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GameboardPatrolAdvanceResult

Defined in: src/patrol/patrol.ts:101

Result returned after advancing a patrol agent.

optional actor?: GameboardActorSnapshot

Defined in: src/patrol/patrol.ts:91

Actor snapshot when the patrol placement is registered as an actor.

GameboardPatrolSnapshot.actor


advanced: boolean

Defined in: src/patrol/patrol.ts:109

Whether this advance call completed a waypoint transition.


agent: object

Defined in: src/patrol/patrol.ts:93

Patrol agent trait value.

active: boolean = true

Whether the patrol agent is active.

currentWaypointIndex: number = 0

Current waypoint index.

loop: boolean = true

Whether the route loops back to the first waypoint.

pauseTicks: number = 0

Ticks to wait after reaching each waypoint.

roundsCompleted: number = 0

Number of completed route rounds.

routeId: string = ''

Route id followed by this patrol.

segmentCosts: number[]

Optional movement budget per route segment.

targetWaypointIndex: number = -1

Target waypoint index for an in-flight segment.

waitTicksRemaining: number = 0

Remaining wait ticks before the next segment.

waypointKeys: string[]

Ordered route waypoint tile keys.

GameboardPatrolSnapshot.agent


entity: Entity

Defined in: src/patrol/patrol.ts:87

Live Koota entity.

GameboardPatrolSnapshot.entity


optional movement?: GameboardMovementRequestResult

Defined in: src/patrol/patrol.ts:105

Movement request produced during advancement.


placement: object

Defined in: src/patrol/patrol.ts:89

Placement state associated with the patrol.

assetId: string = ''

Manifest or external registry asset id.

coordinates: HexCoordinates

Axial coordinates of the origin tile.

elevation: number = 0

Base tile elevation where the placement was spawned.

elevationOffset: number = 0

Extra vertical offset above the tile elevation.

id: string = ''

Stable placement id.

kind: GameboardPlacementKind

Gameplay category for rules, selectors, and rendering.

layer: GameboardPlacementLayer

Render and occupancy layer.

metadata: Record<string, string | number | boolean | null>

Serializable placement metadata for rules, ECS interop, and render hints.

order: number = 0

Stable sort order used by renderers and snapshots.

position: WorldPosition

World-space placement anchor after elevation and local offsets.

requiresExtra: boolean = false

Whether the placement depends on local-only EXTRA assets.

rotationRadians: number = 0

Rotation in radians derived from rotationSteps.

rotationSteps: number = 0

Clockwise 60-degree rotation steps.

scale: number = 1

Uniform render scale.

stackIndex: number | undefined

Optional stack index for layered terrain and vertical props.

textureSet: "default" | "fall" | "summer" | "winter"

KayKit texture set applied to this placement.

tileKey: string = ''

Origin tile key in q,r form.

GameboardPatrolSnapshot.placement


previousState: object

Defined in: src/patrol/patrol.ts:103

Patrol state before advancement.

lastPathKeys: string[]

Last requested movement path tile keys.

reason: string | undefined

Blocked or paused reason.

status: GameboardPatrolStatus

Current patrol status.

targetKey: string = ''

Current target waypoint tile key.


requested: boolean

Defined in: src/patrol/patrol.ts:107

Whether this advance call requested a new movement segment.


state: object

Defined in: src/patrol/patrol.ts:95

Patrol state trait value.

lastPathKeys: string[]

Last requested movement path tile keys.

reason: string | undefined

Blocked or paused reason.

status: GameboardPatrolStatus

Current patrol status.

targetKey: string = ''

Current target waypoint tile key.

GameboardPatrolSnapshot.state