5c" },
[Weapon.RailRifle]: { id: Weapon.RailRifle, name: "Vantage Rail Rifle", shortName: "VANTAGE", damage: 72, pellets: 1, spread: 0.002, range: 58, cooldownTicks: 76, reloadTicks: 138, magazineSize: 4, startingReserve: 16, automatic: false, accent: "#a98cff" },
};
export interface ShooterInput {
strafe: number;
forward: number;
yaw: number;
pitch: number;
fire: boolean;
sprint: boolean;
reload: boolean;
weapon: WeaponId;
}
export interface AmmoState { magazine: number; reserve: number }
export type LoadoutState = [AmmoState, AmmoState, AmmoState];
export interface PlayerState {
id: number;
kind: PlayerKind;
alive: boolean;
x: number;
z: number;
velocityX: number;
velocityZ: number;
yaw: number;
pitch: number;
health: number;
armor: number;
weapon: WeaponId;
ammo: LoadoutState;
cooldownTicks: number;
reloadTicks: number;
respawnTicks: number;
spawnProtectionTicks: number;
inputStrafe: number;
inputForward: number;
firing: boolean;
sprinting: boolean;
}
export interface ScoreEntry { id: number; kind: PlayerKind; kills: number; deaths: number }
export interface PickupState {
id: number;
kind: PickupKind;
weapon: WeaponId;
x: number;
z: number;
active: boolean;
respawnTicks: number;
}
export interface MatchState { elapsedTicks: number; scoreLimit: number; leaderId: number }
export type SoundKind = "gunshot" | "footstep";
export type ImpactKind = "wall" | "player" | "miss";
export type ShooterPerception =
| { id: number; type: "shot"; weapon: WeaponId; sourceId: number; originX: number; originY: number; originZ: number; endX: number; endY: number; endZ: number; impact: ImpactKind }
| { id: number; type: "sound"; sound: SoundKind; weapon: WeaponId; bearingRadians: number; intensity: number; distanceBand: DistanceBand }
| { id: number; type: "damage"; amount: number; health: number; bearingRadians: number; critical: boolean }
| { id: number; type: "hit"; amount: number; eliminated: boolean; critical: boolean }
| { id: number; type: "elimination"; killerId: number; victimId: number; weapon: WeaponId; critical: boolean }
| { id: number; type: "pickup"; pickup: PickupKind; weapon: WeaponId; amount: number }
| { id: number; type: "respawn" };
export interface TimedPerception { receivedTick: number; event: ShooterPerception }
export interface ShooterWorldState {
players: Map<number, PlayerState>;
pickups: Map<number, PickupState>;
scoreboard: ScoreEntry[];
match: MatchState;
events: TimedPerception[];
}
export interface BotMind { targetId: number | null; patrolIndex: number; nextThinkTick: number; strafeSign: number }
export interface AuthoritativePlayer extends PlayerState {
kills: number;
deaths: number;
lastFirePressed: boolean;
lastReloadPressed: boolean;
lastFootstepTick: number;
bot: BotMind | null;
}
export interface AuthoritativeShooterState {
players: Map<number, AuthoritativePlayer>;
pickups: Map<number, PickupState>;
elapsedTicks: number;
nextEventId: number;
}
export type ShooterAuthorityEvent =
| { id: number; type: "shot"; sourceId: number; weapon: WeaponId; originX: number; originY: number; originZ: number; endX: number; endY: number; endZ: number; impact: ImpactKind }
| { id: number; type: "damage"; sourceId: number; targetId: number; amount: number; health: number; critical: boolean }
| { id: number; type: "elimination"; killerId: number; victimId: number; weapon: WeaponId; critical: boolean }
| { id: number; type: "pickup"; playerId: number; pickup: PickupKind; weapon: WeaponId; amount: number }
| { id: number; type: "respawn"; playerId: number }
| { id: number; type: "footstep"; sourceId: number };
export function isWeaponId(value: number): value is WeaponId {
return value === 0 || value === 1 || value === 2;
}
export function playerDisplayName(id: number, kind: PlayerKind): string {
if (kind === "human") return `RANGER ${id}`;
const names = ["CIPHER", "ROOK", "MARA", "KESTREL", "VEX", "HALO"];
return names[Math.abs(id) % names.length] ?? `BOT ${id}`;
}

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import assert from "node:assert/strict";
import test from "node:test";
import {
FLUX_BOT_IDS,
FLUX_SNAPSHOT_RATE,
FLUX_TICK_RATE,
fluxGame,
} from "../dist/index.js";
function createThrustPacket(sequence, targetTick, thrust = true) {
return {
sequence,
targetTick,
observedTick: Math.max(0, targetTick - 1),
input: { thrust },
};
}
test("Flux Relay is a complete game defined through the public authoring API", () => {
assert.equal(fluxGame.tickRateHz, FLUX_TICK_RATE);
assert.equal(fluxGame.snapshotRateHz, FLUX_SNAPSHOT_RATE);
const server = fluxGame.createServer();
server.addPlayer(1);
assert.deepEqual(server.submitInput(1, createThrustPacket(1, 1)), {
accepted: true,
});
const events = [];
for (let tick = 0; tick < 180; tick += 1) {
events.push(...server.step().events);
}
assert.ok(server.currentState.cyanScore >= 2);
assert.equal(server.currentState.orangeScore, 0);
assert.ok(
events.some((event) => event.type === "round-won" && event.team === "cyan"),
);
assert.ok(server.currentState.players.some((player) => player.id === FLUX_BOT_IDS[0]));
});
test("Flux snapshots disclose exact energy only to its owner", () => {
const server = fluxGame.createServer();
server.addPlayer(1);
server.addPlayer(2);
const playerOneView = server.createSnapshot(1, 0).state;
const playerTwoView = server.createSnapshot(2, 0).state;
assert.equal(playerOneView.players.find((player) => player.id === 1)?.energy, 100);
assert.equal(playerOneView.players.find((player) => player.id === 2)?.energy, null);
assert.equal(playerTwoView.players.find((player) => player.id === 1)?.energy, null);
assert.equal(playerTwoView.players.find((player) => player.id === 2)?.energy, 100);
assert.ok(
playerOneView.players
.filter((player) => player.bot)
.every((player) => player.energy === null),
);
assert.equal("nextEventId" in playerOneView, false);
});
test("the same private Flux event becomes a self cue or anonymous field cue", () => {
const server = fluxGame.createServer();
server.addPlayer(1);
server.addPlayer(2);
const player = server.currentState.players.find((candidate) => candidate.id === 1);
player.energy = 0.2;
server.submitInput(1, createThrustPacket(1, 1));
const result = server.step();
const overheat = result.events.find((event) => event.type === "overheated");
assert.ok(overheat);
const ownCue = server.createPerceptions(1, [overheat])[0];
const fieldCue = server.createPerceptions(2, [overheat])[0];
assert.equal(ownCue.scope, "self");
assert.equal(fieldCue.scope, "field");
assert.equal("playerId" in ownCue, false);
assert.equal("playerId" in fieldCue, false);
});
test("Flux uses the generic protocol, prediction, acknowledgement, and reconciliation", () => {
const server = fluxGame.createServer();
server.addPlayer(7);
const client = fluxGame.createClient();
client.initialize(7, server.createSnapshot(7, 10));
const packet = client.createInput({ thrust: true }, 1);
const wirePacket = fluxGame.protocol.decodeClient(
fluxGame.protocol.encodeClient({ kind: "input", packet }),
);
assert.equal(wirePacket.kind, "input");
assert.deepEqual(wirePacket.packet, packet);
assert.equal(server.submitInput(7, packet).accepted, true);
client.step();
const result = server.step();
client.acknowledge(result.acknowledgements[0].sequence);
const wireSnapshot = fluxGame.protocol.decodeServer(
fluxGame.protocol.encodeServer({
kind: "snapshot",
snapshot: server.createSnapshot(7, 20),
}),
);
assert.equal(wireSnapshot.kind, "snapshot");
client.reconcile(wireSnapshot.snapshot);
const local = client.currentState.players.find((player) => player.id === 7);
assert.equal(local.thrust, true);
assert.ok(local.energy < 100);
});

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import assert from "node:assert/strict";
import test from "node:test";
import {
ROYALE_BOT_COUNT,
ROYALE_BOT_ID_BASE,
ROYALE_CHUNK_SIZE,
ROYALE_MAP_SEED,
collidesWithRoyaleMap,
generateRoyaleChunk,
hasRoyaleLineOfSight,
royaleGame,
} from "../dist/index.js";
test("the public world seed deterministically generates a 2 km chunked island", () => {
const first = generateRoyaleChunk(-3, 4);
const second = generateRoyaleChunk(-3, 4);
const neighbor = generateRoyaleChunk(-2, 4);
assert.deepEqual(first, second);
assert.notDeepEqual(first, neighbor);
assert.equal(ROYAALE_MAP_SEED_FOR_TEST(), ROYALE_MAP_SEED);
assert.equal(ROYAALE_CHUNK_SIZE_FOR_TEST(), ROYALE_CHUNK_SIZE);
assert.ok(first.obstacles.every((obstacle) => obstacle.id.startsWith("-3:4:")));
});
test("Syncer Royale simulates a complete authority battle headlessly", () => {
const server = royaleGame.createServer();
const totals = { shots: 0, damage: 0, eliminations: 0, winners: 0 };
for (let tick = 0; tick < 6_000; tick += 1) {
for (const event of server.step().events) {
if (event.type === "shot") totals.shots += 1;
if (event.type === "damage") totals.damage += 1;
if (event.type === "elimination") totals.eliminations += 1;
if (event.type === "winner") totals.winners += 1;
}
}
assert.equal(server.currentState.players.length, ROYALE_BOT_COUNT);
assert.ok(totals.shots > 150, `expected firefights, saw ${totals.shots}`);
assert.ok(totals.damage > 50, `expected damage, saw ${totals.damage}`);
assert.ok(totals.eliminations > 15, `expected eliminations, saw ${totals.eliminations}`);
assert.ok(server.currentState.players.every((player) => Number.isFinite(player.x + player.z)));
});
test("Royale projections hide authority secrets and distant combatants", () => {
const server = royaleGame.createServer();
server.addPlayer(1);
const authority = server.currentState;
const viewer = authority.players.find((player) => player.id === 1);
const hidden = authority.players.find((player) => player.id === ROYALE_BOT_ID_BASE);
viewer.altitude = 0;
viewer.x = 0;
viewer.z = 0;
hidden.x = 430;
hidden.z = 0;
hidden.alive = true;
const snapshot = server.createSnapshot(1, 0).state;
assert.equal(snapshot.mapSeed, ROYALE_MAP_SEED);
assert.equal("secretSeed" in snapshot, false);
assert.ok(snapshot.players.some((player) => player.id === 1));
assert.ok(!snapshot.players.some((player) => player.id === hidden.id));
assert.ok(
snapshot.players
.filter((player) => player.id !== 1)
.every((player) => player.health === null && player.armor === null),
);
const [sound] = server.createPerceptions(1, [
{ id: 99, type: "shot", sourceId: hidden.id, x: hidden.x, y: 1.55, z: hidden.z, yaw: 0, pitch: 0 },
]);
assert.equal(sound.type, "gunfire");
assert.equal("sourceId" in sound, false);
assert.equal("x" in sound, false);
const [ownShot] = server.createPerceptions(1, [
{
id: 100,
type: "shot",
sourceId: viewer.id,
x: viewer.x,
y: 1.55,
z: viewer.z,
yaw: viewer.yaw,
pitch: viewer.pitch,
},
]);
assert.equal(ownShot.type, "shot");
assert.equal(ownShot.sourceId, viewer.id);
});
test("Royale enforces a viewer bandwidth budget after ordinary visibility", () => {
const server = royaleGame.createServer();
server.addPlayer(1);
const authority = server.currentState;
const viewer = authority.players.find((player) => player.id === 1);
viewer.altitude = 0;
viewer.x = 0;
viewer.z = 0;
for (const bot of authority.players.filter((player) => player.bot)) {
bot.x = 800;
bot.z = 0;
}
for (let index = 0; index < 100; index += 1) {
const item = authority.loot[index];
item.active = true;
item.x = (index % 10) * 2 - 9;
item.z = Math.floor(index / 10) * 2 - 9;
}
const snapshot = server.createSnapshot(1, 0).state;
assert.ok(snapshot.stream.droppedCount > 0);
assert.ok(snapshot.stream.usedBytes <= snapshot.stream.budgetBytes);
assert.ok(snapshot.loot.length < 100);
assert.equal(snapshot.players.filter((player) => player.id === 1).length, 1);
});
test("Royale input and projected state round-trip through the generic protocol", () => {
const server = royaleGame.createServer();
server.addPlayer(7);
const client = royaleGame.createClient();
const welcome = server.createSnapshot(7, 10);
client.initialize(7, welcome);
const packet = client.createInput({
forward: 1,
strafe: 0.25,
yaw: 0.7,
pitch: -0.2,
fire: false,
sprint: true,
reload: false,
}, 1);
const decoded = royaleGame.protocol.decodeClient(
royaleGame.protocol.encodeClient({ kind: "input", packet }),
);
assert.equal(decoded.kind, "input");
assert.deepEqual(decoded.packet, packet);
assert.equal(server.submitInput(7, decoded.packet).accepted, true);
server.step();
assert.equal(server.currentState.players.find((player) => player.id === 7).pitch, -0.2);
client.step();
client.reconcile(server.createSnapshot(7, 20));
assert.ok(client.currentState.players.some((player) => player.id === 7));
});
test("Royale pitch drives the authoritative three-dimensional hit ray", () => {
const server = royaleGame.createServer();
server.addPlayer(7);
server.addPlayer(8);
const authority = server.currentState;
for (const bot of authority.players.filter((player) => player.bot)) bot.alive = false;
const shooter = authority.players.find((player) => player.id === 7);
const target = authority.players.find((player) => player.id === 8);
let origin = null;
for (let x = -100; x <= 100 && !origin; x += 10) {
for (let z = -100; z <= 60; z += 10) {
if (
!collidesWithRoyaleMap(x, z) &&
!collidesWithRoyaleMap(x, z + 40) &&
hasRoyaleLineOfSight(x, z, x, z + 40)
) {
origin = { x, z };
break;
}
}
}
assert.ok(origin, "expected an unobstructed public-map firing lane");
Object.assign(shooter, { x: origin.x, z: origin.z, altitude: 0, yaw: 0 });
Object.assign(target, { x: origin.x, z: origin.z + 40, altitude: 20, health: 100, armor: 0 });
const pitch = Math.atan2(20, 40);
assert.equal(server.submitInput(7, {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: {
forward: 0,
strafe: 0,
yaw: 0,
pitch,
fire: true,
sprint: false,
reload: false,
},
}).accepted, true);
const result = server.step();
assert.ok(result.events.some((event) => event.type === "damage" && event.targetId === 8));
assert.ok(target.health < 100);
});
test("Royale strafe-right matches the first-person camera's screen right", () => {
const server = royaleGame.createServer();
server.addPlayer(7);
const authority = server.currentState;
for (const bot of authority.players.filter((player) => player.bot)) bot.alive = false;
const player = authority.players.find((candidate) => candidate.id === 7);
Object.assign(player, { x: 0, z: 0, altitude: 20, yaw: 0 });
assert.equal(server.submitInput(7, {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: {
forward: 0,
strafe: 1,
yaw: 0,
pitch: 0,
fire: false,
sprint: false,
reload: false,
},
}).accepted, true);
server.step();
assert.ok(player.velocityX < 0, "screen-right is world -X while facing world +Z");
});
function ROYAALE_MAP_SEED_FOR_TEST() {
return ROYALE_MAP_SEED;
}
function ROYAALE_CHUNK_SIZE_FOR_TEST() {
return ROYALE_CHUNK_SIZE;
}

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import assert from "node:assert/strict";
import test from "node:test";
import {
BOT_COUNT,
BOT_ID_BASE,
Weapon,
shooterGame,
} from "../dist/index.js";
function runHeadlessMatch(ticks) {
const server = shooterGame.createServer();
const totals = {
shots: 0,
damageEvents: 0,
eliminations: 0,
respawns: 0,
};
for (let tick = 0; tick < ticks; tick += 1) {
const result = server.step();
for (const event of result.events) {
if (event.type === "shot") totals.shots += 1;
if (event.type === "damage") totals.damageEvents += 1;
if (event.type === "elimination") totals.eliminations += 1;
if (event.type === "respawn") totals.respawns += 1;
}
}
return {
...totals,
tick: server.tick,
scores: [...server.currentState.players.values()]
.map((player) => ({
id: player.id,
kills: player.kills,
deaths: player.deaths,
alive: player.alive,
x: Number(player.x.toFixed(5)),
z: Number(player.z.toFixed(5)),
}))
.sort((a, b) => a.id - b.id),
};
}
test("the complete shooter match simulates headlessly on the backend", () => {
const match = runHeadlessMatch(7_200);
assert.equal(match.tick, 7_200);
assert.equal(match.scores.length, BOT_COUNT);
assert.ok(match.shots > 700, `expected active combat, saw ${match.shots} shots`);
assert.ok(match.damageEvents > 50, `expected hits, saw ${match.damageEvents}`);
assert.ok(match.eliminations >= 10, `expected kills, saw ${match.eliminations}`);
assert.ok(match.respawns >= 8, `expected respawns, saw ${match.respawns}`);
assert.equal(
match.scores.reduce((sum, score) => sum + score.kills, 0),
match.eliminations,
);
assert.ok(match.scores.every((score) => Number.isFinite(score.x + score.z)));
});
test("backend simulation is deterministic", () => {
assert.deepEqual(runHeadlessMatch(2_400), runHeadlessMatch(2_400));
});
test("human hitscan damages the historical target without rewinding live positions", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const shooter = server.currentState.players.get(1);
const target = server.currentState.players.get(BOT_ID_BASE);
for (const bot of server.currentState.players.values()) {
if (bot.id === BOT_ID_BASE || bot.id === 1) continue;
bot.alive = false;
bot.respawnTicks = 10_000;
}
shooter.x = -4;
shooter.z = -15;
shooter.yaw = Math.PI / 2;
shooter.pitch = 0;
shooter.spawnProtectionTicks = 0;
target.x = 0;
target.z = -15;
target.velocityX = 0;
target.velocityZ = 0;
target.inputForward = 0;
target.inputStrafe = 0;
target.spawnProtectionTicks = 0;
target.bot = null;
server.step();
target.z = -12.5;
const healthBefore = target.health;
server.submitInput(1, {
sequence: 1,
targetTick: 2,
observedTick: 1,
input: {
strafe: 0,
forward: 0,
yaw: Math.PI / 2,
pitch: 0,
fire: true,
sprint: false,
reload: false,
weapon: Weapon.PulseRifle,
},
});
const result = server.step();
assert.equal(target.z, -12.5, "the live target must not move backward");
assert.ok(target.health < healthBefore, "the rewound hitbox should take damage");
assert.ok(
result.events.some(
(event) => event.type === "damage" && event.targetId === BOT_ID_BASE,
),
);
const shot = result.events.find(
(event) => event.type === "shot" && event.sourceId === 1,
);
assert.ok(shot);
assert.ok(Math.abs(shot.endZ + 15) < 0.01);
});
test("shooter recordings seek through checkpoints with privacy intact", () => {
const server = shooterGame.createServer({ replaySeed: 99 });
server.addPlayer(1);
for (let tick = 0; tick < 420; tick += 1) server.step();
const recording = server.exportRecording();
assert.equal(recording.durationTicks, 420);
assert.deepEqual(
recording.checkpoints.map(({ tick }) => tick),
[0, 120, 240, 360],
);
const replay = shooterGame.createReplay(recording);
replay.seek(135);
const finalFrame = replay.seek(420);
assert.deepEqual(finalFrame.state, server.currentState);
const playerView = replay.viewAs(1).state;
assert.ok(playerView.players.has(1));
assert.equal("nextEventId" in playerView, false);
assert.ok(
[...playerView.players.values()].every((player) => !("bot" in player)),
);
});
test("a human elimination creates a bounded attacker-perspective killcam", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
let ticket = null;
for (let tick = 0; tick < 600 && !ticket; tick += 1) {
server.step();
ticket = server.drainReplayTickets(1)[0] ?? null;
}
assert.ok(ticket, "expected the standing human to receive a bot killcam");
assert.equal(ticket.requesterId, 1);
assert.ok(ticket.perspectiveId >= BOT_ID_BASE);
assert.equal(ticket.toTick, ticket.issuedAtTick);
assert.ok(ticket.frames.length > 60);
assert.ok(ticket.frames.length < 300);
assert.ok(
ticket.frames.every(({ state }) =>
[...state.players.values()].every(
(player) => !("bot" in player) && !("kills" in player),
),
),
);
});
test("snapshots and perception events cross the binary protocol", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const snapshot = server.createSnapshot(1, 123.5);
const snapshotFrame = shooterGame.protocol.encodeServer({
kind: "snapshot",
snapshot,
});
const decodedSnapshot = shooterGame.protocol.decodeServer(snapshotFrame);
assert.equal(decodedSnapshot.kind, "snapshot");
assert.equal(decodedSnapshot.snapshot.state.players.get(1).ammo.length, 3);
const event = {
id: 99,
type: "shot",
weapon: Weapon.RailRifle,
sourceId: 1,
originX: 1,
originY: 1.58,
originZ: 2,
endX: 11,
endY: 1.4,
endZ: -4,
impact: "wall",
};
const eventFrame = shooterGame.protocol.encodeServer({
kind: "event",
tick: 50,
event,
});
const decodedEvent = shooterGame.protocol.decodeServer(eventFrame);
assert.equal(decodedEvent.kind, "event");
assert.equal(decodedEvent.tick, 50);
assert.deepEqual(
{
...decodedEvent.event,
originY: Number(decodedEvent.event.originY.toFixed(2)),
endY: Number(decodedEvent.event.endY.toFixed(2)),
},
event,
);
});
test("occluded combatants stay private while their gunfire becomes anonymous audio", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const authority = server.currentState;
const viewer = authority.players.get(1);
const hiddenBot = authority.players.get(BOT_ID_BASE);
viewer.x = 0;
viewer.z = -6;
viewer.yaw = 0;
hiddenBot.x = 0;
hiddenBot.z = 6;
const snapshot = server.createSnapshot(1, 0);
assert.equal(snapshot.state.players.has(BOT_ID_BASE), false);
const perceptions = server.createPerceptions(1, [
{
id: 777,
type: "shot",
sourceId: BOT_ID_BASE,
weapon: Weapon.PulseRifle,
originX: hiddenBot.x,
originY: 1.58,
originZ: hiddenBot.z,
endX: hiddenBot.x,
endY: 1.58,
endZ: hiddenBot.z - 10,
impact: "wall",
},
]);
assert.equal(perceptions.length, 1);
assert.equal(perceptions[0].type, "sound");
assert.equal("sourceId" in perceptions[0], false);
assert.equal("originX" in perceptions[0], false);
});
test("visible opponents expose exact health but redact armor and inventory", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const viewer = server.currentState.players.get(1);
const opponent = server.currentState.players.get(BOT_ID_BASE);
viewer.x = -4;
viewer.z = -15;
viewer.yaw = Math.PI / 2;
opponent.x = 0;
opponent.z = -15;
opponent.health = 37;
opponent.armor = 19;
opponent.ammo[Weapon.PulseRifle].magazine = 3;
const replicated = server.createSnapshot(1, 0).state.players.get(BOT_ID_BASE);
assert.ok(replicated, "opponent should be visible in the clear corridor");
assert.equal(replicated.health, 37);
assert.equal(replicated.armor, 0);
assert.ok(
replicated.ammo.every(
(ammo) => ammo.magazine === 0 && ammo.reserve === 0,
),
);
assert.equal(replicated.x, opponent.x);
assert.equal(replicated.weapon, opponent.weapon);
viewer.yaw = -Math.PI / 2;
assert.equal(
server.createSnapshot(1, 0).state.players.has(BOT_ID_BASE),
false,
);
});

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"module": "NodeNext",
"moduleResolution": "NodeNext",
"rootDir": "src",
"outDir": "dist",
"declaration": true,
"declarationMap": true,
"sourceMap": true
},
"include": ["src"]
}