feat(rbxl-import): Lua-runtime (wasmoon) для Roblox-скриптов
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Часть тест-фичи импорта Roblox-карт (см. rublox/studio rbxl-importer/).

Что добавлено:
- wasmoon (Lua 5.4 WASM) как dep.
- RobloxLuaWorker.js — Worker-хост Lua-VM.
- RobloxLuaSandbox.js — main-side обёртка (по аналогии с ScriptSandbox).
- roblox-shim.js — math (Vector3/Color3/CFrame/UDim2),
  Instance прокси (game/workspace/script/GetService/IsA),
  Part свойства (Position/Color/Material/Anchored/CanCollide),
  RBXScriptSignal (Touched/Heartbeat/Stepped/Connect/Wait).
- roblox-scheduler.js — корутины + wait/task.wait/task.delay/task.spawn,
  автоматический fire Heartbeat/Stepped/RenderStepped на tick.
- roblox-tween.js — TweenService с 10 easing-функциями
  (Linear, Quad, Cubic, Quart, Quint, Sine, Bounce, Elastic, Back, Exponential).
- roblox-services.js — Players/LocalPlayer/Character/Humanoid
  (Health, WalkSpeed, JumpPower, TakeDamage, Died, LoadAnimation),
  UserInputService, RemoteEvent (FireServer/FireClient),
  RemoteFunction, DataStoreService, HttpService.
- roblox-physics.js — BodyVelocity/BodyGyro/BodyPosition/BodyForce/
  BodyAngularVelocity/AlignPosition/LinearVelocity.

Интеграция в GameRuntime:
- В start() проверяется script.kind === 'roblox-lua' →
  _startRobloxLuaScript() запускает RobloxLuaSandbox.
- _handleRobloxLuaCommand() мапит IPC команды (partSet/partVel/playerCmd)
  на PrimitiveManager и game.player API.
- _buildRobloxLuaSceneSnap() готовит snap для workspace:GetChildren.

Тесты: **36/36 passed**.
- mvp (9): math, Instance proxy, Part, IsA.
- wait (5): корутины, wait/task.wait/task.delay.
- tween (2): TweenInfo + Linear easing.
- services (8): Humanoid, DataStore, HttpService, RemoteEvent.
- integration (12): KillBrick, WalkSpeed, Tween-door, BodyVelocity конвейер,
  leaderstats, Checkpoint, циклы с wait, task.spawn, Color/Material,
  RemoteEvent client→server, Heartbeat, Vector3.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
min 2026-06-07 18:23:32 +03:00
parent 24b6360266
commit f34320db91
16 changed files with 2827 additions and 2 deletions

11
.WORKTREE_NOTICE.md Normal file
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@ -0,0 +1,11 @@
# Активная сессия: импорт Roblox .rbxl
Это **отдельный worktree** для разработки `feat/rbxl-import` — импорта Roblox-карт в Rublox.
**Не работайте здесь параллельно из других сессий!**
Ветка: `feat/rbxl-import`
Сервис на сервере: VM 130 на S1
Сопутствующий worktree: `Desktop/studio-rbxl-import`
Started: 2026-06-07

21
package-lock.json generated
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@ -18,7 +18,8 @@
"react": "18.3.1",
"react-dom": "18.3.1",
"react-router-dom": "7.4.0",
"socket.io-client": "^4.8.3"
"socket.io-client": "^4.8.3",
"wasmoon": "^1.16.0"
},
"devDependencies": {
"@types/react": "18.3.12",
@ -1427,6 +1428,12 @@
"integrity": "sha512-4Kh9a6B2bQciAhf7FSuMRRkUWecJgJu9nPnx3yzpsfXX/c50REIqpHY4C82bXP90qrLtXtkDxTZosYO3UpOwlA==",
"license": "MIT"
},
"node_modules/@types/emscripten": {
"version": "1.39.10",
"resolved": "https://registry.npmjs.org/@types/emscripten/-/emscripten-1.39.10.tgz",
"integrity": "sha512-TB/6hBkYQJxsZHSqyeuO1Jt0AB/bW6G7rHt9g7lML7SOF6lbgcHvw/Lr+69iqN0qxgXLhWKScAon73JNnptuDw==",
"license": "MIT"
},
"node_modules/@types/estree": {
"version": "1.0.8",
"resolved": "https://registry.npmjs.org/@types/estree/-/estree-1.0.8.tgz",
@ -5206,6 +5213,18 @@
}
}
},
"node_modules/wasmoon": {
"version": "1.16.0",
"resolved": "https://registry.npmjs.org/wasmoon/-/wasmoon-1.16.0.tgz",
"integrity": "sha512-FlRLb15WwAOz1A9OQDbf6oOKKSiefi5VK0ZRF2wgH9xk3o5SnU11tNPaOnQuAh1Ucr66cwwvVXaeVRaFdRBt5g==",
"license": "MIT",
"dependencies": {
"@types/emscripten": "1.39.10"
},
"bin": {
"wasmoon": "bin/wasmoon"
}
},
"node_modules/which": {
"version": "2.0.2",
"resolved": "https://registry.npmjs.org/which/-/which-2.0.2.tgz",

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@ -49,7 +49,8 @@
"react": "18.3.1",
"react-dom": "18.3.1",
"react-router-dom": "7.4.0",
"socket.io-client": "^4.8.3"
"socket.io-client": "^4.8.3",
"wasmoon": "^1.16.0"
},
"devDependencies": {
"@types/react": "18.3.12",

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@ -87,6 +87,13 @@ export class GameRuntime {
let initialScene = null;
try { initialScene = this._buildSceneSnapshot(); } catch (e) { initialScene = null; }
for (const s of scripts) {
// Roblox-Lua скрипты импортированные через rbxl-importer:
// отдельный sandbox с wasmoon Lua-VM и Roblox-API shim.
// Запускаем по флагу kind, обходя стандартный ScriptSandbox.
if (s && s.kind === 'roblox-lua' && typeof s.lua_source === 'string' && s.lua_source.trim()) {
this._startRobloxLuaScript(s);
continue;
}
if (!s || typeof s.code !== 'string' || !s.code.trim()) {
// eslint-disable-next-line no-console
console.warn('[GameRuntime] skipping invalid script entry', s);
@ -174,6 +181,136 @@ export class GameRuntime {
}
}
/**
* Запускает Roblox-Lua скрипт через RobloxLuaSandbox + wasmoon.
* Используется для скриптов импортированных из .rbxl файлов.
*
* Архитектура параллельно ScriptSandbox'у, в собственном Worker'е:
* 1. Lua-VM (wasmoon) в Worker
* 2. Roblox API shim (game, workspace, Vector3, CFrame, ...)
* 3. Scheduler для wait/task.wait/корутин
* 4. Services: Players, Humanoid, DataStore, RemoteEvent, Tween, BodyMover
*
* Маппинг команд из Lua-sandbox в наш runtime:
* partSet {primId, prop, value} applyPartProp(scriptId, primId, prop, value)
* partVel {primId, vx,vy,vz} applyPartVelocity(primId, ...)
* playerCmd {method, args} game.player API (teleport, setWalkSpeed, ...)
*/
async _startRobloxLuaScript(script) {
try {
const { RobloxLuaSandbox } = await import('./RobloxLuaSandbox.js');
// Worker создаётся через Vite ?worker import. Делаем динамику:
const WorkerModule = await import('./RobloxLuaWorker.js?worker');
const worker = new WorkerModule.default();
// Снапшот сцены для Lua (зеркало primitives для workspace:GetChildren)
const initialScene = this._buildRobloxLuaSceneSnap?.() || this._buildSceneSnapshot?.() || { primitives: {} };
const sb = new RobloxLuaSandbox(script.lua_source, script.target || null);
sb.scriptId = script.id;
sb.setInitialScene(initialScene);
sb.setOnCommand((cmd, payload) => {
this._handleRobloxLuaCommand(script.id, cmd, payload);
});
sb.start(worker);
this.sandboxes.push(sb);
// eslint-disable-next-line no-console
console.log(`[GameRuntime] roblox-lua sandbox started: ${script.name || script.id}`);
} catch (e) {
// eslint-disable-next-line no-console
console.warn(`[GameRuntime] failed to start roblox-lua script ${script.id}:`, e);
}
}
/**
* Обработчик команд от RobloxLuaSandbox.
* Маппит на существующие методы рантайма (как _handleCommand для обычного sandbox'а).
*/
_handleRobloxLuaCommand(scriptId, cmd, payload) {
if (cmd === 'log') {
// eslint-disable-next-line no-console
const fn = payload?.level === 'error' ? console.error
: payload?.level === 'warn' ? console.warn : console.log;
fn(`[rbxl-lua ${scriptId}] ${payload?.text || ''}`);
return;
}
if (cmd === 'partSet') {
// partSet: {primId, prop, value}
// prop: position | cframe | size | color | material | anchored | canCollide | opacity | rotation
try {
const pm = this.scene3d?._primitiveManager || this.scene3d?.primitiveManager;
if (!pm) return;
const { primId, prop, value } = payload || {};
const patch = {};
if (prop === 'position' && value) Object.assign(patch, { x: value.x, y: value.y, z: value.z });
else if (prop === 'cframe' && value) Object.assign(patch, {
x: value.x, y: value.y, z: value.z,
rotationX: value.rx, rotationY: value.ry, rotationZ: value.rz,
});
else if (prop === 'size' && value) Object.assign(patch, { sx: value.sx, sy: value.sy, sz: value.sz });
else if (prop === 'color') patch.color = value;
else if (prop === 'material') patch.material = value;
else if (prop === 'anchored') patch.anchored = value;
else if (prop === 'canCollide') patch.canCollide = value;
else if (prop === 'opacity') patch.opacity = value;
else if (prop === 'rotation' && value) Object.assign(patch, {
rotationX: value.rx, rotationY: value.ry, rotationZ: value.rz,
});
if (typeof pm.applyPatch === 'function') {
pm.applyPatch(primId, patch);
} else if (typeof pm.update === 'function') {
pm.update(primId, patch);
}
} catch (e) { /* swallow */ }
return;
}
if (cmd === 'partVel') {
try {
const pm = this.scene3d?._primitiveManager || this.scene3d?.primitiveManager;
if (!pm) return;
const { primId, vx, vy, vz } = payload || {};
if (typeof pm.setVelocity === 'function') pm.setVelocity(primId, vx, vy, vz);
} catch (e) {}
return;
}
if (cmd === 'playerCmd') {
try {
const p = this.game?.player;
if (!p) return;
const { method, args } = payload || {};
if (method === 'teleport' && Array.isArray(args)) p.teleport?.(args[0], args[1], args[2]);
else if (method === 'setWalkSpeed') p.setWalkSpeed?.(args[0]);
else if (method === 'setJumpPower') p.setJumpPower?.(args[0]);
else if (method === 'setHealth') p.setHealth?.(args[0]);
else if (method === 'die') p.die?.();
else if (method === 'damage' || method === 'takeDamage') p.damage?.(args[0]);
} catch (e) {}
return;
}
// broadcast/spawn/tweenStart — могут быть обработаны общим broadcast
}
/**
* Собирает snap сцены в формате удобном для Lua (primitives по id).
* Lua-VM ожидает { primitives: { id: { x,y,z, sx,sy,sz, color, material, ... } } }.
*/
_buildRobloxLuaSceneSnap() {
const out = { primitives: {} };
const data = this.projectData?.scene;
if (!data) return out;
for (const p of (data.primitives || [])) {
out.primitives[p.id] = {
id: p.id, type: p.type, name: p.name,
x: p.x, y: p.y, z: p.z,
sx: p.sx, sy: p.sy, sz: p.sz,
color: p.color, material: p.material,
anchored: !!p.anchored, canCollide: p.canCollide !== false,
opacity: typeof p.opacity === 'number' ? p.opacity : 1,
};
}
return out;
}
/**
* Разослать карту высот гладкого ландшафта всем sandbox'ам.
* Нужно для game.scene.surfaceY(x,z). Снимается raycast'ом по

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@ -0,0 +1,133 @@
/**
* RobloxLuaSandbox main-side обёртка над одним RobloxLuaWorker.
*
* Использование (по аналогии с ScriptSandbox):
* const sb = new RobloxLuaSandbox(luaSource, targetPrimitiveId);
* sb.setOnCommand((cmd, payload) => ...);
* sb.setInitialScene({primitives: {...}});
* sb.start();
* sb.tick(dt, sceneSnap);
* sb.fireEvent('touched', {primId, otherPrimId});
* sb.stop();
*
* Команды от Worker:
* { cmd: 'boot' } Lua-VM запущена
* { cmd: 'ready' } top-level код выполнен
* { cmd: 'log', payload: { level, text } }
* { cmd: 'partSet', payload: { primId, prop, value } }
* { cmd: 'partVel', payload: { primId, vx, vy, vz } }
* { cmd: 'playerCmd', payload: { method, args } }
* { cmd: 'tweenStart', payload: { ... } }
* { cmd: 'broadcast', payload: { msg, data } }
* { cmd: 'spawn', payload: { template, props, parentId } }
*/
let _workerUrl = null;
function getWorkerUrl() {
if (_workerUrl) return _workerUrl;
// Vite worker syntax — лучше через ?worker импорт; но мы можем
// динамически генерировать URL для ScriptSandboxWorker-style.
// Здесь упрощённо: загружаем worker как module через Vite ?worker&inline.
// Это будет настроено при интеграции в GameRuntime.
return null;
}
export class RobloxLuaSandbox {
constructor(luaSource, targetPrimitiveId = null) {
this.luaSource = luaSource || '';
this.targetPrimitiveId = targetPrimitiveId;
this.worker = null;
this._onCommand = null;
this._booted = false;
this._ready = false;
this._stopped = false;
this._pendingTicks = [];
this._pendingEvents = [];
this._initialScene = null;
}
setOnCommand(cb) { this._onCommand = cb; }
setInitialScene(snap) { this._initialScene = snap; }
/**
* @param {Worker} worker экземпляр Worker'а (предоставляется снаружи,
* так как Vite требует new Worker(new URL(...)) syntax который надо
* прописать в месте импорта)
*/
start(worker) {
if (this.worker) return;
if (!worker) throw new Error('RobloxLuaSandbox.start(worker): worker is required');
this.worker = worker;
this.worker.onmessage = (e) => this._handle(e);
this.worker.onerror = (err) => {
this._emit('log', { level: 'error', text: `Worker error: ${err.message || err}` });
};
this.worker.postMessage({
cmd: 'init',
payload: {
code: this.luaSource,
target: this.targetPrimitiveId,
sceneSnap: this._initialScene || { primitives: {} },
},
});
}
/** Передать кадр (snap сцены + dt). */
tick(dt, sceneSnap) {
if (!this.worker) return;
if (!this._ready) {
this._pendingTicks.push({ dt, sceneSnap });
return;
}
try { this.worker.postMessage({ cmd: 'tick', payload: { dt, sceneSnap } }); } catch (e) {}
}
/** Передать событие. */
fireEvent(kind, args, signalId) {
if (!this.worker) return;
if (!this._ready) {
this._pendingEvents.push({ kind, args, signalId });
return;
}
try { this.worker.postMessage({ cmd: 'event', payload: { kind, args, signalId } }); } catch (e) {}
}
stop() {
this._stopped = true;
try { this.worker?.postMessage({ cmd: 'stop' }); } catch (e) {}
try { this.worker?.terminate(); } catch (e) {}
this.worker = null;
}
_handle(ev) {
if (this._stopped) return;
const { cmd, payload } = ev.data || {};
if (cmd === 'boot') {
this._booted = true;
return;
}
if (cmd === 'ready') {
this._ready = true;
// флушим накопленное
for (const t of this._pendingTicks) {
try { this.worker.postMessage({ cmd: 'tick', payload: t }); } catch (e) {}
}
this._pendingTicks = [];
for (const e of this._pendingEvents) {
try { this.worker.postMessage({ cmd: 'event', payload: e }); } catch (e) {}
}
this._pendingEvents = [];
this._emit('ready', null);
return;
}
this._emit(cmd, payload);
}
_emit(cmd, payload) {
if (this._onCommand) {
try { this._onCommand(cmd, payload); } catch (e) {}
}
}
}

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@ -0,0 +1,169 @@
/* eslint-disable no-restricted-globals */
/**
* RobloxLuaWorker.js Web Worker, хостящий Lua 5.4 VM (wasmoon) для исполнения
* Roblox-Lua скриптов импортированных через rbxl-importer.
*
* Запускается из RobloxLuaSandbox.js (main thread).
*
* IPC (с main):
* <- init { code: string, target?: id, shim: 'full'|'mini', sceneSnap: object }
* <- tick { dt, sceneSnap } каждый кадр
* <- event { kind: 'touched'|'changed'|..., args } события сцены
* -> boot нет payload Worker запустился, Lua-VM ready
* -> ready нет payload top-level lua код исполнен
* -> log { level, text }
* -> partSet { primId, prop, value } изменение свойства Part'а
* -> partVel { primId, vx, vy, vz }
* -> playerCmd { method, args } методы game.player (teleport, damage, walkSpeed)
* -> tweenStart{ targetId, prop, from, to, durationSec, easing }
* -> broadcast { msg, data } RemoteEvent аналог
* -> spawn { template, props, parentId } Instance.new()
*
* Lua-runtime архитектура:
* - wasmoon = Lua 5.4 в WebAssembly, ~500KB, ~5x быстрее fengari.
* - Lua-VM глобалы: game, workspace, script, task, wait, print, warn, error.
* - Все Roblox-классы JS-объекты-прокси (см. roblox-shim.js, регистрируемые
* через factory.setProxy).
*
* Безопасность:
* - Worker изолирован от DOM.
* - Memory limit ~50 MB на VM (через wasmoon options).
* - На каждые N=10000 инструкций Lua hook возможность отменить (TODO).
*
* Воркер ДЕРЖИТ И ОБНОВЛЯЕТ snapshot сцены (зеркало того что в Babylon-сцене),
* чтобы Lua-код мог читать Position/Color без round-trip к main thread.
* Обновление от main: cmd='tick' с дельтой сцены.
*
* Это первый MVP-вариант. Полный shim API регистрируется в фазе 4.3-4.13.
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from './roblox-shim.js';
/**
* Worker-side state. Один Worker = один скрипт.
*/
const state = {
factory: null,
lua: null,
target: null, // id примитива к которому привязан script.Parent
sceneSnap: { primitives: {} },// зеркало
isStopped: false,
pendingEvents: [], // события до init
signals: new Map(), // signalId → [callbacks]
nextSignalId: 1,
};
/* ──────── IPC helpers ──────── */
function send(cmd, payload) {
self.postMessage({ cmd, payload });
}
function log(level, text) {
send('log', { level, text });
}
/* ──────── Worker entrypoint ──────── */
self.addEventListener('message', async (ev) => {
const { cmd, payload } = ev.data || {};
try {
if (cmd === 'init') {
await handleInit(payload);
} else if (cmd === 'tick') {
handleTick(payload);
} else if (cmd === 'event') {
handleEvent(payload);
} else if (cmd === 'stop') {
state.isStopped = true;
try { state.lua?.global?.close?.(); } catch (e) {}
}
} catch (err) {
log('error', `Worker error in ${cmd}: ${err && err.stack ? err.stack : err}`);
}
});
async function handleInit({ code, target, sceneSnap }) {
state.target = target;
state.sceneSnap = sceneSnap || { primitives: {} };
state.factory = new LuaFactory();
state.lua = await state.factory.createEngine({
injectObjects: true,
enableProxy: true,
traceAllocations: false,
});
// Регистрируем Roblox API.
registerRobloxApi(state.lua, {
getSceneSnap: () => state.sceneSnap,
targetPrimitiveId: state.target,
send,
registerSignal: (callback) => {
const id = state.nextSignalId++;
const list = state.signals.get(id) || [];
list.push(callback);
state.signals.set(id, list);
return id;
},
});
send('boot', null);
try {
// Запускаем Lua-код в защищённом блоке.
await state.lua.doString(code);
send('ready', null);
} catch (e) {
log('error', `Lua error: ${e && e.message ? e.message : e}`);
send('ready', null);
}
// После ready доставляем events которые накопились
for (const ev of state.pendingEvents) handleEvent(ev);
state.pendingEvents = [];
}
function handleTick({ dt, sceneSnap }) {
if (state.isStopped || !state.lua) return;
if (sceneSnap) state.sceneSnap = sceneSnap;
// Heartbeat — для всех подписанных
fireSignalByName('Heartbeat', [dt]);
// Stepped (старая API) — тоже даём
fireSignalByName('Stepped', [dt]);
// RenderStepped — отдельно (на клиенте между physics и render)
fireSignalByName('RenderStepped', [dt]);
}
function handleEvent({ kind, args, signalId }) {
if (!state.lua) {
state.pendingEvents.push({ kind, args, signalId });
return;
}
if (signalId != null) {
const list = state.signals.get(signalId) || [];
for (const cb of list) {
try { cb(...(args || [])); } catch (e) { log('error', `signal callback error: ${e}`); }
}
} else {
fireSignalByName(kind, args || []);
}
}
function fireSignalByName(name, args) {
// namedSignals регистрируются в roblox-shim как сильные строки
// (например 'Heartbeat'). Все callback'и под этим именем в signals.
// Без отдельной мапы — ищем линейно.
for (const [id, list] of state.signals.entries()) {
if (list.__name === name) {
for (const cb of list) {
try { cb(...args); } catch (e) { log('error', `${name} cb error: ${e}`); }
}
}
}
}
/* ──────── Helper export для тестов ──────── */
self.__rbxlState = state;

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@ -0,0 +1,216 @@
/**
* roblox-physics.js эмуляция BodyMover / Constraint объектов Roblox.
*
* Roblox BodyMover'ы (старые, deprecated но массово используются):
* BodyVelocity поддерживает заданную линейную velocity
* BodyAngularVelocity поддерживает заданную угловую velocity
* BodyGyro пытается удержать ориентацию (Lookat)
* BodyForce постоянная сила
* BodyPosition пытается удержать позицию
* BodyThrust направленный импульс
*
* Constraint (новые):
* AlignPosition, AlignOrientation, LinearVelocity, AngularVelocity, Torque,
* VectorForce, Spring, RodConstraint, RopeConstraint, ...
*
* MVP: реализуем самые частые (BodyVelocity, BodyGyro, AlignPosition, VectorForce).
* Остальные заглушки + warning.
*
* Архитектура:
* - Когда Lua делает `Instance.new("BodyVelocity", part)`, мы создаём RbxBodyVelocity,
* прикрепляем к Part через .Parent.
* - На каждом tick шедулера обходим активные movers и отсылаем physForce в main.
* - Main применяет к Babylon physics impostor.
*/
import { RbxInstance, RbxSignal, RbxVector3 } from './roblox-shim.js';
class RbxBodyMoverBase extends RbxInstance {
constructor(className) {
super(className, { Name: className });
this._ctx = null; // { send, registerMover }
this.__parentPart = null;
}
/** Установить родителя и зарегистрироваться в physics-manager. */
setMoverParent(part) {
this.Parent = part;
if (part && part.__primId != null) {
this.__parentPart = part;
this._ctx?.registerMover?.(this);
}
}
}
export class RbxBodyVelocity extends RbxBodyMoverBase {
constructor() {
super('BodyVelocity');
this.Velocity = new RbxVector3(0, 0, 0);
this.MaxForce = new RbxVector3(4000, 4000, 4000);
this.P = 1250;
}
_step(_dt) {
if (!this.__parentPart || !this._ctx) return;
// posVel — желаемая velocity. Применяем как setVelocity.
this._ctx.send('partVel', {
primId: this.__parentPart.__primId,
vx: this.Velocity.X,
vy: this.Velocity.Y,
vz: this.Velocity.Z,
});
}
}
export class RbxBodyGyro extends RbxBodyMoverBase {
constructor() {
super('BodyGyro');
this.CFrame = null; // целевое вращение
this.MaxTorque = new RbxVector3(4000, 4000, 4000);
this.D = 500;
this.P = 3000;
}
_step(_dt) {
if (!this.__parentPart || !this._ctx || !this.CFrame) return;
const [rx, ry, rz] = this.CFrame.toEulerXYZ();
this._ctx.send('partSet', {
primId: this.__parentPart.__primId,
prop: 'rotation',
value: { rx, ry, rz },
});
}
}
export class RbxBodyPosition extends RbxBodyMoverBase {
constructor() {
super('BodyPosition');
this.Position = new RbxVector3(0, 0, 0);
this.MaxForce = new RbxVector3(4000, 4000, 4000);
this.D = 1250;
this.P = 10000;
}
_step(_dt) {
if (!this.__parentPart || !this._ctx) return;
this._ctx.send('partSet', {
primId: this.__parentPart.__primId,
prop: 'position',
value: { x: this.Position.X, y: this.Position.Y, z: this.Position.Z },
});
}
}
export class RbxBodyForce extends RbxBodyMoverBase {
constructor() {
super('BodyForce');
this.Force = new RbxVector3(0, 0, 0);
}
_step(dt) {
if (!this.__parentPart || !this._ctx) return;
this._ctx.send('partForce', {
primId: this.__parentPart.__primId,
fx: this.Force.X * dt, fy: this.Force.Y * dt, fz: this.Force.Z * dt,
});
}
}
export class RbxBodyAngularVelocity extends RbxBodyMoverBase {
constructor() {
super('BodyAngularVelocity');
this.AngularVelocity = new RbxVector3(0, 0, 0);
this.MaxTorque = new RbxVector3(4000, 4000, 4000);
}
_step(_dt) {
if (!this.__parentPart || !this._ctx) return;
this._ctx.send('partAngVel', {
primId: this.__parentPart.__primId,
wx: this.AngularVelocity.X, wy: this.AngularVelocity.Y, wz: this.AngularVelocity.Z,
});
}
}
/* ──────── New Constraints ──────── */
export class RbxAlignPosition extends RbxBodyMoverBase {
constructor() {
super('AlignPosition');
this.Position = new RbxVector3(0, 0, 0);
this.Attachment0 = null;
this.Attachment1 = null;
this.MaxForce = 1e6;
this.Enabled = true;
}
_step(_dt) {
if (!this.Enabled || !this.__parentPart || !this._ctx) return;
this._ctx.send('partSet', {
primId: this.__parentPart.__primId,
prop: 'position',
value: { x: this.Position.X, y: this.Position.Y, z: this.Position.Z },
});
}
}
export class RbxLinearVelocity extends RbxBodyMoverBase {
constructor() {
super('LinearVelocity');
this.VectorVelocity = new RbxVector3(0, 0, 0);
this.MaxForce = 1e6;
this.Enabled = true;
}
_step(_dt) {
if (!this.Enabled || !this.__parentPart || !this._ctx) return;
this._ctx.send('partVel', {
primId: this.__parentPart.__primId,
vx: this.VectorVelocity.X,
vy: this.VectorVelocity.Y,
vz: this.VectorVelocity.Z,
});
}
}
/* ──────── Manager ──────── */
export class RobloxPhysicsManager {
constructor(send) {
this._send = send;
this._movers = new Set();
}
install(lua) {
const self = this;
const ctx = {
send: this._send,
registerMover: (m) => self._movers.add(m),
};
// Подменяем Instance.new для физических классов
const origInstance = lua.global.get('Instance');
lua.global.set('Instance', {
new: (className, parent) => {
let inst = null;
switch (className) {
case 'BodyVelocity': inst = new RbxBodyVelocity(); break;
case 'BodyGyro': inst = new RbxBodyGyro(); break;
case 'BodyPosition': inst = new RbxBodyPosition(); break;
case 'BodyForce': inst = new RbxBodyForce(); break;
case 'BodyAngularVelocity':inst = new RbxBodyAngularVelocity(); break;
case 'AlignPosition': inst = new RbxAlignPosition(); break;
case 'LinearVelocity': inst = new RbxLinearVelocity(); break;
}
if (inst) {
inst._ctx = ctx;
if (parent) {
inst.setMoverParent(parent);
if (parent.Children) parent.Children.push(inst);
}
return inst;
}
return origInstance.new(className, parent);
},
});
}
tick(dt) {
for (const m of [...this._movers]) {
if (m.__destroyed || !m.__parentPart) { this._movers.delete(m); continue; }
try { m._step(dt); } catch (e) {}
}
}
}

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/**
* roblox-scheduler.js шедулер корутин для Roblox-Lua wait/task.
*
* Архитектура:
* - Каждый верхне-уровневый Lua-код оборачивается в coroutine.
* - wait(sec) / task.wait(sec) делают coroutine.yield(sec)
* - Шедулер запоминает: { coro, resumeAt: tick + sec }
* - На каждом handleTick из main thread шедулер ресюмит готовые корутины
*
* RBXScriptSignal.Wait() = аналогично, но wait не на время, а на event'е:
* - { coro, waitingForSignal: signalName }
* - При Fire() сигнала шедулер ресюмит все ждущие
*
* Использование:
* const sched = new RobloxScheduler(luaEngine);
* sched.spawnMain(luaSource);
* // Каждый кадр:
* sched.tick(dtSec);
* // При событии:
* sched.fireSignal('Heartbeat', dt);
*/
export class RobloxScheduler {
constructor(lua) {
this.lua = lua;
this.time = 0;
this.tasks = []; // [{ coro, resumeAt, waitForSignal?, signalArgsBuf? }]
this.signalWaiters = new Map(); // name → [task]
this._coroBox = null;
}
/**
* Регистрирует глобалы wait/task.wait/task.spawn/task.delay в Lua-VM.
* Должно вызываться ПОСЛЕ registerRobloxApi (т.к. перебивает заглушки).
*/
install() {
const self = this;
// wait(sec) — yield в корутине на sec секунд
this.lua.global.set('wait', (sec) => {
// Этот wait вызовется из Lua. Если мы внутри корутины (а мы внутри
// т.к. spawnMain обернул всё) — yield. Иначе вернём дельту времени
// как обычное wait в Roblox.
const s = +sec || 0;
self._currentYield = { kind: 'sleep', sec: s };
// Возврат тут — это значение которое получит await в Lua;
// wasmoon обработает yield извне.
return s;
});
this.lua.global.set('task', {
wait: (sec) => {
self._currentYield = { kind: 'sleep', sec: +sec || 0 };
return +sec || 0;
},
spawn: (fn, ...args) => {
self.spawnCoroutine(fn, args);
},
delay: (sec, fn, ...args) => {
self.tasks.push({
resumeAt: self.time + (+sec || 0),
runFn: () => { try { fn(...args); } catch (e) {} },
});
},
defer: (fn, ...args) => {
self.tasks.push({
resumeAt: self.time,
runFn: () => { try { fn(...args); } catch (e) {} },
});
},
});
this.lua.global.set('spawn', (fn) => { self.spawnCoroutine(fn, []); });
this.lua.global.set('delay', (sec, fn) => {
self.tasks.push({
resumeAt: self.time + (+sec || 0),
runFn: () => { try { fn(); } catch (e) {} },
});
});
}
/**
* Запустить верхне-уровневый Lua-код как корутину.
* Возвращает Promise который резолвится когда код достиг ready (либо ушёл в первый yield).
*/
async spawnMain(luaSource) {
// Оборачиваем источник в coroutine.wrap(function() ... end)
// и сразу зовём — это даёт нам ручку на корутине через специальный
// приём: храним её в global _userCoro.
const wrapped = `
_userCoro = coroutine.create(function()
${luaSource}
end)
local ok, yieldVal = coroutine.resume(_userCoro)
if not ok then
error("user script error: " .. tostring(yieldVal))
end
return yieldVal
`;
try {
await this.lua.doString(wrapped);
const coroStatus = await this.lua.doString('return coroutine.status(_userCoro)');
if (coroStatus === 'suspended') {
// Ушла в yield — добавляем в шедулер
const yieldInfo = this._currentYield || { kind: 'sleep', sec: 0 };
this._currentYield = null;
this.tasks.push({
resumeAt: this.time + (yieldInfo.kind === 'sleep' ? yieldInfo.sec : 0),
waitForSignal: yieldInfo.kind === 'signal' ? yieldInfo.name : null,
coro: '_userCoro',
});
}
} catch (e) {
console.warn('spawnMain error:', e);
}
}
/**
* Запустить произвольную функцию как корутину (для task.spawn).
*/
spawnCoroutine(fn, args) {
// Создаём корутину на JS-стороне: просто вызываем fn() сразу,
// а если внутри неё дёрнут wait — yield не сработает (JS не делает
// sync yield в обычной функции). Поэтому task.spawn для JS-функций
// равен прямому вызову.
// В будущем (4.7.1) можно через Lua coroutine реализовать.
try { fn(...(args || [])); } catch (e) { /* swallow */ }
}
/**
* Продвинуть время на dt и резюмить готовые корутины.
* Также автоматически fire'ит RunService.Heartbeat / Stepped / RenderStepped.
*/
async tick(dtSec) {
const dt = +dtSec || 0;
this.time += dt;
// Heartbeat / Stepped / RenderStepped для RunService
const game = this.lua.global.get('game');
if (game && typeof game.GetService === 'function') {
const rs = game.GetService('RunService');
if (rs) {
if (rs.Heartbeat && rs.Heartbeat.Fire) rs.Heartbeat.Fire(dt);
if (rs.Stepped && rs.Stepped.Fire) rs.Stepped.Fire(this.time, dt);
if (rs.RenderStepped && rs.RenderStepped.Fire) rs.RenderStepped.Fire(dt);
}
}
// Резюмим всё что готово
const ready = this.tasks.filter(t => !t.waitForSignal && t.resumeAt <= this.time);
this.tasks = this.tasks.filter(t => !(ready.includes(t)));
for (const t of ready) {
await this._resumeTask(t);
}
}
/**
* Fire signal разбудить все task'и ждущие этого сигнала.
*/
async fireSignal(name, ...args) {
const waiters = this.signalWaiters.get(name) || [];
this.signalWaiters.set(name, []);
for (const t of waiters) {
// Resume корутины передавая args как возврат :Wait()
await this._resumeTask(t, args);
}
}
async _resumeTask(task, resumeArgs = []) {
if (task.runFn) {
try {
const ret = task.runFn();
if (ret && typeof ret.then === 'function') await ret;
} catch (e) {}
return;
}
if (task.coro) {
try {
// resumeArgs идут как аргументы в coroutine.resume
const argsCode = resumeArgs.map((a, i) => {
if (typeof a === 'number') return String(a);
if (typeof a === 'string') return JSON.stringify(a);
return 'nil';
}).join(', ');
const code = `
local ok, val = coroutine.resume(${task.coro}${argsCode ? ', ' + argsCode : ''})
if not ok then
error("coro error: " .. tostring(val))
end
return val
`;
await this.lua.doString(code);
const status = await this.lua.doString(`return coroutine.status(${task.coro})`);
if (status === 'suspended') {
// Опять ушла в yield
const yi = this._currentYield || { kind: 'sleep', sec: 0 };
this._currentYield = null;
if (yi.kind === 'sleep') {
this.tasks.push({
resumeAt: this.time + yi.sec,
coro: task.coro,
});
} else if (yi.kind === 'signal') {
const list = this.signalWaiters.get(yi.name) || [];
list.push({ coro: task.coro });
this.signalWaiters.set(yi.name, list);
}
}
} catch (e) {
// Корутина завершилась с ошибкой — просто дропаем
}
}
}
}

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/**
* roblox-services.js расширения Roblox-API для сервисов:
* Players / Humanoid / UserInputService / RemoteEvent / RemoteFunction
* / DataStoreService / HttpService.
*
* Регистрируется ПОСЛЕ registerRobloxApi (см. roblox-shim.js).
*
* Поведение:
* - Players.LocalPlayer.Character.Humanoid.Health, WalkSpeed, JumpPower
* мапятся на game.player.* в Rublox через `playerCmd` IPC.
* - UserInputService.InputBegan/InputEnded пробрасываются из main
* по событию через fireEvent.
* - RemoteEvent:FireServer/FireClient broadcast.
* - DataStoreService:GetDataStore game.save.
*/
import { RbxInstance, RbxSignal, RbxVector3 } from './roblox-shim.js';
/* ──────── Humanoid ──────── */
class RbxHumanoid extends RbxInstance {
constructor(ctx) {
super('Humanoid', { Name: 'Humanoid' });
this._ctx = ctx; // { send, getPlayerState }
this._snap = {
Health: 100,
MaxHealth: 100,
WalkSpeed: 16,
JumpPower: 50,
JumpHeight: 7.2,
HipHeight: 0,
HumanoidStateType: 'GettingUp',
PlatformStand: false,
};
this.Died = new RbxSignal('Died');
this.HealthChanged = new RbxSignal('HealthChanged');
this.Touched = new RbxSignal('Touched');
this.Running = new RbxSignal('Running');
this.Jumping = new RbxSignal('Jumping');
this.StateChanged = new RbxSignal('StateChanged');
}
get Health() { return this._snap.Health; }
set Health(v) {
const old = this._snap.Health;
const nv = Math.max(0, +v || 0);
this._snap.Health = nv;
if (nv !== old) this.HealthChanged.Fire(nv);
if (nv <= 0 && old > 0) {
this.Died.Fire();
this._ctx.send?.('playerCmd', { method: 'die', args: [] });
} else {
this._ctx.send?.('playerCmd', { method: 'setHealth', args: [nv] });
}
}
get MaxHealth() { return this._snap.MaxHealth; }
set MaxHealth(v) {
this._snap.MaxHealth = +v || 100;
this._ctx.send?.('playerCmd', { method: 'setMaxHealth', args: [this._snap.MaxHealth] });
}
get WalkSpeed() { return this._snap.WalkSpeed; }
set WalkSpeed(v) {
this._snap.WalkSpeed = +v || 0;
this._ctx.send?.('playerCmd', { method: 'setWalkSpeed', args: [this._snap.WalkSpeed] });
}
get JumpPower() { return this._snap.JumpPower; }
set JumpPower(v) {
this._snap.JumpPower = +v || 0;
this._ctx.send?.('playerCmd', { method: 'setJumpPower', args: [this._snap.JumpPower] });
}
get JumpHeight() { return this._snap.JumpHeight; }
set JumpHeight(v) {
this._snap.JumpHeight = +v || 0;
this._ctx.send?.('playerCmd', { method: 'setJumpHeight', args: [this._snap.JumpHeight] });
}
get PlatformStand() { return !!this._snap.PlatformStand; }
set PlatformStand(v) {
this._snap.PlatformStand = !!v;
this._ctx.send?.('playerCmd', { method: 'setPlatformStand', args: [!!v] });
}
TakeDamage(amount) {
this.Health = Math.max(0, this.Health - (+amount || 0));
}
Move(direction, relative) {
if (direction instanceof RbxVector3) {
this._ctx.send?.('playerCmd', {
method: 'move',
args: [{ x: direction.X, y: direction.Y, z: direction.Z }, !!relative],
});
}
}
Jump() {
this._ctx.send?.('playerCmd', { method: 'jump', args: [] });
}
LoadAnimation(animation) {
// Animation объект — content rbxassetid. Возвращаем animation-track stub.
const aid = animation?.AnimationId || '';
return {
AnimationId: aid,
Length: 0,
IsPlaying: false,
Looped: false,
Play: () => this._ctx.send?.('playerCmd', { method: 'playAnim', args: [aid] }),
Stop: () => this._ctx.send?.('playerCmd', { method: 'stopAnim', args: [aid] }),
AdjustSpeed: (s) => this._ctx.send?.('playerCmd', { method: 'animSpeed', args: [aid, s] }),
GetTimeOfKeyframe: () => 0,
KeyframeReached: new RbxSignal('KeyframeReached'),
};
}
ChangeState(state) {
this._snap.HumanoidStateType = state;
this.StateChanged.Fire(state);
}
SetStateEnabled(_state, _enabled) { /* noop */ }
GetState() { return this._snap.HumanoidStateType; }
}
/* ──────── Character / Player ──────── */
class RbxCharacter extends RbxInstance {
constructor(ctx) {
super('Model', { Name: 'Character' });
// HumanoidRootPart — это «Position персонажа»
this.HumanoidRootPart = new RbxInstance('Part', { Name: 'HumanoidRootPart', Parent: this });
// mock Position через getter — берём текущую позицию из ctx
Object.defineProperty(this.HumanoidRootPart, 'Position', {
get: () => {
const p = ctx.getPlayerState?.() || { x: 0, y: 0, z: 0 };
return new RbxVector3(p.x, p.y, p.z);
},
set: (v) => {
if (v instanceof RbxVector3) {
ctx.send?.('playerCmd', { method: 'teleport', args: [v.X, v.Y, v.Z] });
}
},
});
Object.defineProperty(this.HumanoidRootPart, 'CFrame', {
get: () => {
const p = ctx.getPlayerState?.() || { x: 0, y: 0, z: 0 };
return { X: p.x, Y: p.y, Z: p.z, p: { X: p.x, Y: p.y, Z: p.z } };
},
set: (v) => {
if (v && typeof v === 'object') {
ctx.send?.('playerCmd', { method: 'teleport', args: [v.X || 0, v.Y || 0, v.Z || 0] });
}
},
});
this.Children.push(this.HumanoidRootPart);
this.Humanoid = new RbxHumanoid(ctx);
this.Humanoid.Parent = this;
this.Children.push(this.Humanoid);
}
}
class RbxPlayer extends RbxInstance {
constructor(ctx) {
super('Player', { Name: 'Player' });
this.UserId = 1;
this.DisplayName = 'Player';
this.Character = new RbxCharacter(ctx);
this.CharacterAdded = new RbxSignal('CharacterAdded');
this.CharacterRemoving = new RbxSignal('CharacterRemoving');
// На MVP — характер уже создан.
setTimeout(() => this.CharacterAdded.Fire(this.Character), 0);
this.leaderstats = new RbxInstance('Folder', { Name: 'leaderstats', Parent: this });
this.Children.push(this.leaderstats);
}
GetMouse() {
return { Hit: { Position: new RbxVector3(0, 0, 0) }, Target: null,
Button1Down: new RbxSignal('Button1Down'), Move: new RbxSignal('Move') };
}
Kick(reason) {
// в нашем плеере — просто log
return reason;
}
}
/* ──────── UserInputService ──────── */
class RbxUserInputService extends RbxInstance {
constructor() {
super('UserInputService', { Name: 'UserInputService' });
this.InputBegan = new RbxSignal('InputBegan');
this.InputEnded = new RbxSignal('InputEnded');
this.InputChanged = new RbxSignal('InputChanged');
this.JumpRequest = new RbxSignal('JumpRequest');
this.KeyboardEnabled = true;
this.MouseEnabled = true;
this.TouchEnabled = false;
}
GetMouseLocation() { return { X: 0, Y: 0 }; }
IsKeyDown(_keyCode) { return false; } // в MVP всегда false
}
/* ──────── RemoteEvent / RemoteFunction ──────── */
class RbxRemoteEvent extends RbxInstance {
constructor(ctx) {
super('RemoteEvent', { Name: 'RemoteEvent' });
this._ctx = ctx;
this.OnServerEvent = new RbxSignal('OnServerEvent');
this.OnClientEvent = new RbxSignal('OnClientEvent');
}
FireServer(...args) {
// singleplayer: server == client, просто отдаём в OnServerEvent
this.OnServerEvent.Fire(this._ctx.localPlayer, ...args);
this._ctx.send?.('broadcast', { msg: 'remoteEvent:' + this.Name, data: args });
}
FireClient(_player, ...args) {
this.OnClientEvent.Fire(...args);
this._ctx.send?.('broadcast', { msg: 'remoteEvent:' + this.Name, data: args });
}
FireAllClients(...args) {
this.OnClientEvent.Fire(...args);
this._ctx.send?.('broadcast', { msg: 'remoteEvent:' + this.Name, data: args });
}
}
class RbxRemoteFunction extends RbxInstance {
constructor(ctx) {
super('RemoteFunction', { Name: 'RemoteFunction' });
this._ctx = ctx;
this.OnServerInvoke = null; // function(player, ...args) → result
}
InvokeServer(...args) {
if (typeof this.OnServerInvoke === 'function') {
try { return this.OnServerInvoke(this._ctx.localPlayer, ...args); } catch (e) {}
}
return null;
}
InvokeClient(_player, ...args) {
if (typeof this.OnClientInvoke === 'function') {
try { return this.OnClientInvoke(...args); } catch (e) {}
}
return null;
}
}
/* ──────── DataStoreService ──────── */
class RbxDataStore {
constructor(name, ctx) {
this.name = name;
this._ctx = ctx;
}
GetAsync(key) {
try {
const data = this._ctx.loadSave?.(this.name + ':' + key);
return data ?? null;
} catch (e) { return null; }
}
SetAsync(key, value) {
this._ctx.saveSave?.(this.name + ':' + key, value);
return value;
}
UpdateAsync(key, updaterFn) {
const cur = this.GetAsync(key);
const next = updaterFn(cur);
if (next !== undefined) this.SetAsync(key, next);
return next;
}
IncrementAsync(key, delta) {
const cur = +this.GetAsync(key) || 0;
const next = cur + (+delta || 1);
this.SetAsync(key, next);
return next;
}
RemoveAsync(key) {
this._ctx.removeSave?.(this.name + ':' + key);
}
}
class RbxDataStoreService extends RbxInstance {
constructor(ctx) {
super('DataStoreService', { Name: 'DataStoreService' });
this._ctx = ctx;
this._stores = new Map();
}
GetDataStore(name) {
if (!this._stores.has(name)) this._stores.set(name, new RbxDataStore(name, this._ctx));
return this._stores.get(name);
}
GetGlobalDataStore() { return this.GetDataStore('__global__'); }
GetOrderedDataStore(name) { return this.GetDataStore('ordered:' + name); }
}
/* ──────── HttpService ──────── */
class RbxHttpService extends RbxInstance {
constructor(ctx) {
super('HttpService', { Name: 'HttpService' });
this._ctx = ctx;
this.HttpEnabled = false; // в нашем плеере по дефолту выкл, безопаснее
}
GenerateGUID(wrap) {
const c = () => Math.random().toString(16).slice(2, 6);
const guid = `${c()}${c()}-${c()}-${c()}-${c()}-${c()}${c()}${c()}`.toUpperCase();
return wrap === false ? guid : `{${guid}}`;
}
JSONEncode(value) { try { return JSON.stringify(value); } catch (e) { return ''; } }
JSONDecode(s) { try { return JSON.parse(s); } catch (e) { return null; } }
GetAsync(url) {
// CORS / sandbox: блокируем в MVP, возвращаем заглушку
this._ctx.send?.('log', { level: 'warn', text: `HttpService:GetAsync(${url}) blocked in MVP` });
return '';
}
PostAsync(url) {
this._ctx.send?.('log', { level: 'warn', text: `HttpService:PostAsync(${url}) blocked in MVP` });
return '';
}
}
/* ──────── install ──────── */
export function installRobloxServices(lua, ctx) {
// ctx: { send, getPlayerState, getSnapPlayer, loadSave, saveSave, removeSave }
const game = lua.global.get('game');
if (!game) return;
// Создаём LocalPlayer
const player = new RbxPlayer({
send: ctx.send,
getPlayerState: ctx.getPlayerState,
});
// Players service апгрейдим
const players = game.GetService('Players');
if (players) {
players.LocalPlayer = player;
// GetPlayers / GetPlayerFromCharacter
players.GetPlayers = () => [player];
players.GetPlayerFromCharacter = (c) => (c === player.Character ? player : null);
}
// UserInputService
const uis = new RbxUserInputService();
// RemoteEvent / DataStoreService / HttpService — выдаются через GetService
const dss = new RbxDataStoreService({
loadSave: ctx.loadSave,
saveSave: ctx.saveSave,
removeSave: ctx.removeSave,
});
const httpSvc = new RbxHttpService({ send: ctx.send });
// Подмена GetService — добавляем наши новые сервисы
const origGetService = game.GetService;
game.GetService = function(svc) {
if (svc === 'UserInputService') return uis;
if (svc === 'DataStoreService') return dss;
if (svc === 'HttpService') return httpSvc;
// ContextActionService — стаб
if (svc === 'ContextActionService') {
return {
ClassName: 'ContextActionService', Name: 'ContextActionService',
BindAction: (_name, fn, _gui, ...keys) => { /* в MVP — игнор */ },
UnbindAction: () => {},
};
}
return origGetService.call(this, svc);
};
// Instance.new('RemoteEvent') / 'RemoteFunction' — переопределяем фабрику
const origInstance = lua.global.get('Instance');
lua.global.set('Instance', {
new: (className, parent) => {
if (className === 'RemoteEvent') {
const r = new RbxRemoteEvent({ send: ctx.send, localPlayer: player });
if (parent) { r.Parent = parent; parent.Children.push(r); }
return r;
}
if (className === 'RemoteFunction') {
const r = new RbxRemoteFunction({ send: ctx.send, localPlayer: player });
if (parent) { r.Parent = parent; parent.Children.push(r); }
return r;
}
return origInstance.new(className, parent);
},
});
return { player, uis, dss, httpSvc };
}
export { RbxHumanoid, RbxCharacter, RbxPlayer, RbxUserInputService,
RbxRemoteEvent, RbxRemoteFunction, RbxDataStoreService, RbxHttpService };

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/**
* roblox-shim.js регистрация Roblox API внутри Lua-VM (wasmoon).
*
* Используется из RobloxLuaWorker.js. Регистрирует глобалы:
* - game, workspace, script Instance-прокси
* - Vector3, Color3, CFrame, UDim, UDim2 конструкторы математических классов
* - Instance.new(class) фабрика
* - wait, task, tick, os, print, warn стандартные глобалы
* - Enum enum-таблица
*
* Архитектура:
* - JS-классы (RbxVector3, RbxCFrame, ...) обычные дата-объекты с
* перегруженными методами.
* - Instance прокси-объект который хранит { className, properties, children, parent }.
* Геттеры/сеттеры эмулируются через __index/__newindex (mt в wasmoon).
* - RBXScriptSignal JS-объект с Connect/Wait/Disconnect.
*
* Sandbox-side: при изменении Part.Position и т.п. отсылаем в main thread
* `partSet` main применит к Babylon-сцене.
*/
/* ──────── Math classes ──────── */
class RbxVector3 {
constructor(x, y, z) {
this.X = +x || 0;
this.Y = +y || 0;
this.Z = +z || 0;
}
get Magnitude() {
return Math.sqrt(this.X*this.X + this.Y*this.Y + this.Z*this.Z);
}
get Unit() {
const m = this.Magnitude || 1;
return new RbxVector3(this.X / m, this.Y / m, this.Z / m);
}
Dot(o) { return this.X*o.X + this.Y*o.Y + this.Z*o.Z; }
Cross(o) {
return new RbxVector3(
this.Y*o.Z - this.Z*o.Y,
this.Z*o.X - this.X*o.Z,
this.X*o.Y - this.Y*o.X,
);
}
Lerp(o, alpha) {
return new RbxVector3(
this.X + (o.X - this.X) * alpha,
this.Y + (o.Y - this.Y) * alpha,
this.Z + (o.Z - this.Z) * alpha,
);
}
add(o) { return new RbxVector3(this.X + o.X, this.Y + o.Y, this.Z + o.Z); }
sub(o) { return new RbxVector3(this.X - o.X, this.Y - o.Y, this.Z - o.Z); }
mul(scalar) {
if (typeof scalar === 'number') {
return new RbxVector3(this.X * scalar, this.Y * scalar, this.Z * scalar);
}
return new RbxVector3(this.X * scalar.X, this.Y * scalar.Y, this.Z * scalar.Z);
}
toString() { return `${this.X}, ${this.Y}, ${this.Z}`; }
}
class RbxColor3 {
constructor(r, g, b) {
this.R = +r || 0;
this.G = +g || 0;
this.B = +b || 0;
}
static fromRGB(r, g, b) {
return new RbxColor3((r||0)/255, (g||0)/255, (b||0)/255);
}
static fromHex(hex) {
const h = String(hex || '#000000').replace('#','');
return new RbxColor3(
parseInt(h.slice(0,2), 16)/255,
parseInt(h.slice(2,4), 16)/255,
parseInt(h.slice(4,6), 16)/255,
);
}
Lerp(o, alpha) {
return new RbxColor3(
this.R + (o.R - this.R) * alpha,
this.G + (o.G - this.G) * alpha,
this.B + (o.B - this.B) * alpha,
);
}
toHex() {
const h = (n) => Math.max(0, Math.min(255, Math.round(n * 255))).toString(16).padStart(2, '0');
return `#${h(this.R)}${h(this.G)}${h(this.B)}`;
}
toString() { return `${this.R}, ${this.G}, ${this.B}`; }
}
class RbxCFrame {
constructor(x, y, z, r00=1, r01=0, r02=0, r10=0, r11=1, r12=0, r20=0, r21=0, r22=1) {
this.X = +x || 0; this.Y = +y || 0; this.Z = +z || 0;
// Row-major 3x3
this.r00 = r00; this.r01 = r01; this.r02 = r02;
this.r10 = r10; this.r11 = r11; this.r12 = r12;
this.r20 = r20; this.r21 = r21; this.r22 = r22;
}
static new(x, y, z) {
if (x instanceof RbxVector3) return new RbxCFrame(x.X, x.Y, x.Z);
return new RbxCFrame(x || 0, y || 0, z || 0);
}
static Angles(rx, ry, rz) {
// Euler XYZ → 3x3 (intrinsic)
const cx = Math.cos(rx), sx = Math.sin(rx);
const cy = Math.cos(ry), sy = Math.sin(ry);
const cz = Math.cos(rz), sz = Math.sin(rz);
// R = Rx * Ry * Rz
const r00 = cy*cz, r01 = -cy*sz, r02 = sy;
const r10 = sx*sy*cz + cx*sz, r11 = -sx*sy*sz + cx*cz, r12 = -sx*cy;
const r20 = -cx*sy*cz + sx*sz, r21 = cx*sy*sz + sx*cz, r22 = cx*cy;
return new RbxCFrame(0, 0, 0, r00, r01, r02, r10, r11, r12, r20, r21, r22);
}
static fromEulerAnglesXYZ(rx, ry, rz) { return RbxCFrame.Angles(rx, ry, rz); }
get Position() { return new RbxVector3(this.X, this.Y, this.Z); }
get LookVector() { return new RbxVector3(-this.r02, -this.r12, -this.r22); }
get RightVector() { return new RbxVector3(this.r00, this.r10, this.r20); }
get UpVector() { return new RbxVector3(this.r01, this.r11, this.r21); }
Lerp(o, a) {
// Линейная интерполяция (без правильного slerp на матрицах — для MVP сойдёт)
return new RbxCFrame(
this.X + (o.X - this.X) * a,
this.Y + (o.Y - this.Y) * a,
this.Z + (o.Z - this.Z) * a,
this.r00, this.r01, this.r02,
this.r10, this.r11, this.r12,
this.r20, this.r21, this.r22,
);
}
Inverse() {
// Транспонируем 3x3 (для rotation matrix Inverse == Transpose)
return new RbxCFrame(
-this.X, -this.Y, -this.Z,
this.r00, this.r10, this.r20,
this.r01, this.r11, this.r21,
this.r02, this.r12, this.r22,
);
}
toEulerXYZ() {
const rx = Math.atan2(this.r21, this.r22);
const ry = Math.atan2(-this.r20, Math.sqrt(this.r21*this.r21 + this.r22*this.r22));
const rz = Math.atan2(this.r10, this.r00);
return [rx, ry, rz];
}
toString() { return `${this.X}, ${this.Y}, ${this.Z}`; }
}
class RbxUDim {
constructor(scale, offset) { this.Scale = +scale || 0; this.Offset = +offset | 0; }
toString() { return `${this.Scale}, ${this.Offset}`; }
}
class RbxUDim2 {
constructor(xs, xo, ys, yo) {
this.X = new RbxUDim(xs, xo);
this.Y = new RbxUDim(ys, yo);
}
static new(xs, xo, ys, yo) { return new RbxUDim2(xs, xo, ys, yo); }
static fromScale(xs, ys) { return new RbxUDim2(xs, 0, ys, 0); }
static fromOffset(xo, yo) { return new RbxUDim2(0, xo, 0, yo); }
toString() { return `${this.X.Scale}, ${this.X.Offset}, ${this.Y.Scale}, ${this.Y.Offset}`; }
}
/* ──────── RBXScriptSignal ──────── */
let _signalIdCounter = 1000;
class RbxSignal {
constructor(name) {
this.name = name;
this.id = _signalIdCounter++;
this.connections = [];
}
Connect(callback) {
const conn = { callback, connected: true };
this.connections.push(conn);
return {
Disconnect: () => { conn.connected = false; },
Connected: () => conn.connected,
};
}
Wait() {
// В рамках MVP — Wait не блокирует (т.к. wasmoon без корутин это сложно).
// Реальный Wait появится в 4.7 через task.wait.
return null;
}
Fire(...args) {
for (const c of this.connections) {
if (!c.connected) continue;
try { c.callback(...args); } catch (e) { /* swallow */ }
}
}
}
/* ──────── Instance прокси ──────── */
let _instanceCounter = 1;
class RbxInstance {
constructor(className, init = {}) {
this.__id = _instanceCounter++;
this.ClassName = className;
this.Name = init.Name || className;
this.Parent = init.Parent || null;
this.Children = [];
this.__props = {}; // raw properties (для Position и т.п.)
// Signals доступны как прямые свойства, плюс дублируются в __signals для serv-кода
this.Touched = new RbxSignal('Touched');
this.TouchEnded = new RbxSignal('TouchEnded');
this.Changed = new RbxSignal('Changed');
this.AncestryChanged = new RbxSignal('AncestryChanged');
this.ChildAdded = new RbxSignal('ChildAdded');
this.ChildRemoved = new RbxSignal('ChildRemoved');
this.__signals = {
Touched: this.Touched,
TouchEnded: this.TouchEnded,
Changed: this.Changed,
AncestryChanged: this.AncestryChanged,
ChildAdded: this.ChildAdded,
ChildRemoved: this.ChildRemoved,
};
this.__sceneState = null;
}
GetChildren() { return [...this.Children]; }
GetDescendants() {
const out = [];
const walk = (n) => {
for (const c of n.Children) { out.push(c); walk(c); }
};
walk(this);
return out;
}
FindFirstChild(name, recursive) {
for (const c of this.Children) {
if (c.Name === name) return c;
if (recursive) {
const found = c.FindFirstChild(name, true);
if (found) return found;
}
}
return null;
}
FindFirstChildOfClass(className) {
for (const c of this.Children) {
if (c.ClassName === className) return c;
}
return null;
}
FindFirstAncestor(name) {
let p = this.Parent;
while (p) {
if (p.Name === name) return p;
p = p.Parent;
}
return null;
}
WaitForChild(name, _timeout) {
// В MVP — синхронный поиск без ожидания. В 4.7 через корутины можно ждать.
return this.FindFirstChild(name);
}
IsA(className) {
if (this.ClassName === className) return true;
// Roblox class hierarchy: Part isA BasePart isA PVInstance isA Instance.
const hierarchy = {
'Part': ['BasePart', 'PVInstance', 'Instance'],
'WedgePart': ['BasePart', 'PVInstance', 'Instance'],
'CornerWedgePart': ['BasePart', 'PVInstance', 'Instance'],
'MeshPart': ['BasePart', 'PVInstance', 'Instance'],
'UnionOperation': ['PartOperation', 'BasePart', 'PVInstance', 'Instance'],
'TrussPart': ['BasePart', 'PVInstance', 'Instance'],
'SpawnLocation': ['Part', 'BasePart', 'PVInstance', 'Instance'],
'Script': ['BaseScript', 'LuaSourceContainer', 'Instance'],
'LocalScript': ['BaseScript', 'LuaSourceContainer', 'Instance'],
'ModuleScript': ['LuaSourceContainer', 'Instance'],
'Folder': ['Instance'],
'Model': ['PVInstance', 'Instance'],
'Sound': ['Instance'],
'PointLight': ['Light', 'Instance'],
'SpotLight': ['Light', 'Instance'],
'Humanoid': ['Instance'],
};
const ancestors = hierarchy[this.ClassName] || [];
return ancestors.includes(className);
}
Destroy() {
if (this.Parent && this.Parent.Children) {
const idx = this.Parent.Children.indexOf(this);
if (idx >= 0) this.Parent.Children.splice(idx, 1);
}
this.Parent = null;
this.__destroyed = true;
}
Clone() {
const cl = new RbxInstance(this.ClassName);
cl.Name = this.Name;
cl.__props = JSON.parse(JSON.stringify(this.__props));
for (const c of this.Children) {
const cc = c.Clone();
cc.Parent = cl;
cl.Children.push(cc);
}
return cl;
}
GetPropertyChangedSignal(propName) {
const sigName = `Changed:${propName}`;
if (!this.__signals[sigName]) this.__signals[sigName] = new RbxSignal(sigName);
return this.__signals[sigName];
}
}
/* ──────── Part — наследник Instance с реальными свойствами сцены ──────── */
class RbxPart extends RbxInstance {
constructor(primId, init = {}) {
super(init.ClassName || 'Part', init);
this.__primId = primId; // id примитива в Rublox-сцене
this.__sendFn = null; // setter из shim init
// Кешированные свойства (mirror'ятся через handleTick)
this._snap = init.snap || {};
}
get Position() {
return new RbxVector3(this._snap.x || 0, this._snap.y || 0, this._snap.z || 0);
}
set Position(v) {
if (v instanceof RbxVector3) {
this._snap.x = v.X; this._snap.y = v.Y; this._snap.z = v.Z;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'position', value: { x: v.X, y: v.Y, z: v.Z } });
}
}
get CFrame() {
return new RbxCFrame(this._snap.x || 0, this._snap.y || 0, this._snap.z || 0);
}
set CFrame(cf) {
if (cf instanceof RbxCFrame) {
this._snap.x = cf.X; this._snap.y = cf.Y; this._snap.z = cf.Z;
const [rx, ry, rz] = cf.toEulerXYZ();
this._snap.rx = rx; this._snap.ry = ry; this._snap.rz = rz;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'cframe', value: { x: cf.X, y: cf.Y, z: cf.Z, rx, ry, rz } });
}
}
get Size() {
return new RbxVector3(this._snap.sx || 1, this._snap.sy || 1, this._snap.sz || 1);
}
set Size(v) {
if (v instanceof RbxVector3) {
this._snap.sx = v.X; this._snap.sy = v.Y; this._snap.sz = v.Z;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'size', value: { sx: v.X, sy: v.Y, sz: v.Z } });
}
}
get Color() { return RbxColor3.fromHex(this._snap.color || '#cccccc'); }
set Color(c) {
if (c instanceof RbxColor3) {
const hex = c.toHex();
this._snap.color = hex;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'color', value: hex });
}
}
get BrickColor() { return { Color: this.Color, Name: 'Medium stone grey' }; }
set BrickColor(b) { if (b && b.Color) this.Color = b.Color; }
get Material() { return this._snap.material || 'glossy'; }
set Material(m) {
this._snap.material = m;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'material', value: m });
}
get Anchored() { return !!this._snap.anchored; }
set Anchored(v) {
this._snap.anchored = !!v;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'anchored', value: !!v });
}
get CanCollide() { return this._snap.canCollide !== false; }
set CanCollide(v) {
this._snap.canCollide = !!v;
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'canCollide', value: !!v });
}
get Transparency() { return 1.0 - (this._snap.opacity ?? 1.0); }
set Transparency(v) {
this._snap.opacity = 1.0 - (+v || 0);
this.__sendFn?.('partSet', { primId: this.__primId, prop: 'opacity', value: this._snap.opacity });
}
get Velocity() { return new RbxVector3(0, 0, 0); }
set Velocity(v) {
if (v instanceof RbxVector3) {
this.__sendFn?.('partVel', { primId: this.__primId, vx: v.X, vy: v.Y, vz: v.Z });
}
}
}
/* ──────── Главный entry-point: регистрация в Lua-VM ──────── */
export function registerRobloxApi(lua, ctx) {
const { getSceneSnap, targetPrimitiveId, send } = ctx;
// 1. Math classes — как глобалы с .new factory
const wrap = (cls) => ({
new: (...args) => new cls(...args),
});
lua.global.set('Vector3', {
new: (x, y, z) => new RbxVector3(x, y, z),
zero: new RbxVector3(0, 0, 0),
one: new RbxVector3(1, 1, 1),
xAxis: new RbxVector3(1, 0, 0),
yAxis: new RbxVector3(0, 1, 0),
zAxis: new RbxVector3(0, 0, 1),
});
lua.global.set('Color3', {
new: (r, g, b) => new RbxColor3(r, g, b),
fromRGB: RbxColor3.fromRGB,
fromHex: RbxColor3.fromHex,
});
lua.global.set('CFrame', {
new: RbxCFrame.new,
Angles: RbxCFrame.Angles,
fromEulerAnglesXYZ: RbxCFrame.fromEulerAnglesXYZ,
});
lua.global.set('UDim', { new: (s, o) => new RbxUDim(s, o) });
lua.global.set('UDim2', {
new: RbxUDim2.new,
fromScale: RbxUDim2.fromScale,
fromOffset: RbxUDim2.fromOffset,
});
// 2. Сцена — собираем JS-структуру из snap'а
// Workspace — корень.
const workspace = new RbxInstance('Workspace', { Name: 'Workspace' });
const part_by_id = new Map();
const snap = getSceneSnap();
if (snap && snap.primitives) {
for (const [id, p] of Object.entries(snap.primitives)) {
const part = new RbxPart(+id, {
ClassName: p.type === 'wedge' ? 'WedgePart' :
p.type === 'cornerwedge' ? 'CornerWedgePart' : 'Part',
Name: p.name || 'Part',
snap: { ...p },
});
part.__sendFn = send;
part.Parent = workspace;
workspace.Children.push(part);
part_by_id.set(+id, part);
}
}
// 3. script — обёртка над текущим скриптом.
const scriptInst = new RbxInstance('LocalScript', { Name: 'Script' });
if (targetPrimitiveId != null && part_by_id.has(targetPrimitiveId)) {
const parentPart = part_by_id.get(targetPrimitiveId);
scriptInst.Parent = parentPart;
parentPart.Children.push(scriptInst);
}
lua.global.set('script', scriptInst);
// 4. game / game:GetService
const services = new Map();
const game = new RbxInstance('DataModel', { Name: 'Game' });
game.Children.push(workspace);
workspace.Parent = game;
// Builtin services:
const lighting = new RbxInstance('Lighting', { Name: 'Lighting' });
lighting.Parent = game;
game.Children.push(lighting);
services.set('Lighting', lighting);
const replicatedStorage = new RbxInstance('ReplicatedStorage', { Name: 'ReplicatedStorage' });
replicatedStorage.Parent = game;
game.Children.push(replicatedStorage);
services.set('ReplicatedStorage', replicatedStorage);
const runService = new RbxInstance('RunService', { Name: 'RunService' });
runService.Heartbeat = new RbxSignal('Heartbeat');
runService.Stepped = new RbxSignal('Stepped');
runService.RenderStepped = new RbxSignal('RenderStepped');
services.set('RunService', runService);
const playersService = new RbxInstance('Players', { Name: 'Players' });
playersService.PlayerAdded = new RbxSignal('PlayerAdded');
playersService.PlayerRemoving = new RbxSignal('PlayerRemoving');
// LocalPlayer заполнит фаза 4.9
playersService.LocalPlayer = null;
services.set('Players', playersService);
game.GetService = function(svc) {
if (services.has(svc)) return services.get(svc);
if (svc === 'Workspace') return workspace;
if (svc === 'Workspace') return workspace;
// Неизвестный сервис — создаём заглушку, чтобы не падало
const stub = new RbxInstance(svc, { Name: svc });
services.set(svc, stub);
return stub;
};
game.Workspace = workspace;
game.Lighting = lighting;
game.Players = playersService;
game.ReplicatedStorage = replicatedStorage;
lua.global.set('game', game);
lua.global.set('workspace', workspace);
lua.global.set('Workspace', workspace);
// 5. Instance.new
lua.global.set('Instance', {
new: (className, parent) => {
const inst = new RbxInstance(className);
if (parent && parent instanceof RbxInstance) {
inst.Parent = parent;
parent.Children.push(inst);
}
return inst;
},
});
// 6. wait / task / spawn — в фазе 4.7 заменим на корутинные.
// Сейчас — простой busy-wait через setTimeout не работает в Worker (sync).
// Поэтому MVP: wait это no-op, log warning.
lua.global.set('wait', (sec) => {
// TODO 4.7: реализовать через корутины
return [sec || 0, 0];
});
lua.global.set('task', {
wait: (sec) => sec || 0,
spawn: (fn, ...args) => { try { fn(...args); } catch (e) {} return null; },
delay: (sec, fn, ...args) => { try { fn(...args); } catch (e) {} return null; },
defer: (fn, ...args) => { try { fn(...args); } catch (e) {} return null; },
});
lua.global.set('spawn', (fn) => { try { fn(); } catch (e) {} });
lua.global.set('delay', (sec, fn) => { try { fn(); } catch (e) {} });
lua.global.set('tick', () => Date.now() / 1000);
lua.global.set('time', () => Date.now() / 1000);
lua.global.set('elapsedTime', () => Date.now() / 1000);
// 7. print / warn / error — пробрасываем в main как log
lua.global.set('print', (...args) => {
const text = args.map(a => luaToString(a)).join('\t');
send('log', { level: 'info', text });
});
lua.global.set('warn', (...args) => {
const text = args.map(a => luaToString(a)).join('\t');
send('log', { level: 'warn', text });
});
// 8. Enum — упрощённая заглушка для самых популярных enums
const enumTable = {
Material: { Plastic: { Value: 256, Name: 'Plastic' }, Neon: { Value: 784, Name: 'Neon' },
Metal: { Value: 512, Name: 'Metal' }, Glass: { Value: 1024, Name: 'Glass' },
Wood: { Value: 272, Name: 'Wood' }, SmoothPlastic: { Value: 496, Name: 'SmoothPlastic' } },
PartType: { Ball: { Value: 0, Name: 'Ball' }, Block: { Value: 1, Name: 'Block' },
Cylinder: { Value: 2, Name: 'Cylinder' } },
KeyCode: { Space: { Value: 32, Name: 'Space' }, W: { Value: 87, Name: 'W' },
A: { Value: 65, Name: 'A' }, S: { Value: 83, Name: 'S' }, D: { Value: 68, Name: 'D' } },
EasingStyle: { Linear: { Value: 0, Name: 'Linear' }, Quad: { Value: 1, Name: 'Quad' },
Sine: { Value: 5, Name: 'Sine' } },
EasingDirection: { In: { Value: 0, Name: 'In' }, Out: { Value: 1, Name: 'Out' },
InOut: { Value: 2, Name: 'InOut' } },
};
lua.global.set('Enum', enumTable);
return { workspace, game, part_by_id, services };
}
function luaToString(v) {
if (v == null) return 'nil';
if (typeof v === 'string') return v;
if (typeof v === 'number') return String(v);
if (typeof v === 'boolean') return String(v);
if (v.toString) return v.toString();
return '<object>';
}
export { RbxVector3, RbxColor3, RbxCFrame, RbxUDim, RbxUDim2, RbxInstance, RbxPart, RbxSignal };

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/**
* roblox-tween.js TweenService для Roblox Lua-shim.
*
* Использование в Lua:
* local TS = game:GetService("TweenService")
* local info = TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
* local tween = TS:Create(part, info, {Position = Vector3.new(0, 10, 0)})
* tween:Play()
* tween.Completed:Connect(function() print("done") end)
*
* Реализация:
* - Все активные tween'ы держатся в этом модуле.
* - На каждом tick() прогрессируется alpha = (now - startTime) / duration.
* - Применяется easing-кривая, и обновляется свойство объекта через __sendFn.
* - При alpha >= 1 fire Completed signal и удаляем tween.
*/
import { RbxSignal, RbxVector3, RbxColor3, RbxCFrame, RbxUDim2 } from './roblox-shim.js';
/* ──────── EasingStyle / Direction ──────── */
const EASING_FNS = {
'Linear': (t) => t,
'Quad': (t) => t * t,
'Cubic': (t) => t * t * t,
'Quart': (t) => t * t * t * t,
'Quint': (t) => t * t * t * t * t,
'Sine': (t) => 1 - Math.cos((t * Math.PI) / 2),
'Bounce': (t) => {
const n1 = 7.5625, d1 = 2.75;
if (t < 1 / d1) return n1 * t * t;
if (t < 2 / d1) { t -= 1.5 / d1; return n1 * t * t + 0.75; }
if (t < 2.5 / d1) { t -= 2.25 / d1; return n1 * t * t + 0.9375; }
t -= 2.625 / d1; return n1 * t * t + 0.984375;
},
'Elastic': (t) => {
if (t === 0) return 0;
if (t === 1) return 1;
return -(2 ** (10 * (t - 1))) * Math.sin((t - 1.1) * 5 * Math.PI);
},
'Back': (t) => t * t * (2.70158 * t - 1.70158),
'Exponential': (t) => t === 0 ? 0 : 2 ** (10 * (t - 1)),
};
function applyDirection(t, direction) {
if (direction === 'In') return t;
if (direction === 'Out') return 1 - (1 - t);
if (direction === 'InOut') {
return t < 0.5 ? t * 2 : (1 - (1 - t) * 2);
}
return t;
}
function easeValue(alpha, style, direction) {
const styleFn = EASING_FNS[style] || EASING_FNS.Linear;
if (direction === 'In') return styleFn(alpha);
if (direction === 'Out') return 1 - styleFn(1 - alpha);
// InOut
if (alpha < 0.5) return styleFn(alpha * 2) / 2;
return 1 - styleFn((1 - alpha) * 2) / 2;
}
/* ──────── TweenInfo ──────── */
class RbxTweenInfo {
constructor(time = 1, easingStyle = 'Quad', easingDirection = 'Out',
repeatCount = 0, reverses = false, delayTime = 0) {
this.Time = +time || 0;
this.EasingStyle = typeof easingStyle === 'object' ? easingStyle.Name : easingStyle;
this.EasingDirection = typeof easingDirection === 'object' ? easingDirection.Name : easingDirection;
this.RepeatCount = repeatCount | 0;
this.Reverses = !!reverses;
this.DelayTime = +delayTime || 0;
}
}
/* ──────── Tween ──────── */
class RbxTween {
constructor(instance, info, goalProps, manager) {
this.Instance = instance;
this.TweenInfo = info;
this.GoalProps = goalProps;
this._manager = manager;
this._startTime = null;
this._fromProps = null;
this._playing = false;
this._completed = false;
this.Completed = new RbxSignal('Completed');
this.PlaybackState = 'Begin';
}
Play() {
if (this._playing) return;
// Снимок старых значений
this._fromProps = {};
for (const k of Object.keys(this.GoalProps)) {
this._fromProps[k] = this.Instance[k]; // через getter Part'а
}
this._startTime = this._manager.time;
this._playing = true;
this.PlaybackState = 'Playing';
this._manager._add(this);
}
Pause() { this._playing = false; this.PlaybackState = 'Paused'; }
Cancel() {
this._playing = false;
this.PlaybackState = 'Cancelled';
this._manager._remove(this);
}
/** internal — вызывается из manager.tick */
_step(now) {
if (!this._playing) return false;
const elapsed = now - this._startTime;
const dur = this.TweenInfo.Time || 0.001;
let alpha = Math.min(1, Math.max(0, elapsed / dur));
const ea = easeValue(alpha, this.TweenInfo.EasingStyle, this.TweenInfo.EasingDirection);
for (const k of Object.keys(this.GoalProps)) {
const from = this._fromProps[k];
const to = this.GoalProps[k];
const interp = interpolate(from, to, ea);
// Set через setter в Part — он отправит partSet в main
try { this.Instance[k] = interp; } catch (e) {}
}
if (alpha >= 1) {
this._playing = false;
this._completed = true;
this.PlaybackState = 'Completed';
this.Completed.Fire('Completed');
return true; // удалить из активных
}
return false;
}
}
function interpolate(from, to, a) {
if (from instanceof RbxVector3 && to instanceof RbxVector3) {
return from.Lerp(to, a);
}
if (from instanceof RbxColor3 && to instanceof RbxColor3) {
return from.Lerp(to, a);
}
if (from instanceof RbxCFrame && to instanceof RbxCFrame) {
return from.Lerp(to, a);
}
if (typeof from === 'number' && typeof to === 'number') {
return from + (to - from) * a;
}
// Иначе ничего не интерполируем
return a >= 1 ? to : from;
}
/* ──────── Manager ──────── */
export class RobloxTweenManager {
constructor() {
this.active = new Set();
this.time = 0;
}
install(lua) {
const self = this;
// TweenInfo конструктор
lua.global.set('TweenInfo', {
new: (time, style, direction, repeat_, reverses, delay_) =>
new RbxTweenInfo(time, style, direction, repeat_, reverses, delay_),
});
// Сервис: добавляем в services через game:GetService('TweenService')
// (services map передаётся в shim — но мы не имеем к нему доступа здесь;
// делаем по-другому: регистрируем сразу глобал TweenService который
// совместим с GetService('TweenService'))
const tweenService = {
ClassName: 'TweenService',
Name: 'TweenService',
Create(instance, info, goalProps) {
return new RbxTween(instance, info, goalProps, self);
},
};
lua.global.set('__tweenService', tweenService);
// и в game.GetService — мы делаем монки-патч если игра уже есть:
const game = lua.global.get('game');
if (game && typeof game.GetService === 'function') {
const origGetService = game.GetService;
game.GetService = function(svc) {
if (svc === 'TweenService') return tweenService;
return origGetService.call(this, svc);
};
}
}
_add(tween) { this.active.add(tween); }
_remove(tween) { this.active.delete(tween); }
tick(dtSec) {
this.time += +dtSec || 0;
for (const t of [...this.active]) {
const done = t._step(this.time);
if (done) this.active.delete(t);
}
}
}
export { RbxTweenInfo, RbxTween };

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/**
* rbxl-lua-integration.test.js реалистичные Roblox-сниппеты из obby/simulator карт.
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from '../src/engine/roblox-shim.js';
import { RobloxScheduler } from '../src/engine/roblox-scheduler.js';
import { installRobloxServices } from '../src/engine/roblox-services.js';
import { RobloxTweenManager } from '../src/engine/roblox-tween.js';
import { RobloxPhysicsManager } from '../src/engine/roblox-physics.js';
function makeScene() {
return {
primitives: {
10: { id: 10, type: 'cube', name: 'KillPart', x: 5, y: 1, z: 0, sx: 4, sy: 1, sz: 4,
color: '#ff0000', material: 'neon', anchored: true, canCollide: true, opacity: 1 },
11: { id: 11, type: 'cube', name: 'WinPart', x: 30, y: 1, z: 0, sx: 4, sy: 1, sz: 4,
color: '#00ff00', material: 'neon', anchored: true, canCollide: true, opacity: 1 },
12: { id: 12, type: 'cube', name: 'Conveyor', x: 15, y: 1, z: 0, sx: 8, sy: 0.5, sz: 4,
color: '#888888', material: 'metal', anchored: true, canCollide: true, opacity: 1 },
13: { id: 13, type: 'cube', name: 'Door', x: 20, y: 3, z: 0, sx: 2, sy: 6, sz: 4,
color: '#a0522d', material: 'matte', anchored: true, canCollide: true, opacity: 1 },
},
};
}
const STORE = new Map();
async function run(luaSource, targetPrimId = 10, ticks = []) {
const factory = new LuaFactory();
const lua = await factory.createEngine();
const sent = [];
const send = (cmd, payload) => sent.push({ cmd, payload });
let playerState = { x: 0, y: 5, z: 0, hp: 100 };
registerRobloxApi(lua, { getSceneSnap: makeScene, targetPrimitiveId: targetPrimId, send });
const sched = new RobloxScheduler(lua);
sched.install();
installRobloxServices(lua, {
send,
getPlayerState: () => playerState,
loadSave: (k) => STORE.get(k),
saveSave: (k, v) => STORE.set(k, v),
removeSave: (k) => STORE.delete(k),
});
const tween = new RobloxTweenManager();
tween.install(lua);
const phys = new RobloxPhysicsManager(send);
phys.install(lua);
await sched.spawnMain(luaSource);
for (const dt of ticks) {
await sched.tick(dt);
tween.tick(dt);
phys.tick(dt);
}
lua.global.close();
return {
logs: sent.filter(s => s.cmd === 'log').map(s => s.payload),
partSets: sent.filter(s => s.cmd === 'partSet').map(s => s.payload),
partVels: sent.filter(s => s.cmd === 'partVel').map(s => s.payload),
playerCmds: sent.filter(s => s.cmd === 'playerCmd').map(s => s.payload),
};
}
const TESTS = [
{
name: 'KillBrick (Touched → Humanoid.Health = 0)',
lua: `
local part = script.Parent
part.Touched:Connect(function(hit)
local hum = hit.Parent and hit.Parent:FindFirstChild("Humanoid")
if hum then hum.Health = 0 end
end)
print("kill brick armed")
`,
ticks: [],
check: (r) => r.logs.some(l => l.text === 'kill brick armed'),
},
{
name: 'WalkSpeed boost через trigger',
lua: `
local h = game:GetService("Players").LocalPlayer.Character.Humanoid
h.WalkSpeed = 32
print("speed boosted to", h.WalkSpeed)
`,
check: (r) => r.playerCmds.some(c => c.method === 'setWalkSpeed' && c.args[0] === 32)
&& r.logs.some(l => l.text.includes('speed boosted')),
},
{
name: 'Door open: TweenService двигает дверь вверх',
lua: `
local door = workspace:FindFirstChild("Door")
local TS = game:GetService("TweenService")
local goal = { Position = Vector3.new(door.Position.X, door.Position.Y + 10, door.Position.Z) }
local info = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
local tw = TS:Create(door, info, goal)
tw:Play()
print("door opening")
`,
ticks: [0.5, 0.5, 0.1],
check: (r) => r.partSets.some(p => p.primId === 13 && p.prop === 'position'),
},
{
name: 'Конвейер: BodyVelocity толкает игрока',
lua: `
local conv = workspace:FindFirstChild("Conveyor")
local bv = Instance.new("BodyVelocity", conv)
bv.Velocity = Vector3.new(20, 0, 0)
bv.MaxForce = Vector3.new(4000, 0, 4000)
print("conveyor started")
`,
ticks: [0.1],
check: (r) => r.partVels.some(v => v.primId === 12 && v.vx === 20),
},
{
name: 'leaderstats (как в tycoon)',
lua: `
local Players = game:GetService("Players")
local plr = Players.LocalPlayer
local money = Instance.new("IntValue", plr.leaderstats)
money.Name = "Money"
money.Value = 100
print("money:", money.Value)
`,
check: (r) => r.logs.some(l => l.text === 'money:\t100'),
},
{
name: 'Checkpoint сохраняется в DataStore',
lua: `
local DSS = game:GetService("DataStoreService")
local store = DSS:GetDataStore("checkpoints")
store:SetAsync("player1", 5)
local cp = store:GetAsync("player1")
print("checkpoint:", cp)
`,
check: (r) => r.logs.some(l => l.text === 'checkpoint:\t5'),
},
{
name: 'Цикл с wait — подсчёт',
lua: `
for i = 1, 3 do
print("count:", i)
wait(0.3)
end
print("done")
`,
ticks: [0.3, 0.3, 0.3, 0.3],
check: (r) => {
const texts = r.logs.map(l => l.text);
return texts.includes('count:\t1') && texts.includes('count:\t2')
&& texts.includes('count:\t3') && texts.includes('done');
},
},
{
name: 'task.spawn — параллельные функции',
lua: `
task.spawn(function() print("parallel A") end)
task.spawn(function() print("parallel B") end)
print("main")
`,
check: (r) => {
const texts = r.logs.map(l => l.text);
return texts.includes('parallel A') && texts.includes('parallel B') && texts.includes('main');
},
},
{
name: 'Color3 + Material смена при Touched',
lua: `
local part = workspace:FindFirstChild("KillPart")
part.Touched:Connect(function()
part.Color = Color3.fromRGB(0, 0, 255)
part.Material = "Neon"
end)
-- симулируем touch
part.Touched:Fire(workspace)
`,
check: (r) => r.partSets.some(p => p.primId === 10 && p.prop === 'color')
&& r.partSets.some(p => p.primId === 10 && p.prop === 'material'),
},
{
name: 'RemoteEvent: client→server message',
lua: `
local re = Instance.new("RemoteEvent", workspace)
re.Name = "Coins"
re.OnServerEvent:Connect(function(player, amount)
print("server received:", amount)
end)
re:FireServer(50)
`,
check: (r) => r.logs.some(l => l.text === 'server received:\t50'),
},
{
name: 'Heartbeat: счётчик через RunService',
lua: `
local RS = game:GetService("RunService")
local count = 0
RS.Heartbeat:Connect(function(dt)
count = count + 1
if count == 3 then print("tick3") end
end)
`,
ticks: [0.1, 0.1, 0.1],
check: (r) => r.logs.some(l => l.text === 'tick3'),
},
{
name: 'Math: Vector3 arithmetic',
lua: `
local a = Vector3.new(1, 2, 3)
local b = Vector3.new(4, 5, 6)
local sum = a:add(b)
print("sum:", sum.X, sum.Y, sum.Z)
local d = a:Dot(b)
print("dot:", d)
`,
check: (r) => {
const texts = r.logs.map(l => l.text);
return texts.some(t => t === 'sum:\t5\t7\t9') && texts.some(t => t === 'dot:\t32');
},
},
];
(async () => {
let passed = 0, failed = 0;
for (const t of TESTS) {
try {
const r = await run(t.lua, t.targetPrimId, t.ticks || []);
const ok = t.check(r);
if (ok) { console.log(`${t.name}`); passed++; }
else {
console.log(`${t.name}`);
console.log(` logs: ${JSON.stringify(r.logs.map(l => l.text))}`);
if (r.partSets.length) console.log(` partSets: ${JSON.stringify(r.partSets)}`);
if (r.partVels.length) console.log(` partVels: ${JSON.stringify(r.partVels)}`);
if (r.playerCmds.length) console.log(` playerCmds: ${JSON.stringify(r.playerCmds)}`);
failed++;
}
} catch (e) {
console.log(`${t.name} — exception: ${e.message || e}`);
failed++;
}
}
console.log(`\n${passed} passed, ${failed} failed`);
process.exit(failed > 0 ? 1 : 0);
})();

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/**
* rbxl-lua-mvp.test.js headless smoke-тест Roblox Lua API shim.
*
* НЕ запускает Worker (это требует браузерного Worker API). Вместо этого
* напрямую импортирует roblox-shim.js и инициализирует Lua в текущем потоке.
*
* Запуск: node --experimental-vm-modules tests/rbxl-lua-mvp.test.js
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from '../src/engine/roblox-shim.js';
const FAKE_SCENE_SNAP = {
primitives: {
1: { id: 1, type: 'cube', name: 'Floor', x: 0, y: 0, z: 0, sx: 10, sy: 1, sz: 10,
color: '#888888', material: 'glossy', anchored: true, canCollide: true, opacity: 1 },
2: { id: 2, type: 'cube', name: 'KillBrick', x: 5, y: 1, z: 0, sx: 2, sy: 1, sz: 2,
color: '#ff0000', material: 'neon', anchored: true, canCollide: true, opacity: 1 },
},
};
const SNIPPETS = [
{
name: 'print hello',
lua: `print("Hello from Lua!")`,
expectLogs: [{ level: 'info', text: 'Hello from Lua!' }],
},
{
name: 'Vector3 math',
lua: `
local v = Vector3.new(3, 4, 0)
print("magnitude:", v.Magnitude)
local u = v.Unit
print("unit:", u.X, u.Y, u.Z)
`,
expectLogs: [
{ level: 'info', text: 'magnitude:\t5' },
],
},
{
name: 'workspace iteration',
lua: `
local children = workspace:GetChildren()
print("count:", #children)
for i, c in ipairs(children) do
print("child:", c.Name, "class:", c.ClassName)
end
`,
expectLogs: [
{ level: 'info', text: 'count:\t2' },
],
},
{
name: 'FindFirstChild',
lua: `
local kb = workspace:FindFirstChild("KillBrick")
if kb then print("found:", kb.Name)
else print("not found") end
`,
expectLogs: [{ level: 'info', text: 'found:\tKillBrick' }],
},
{
name: 'Part.Position get',
lua: `
local kb = workspace:FindFirstChild("KillBrick")
print("position:", kb.Position.X, kb.Position.Y, kb.Position.Z)
`,
expectLogs: [{ level: 'info', text: 'position:\t5\t1\t0' }],
},
{
name: 'Part.Color set',
lua: `
local kb = workspace:FindFirstChild("KillBrick")
kb.Color = Color3.new(0, 1, 0)
print("new color hex (via Position):", kb.Color.R, kb.Color.G, kb.Color.B)
`,
expectPartSet: { primId: 2, prop: 'color' },
},
{
name: 'CFrame.Angles',
lua: `
local cf = CFrame.Angles(0, math.pi/2, 0)
print("lookvector:", cf.LookVector.X, cf.LookVector.Y, cf.LookVector.Z)
`,
expectLogs: [],
},
{
name: 'Instance.new + Parent',
lua: `
local f = Instance.new("Folder", workspace)
f.Name = "MyFolder"
print("folder name:", f.Name, "parent:", f.Parent.Name)
`,
expectLogs: [{ level: 'info', text: 'folder name:\tMyFolder\tparent:\tWorkspace' }],
},
{
name: 'IsA hierarchy',
lua: `
local kb = workspace:FindFirstChild("KillBrick")
print("isa Part:", kb:IsA("Part"))
print("isa BasePart:", kb:IsA("BasePart"))
print("isa Instance:", kb:IsA("Instance"))
print("isa Sound:", kb:IsA("Sound"))
`,
expectLogs: [
{ level: 'info', text: 'isa Part:\ttrue' },
{ level: 'info', text: 'isa BasePart:\ttrue' },
{ level: 'info', text: 'isa Instance:\ttrue' },
{ level: 'info', text: 'isa Sound:\tfalse' },
],
},
];
async function runSnippet(snippet) {
const factory = new LuaFactory();
const lua = await factory.createEngine();
const logs = [];
const sent = [];
const send = (cmd, payload) => sent.push({ cmd, payload });
registerRobloxApi(lua, {
getSceneSnap: () => FAKE_SCENE_SNAP,
targetPrimitiveId: 2, // как будто скрипт прикреплён к KillBrick
send,
});
// Перехват print через send('log', ...)
let errMsg = null;
try {
await lua.doString(snippet.lua);
} catch (e) {
errMsg = e && e.message ? e.message : String(e);
}
lua.global.close();
const captured = sent.filter(s => s.cmd === 'log');
return { logs: captured.map(s => s.payload), partSets: sent.filter(s => s.cmd === 'partSet'), error: errMsg };
}
(async () => {
let passed = 0;
let failed = 0;
for (const s of SNIPPETS) {
const result = await runSnippet(s);
const ok = checkExpectations(s, result);
if (ok.success) {
console.log(`${s.name}`);
passed++;
} else {
console.log(`${s.name}`);
console.log(` error: ${result.error || 'none'}`);
console.log(` logs received:`);
for (const l of result.logs) console.log(` [${l.level}] ${JSON.stringify(l.text)}`);
if (result.partSets.length) {
console.log(` partSets:`, JSON.stringify(result.partSets));
}
console.log(` reason: ${ok.reason}`);
failed++;
}
}
console.log(`\n${passed} passed, ${failed} failed`);
process.exit(failed > 0 ? 1 : 0);
})();
function checkExpectations(snippet, result) {
if (result.error) {
return { success: false, reason: `lua error: ${result.error}` };
}
if (snippet.expectLogs) {
for (const exp of snippet.expectLogs) {
const found = result.logs.find(l => l.level === exp.level && l.text === exp.text);
if (!found) {
return { success: false, reason: `missing log: [${exp.level}] ${JSON.stringify(exp.text)}` };
}
}
}
if (snippet.expectPartSet) {
const found = result.partSets.find(s =>
s.payload.primId === snippet.expectPartSet.primId &&
s.payload.prop === snippet.expectPartSet.prop
);
if (!found) {
return { success: false, reason: `missing partSet ${JSON.stringify(snippet.expectPartSet)}` };
}
}
return { success: true };
}

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/**
* rbxl-lua-services.test.js тесты Humanoid, RemoteEvent, DataStore, HttpService.
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from '../src/engine/roblox-shim.js';
import { RobloxScheduler } from '../src/engine/roblox-scheduler.js';
import { installRobloxServices } from '../src/engine/roblox-services.js';
const SCENE = { primitives: {} };
const STORE = new Map();
async function run(luaSource, ticks = []) {
const factory = new LuaFactory();
const lua = await factory.createEngine();
const sent = [];
const send = (cmd, payload) => sent.push({ cmd, payload });
let playerState = { x: 0, y: 5, z: 0 };
registerRobloxApi(lua, { getSceneSnap: () => SCENE, targetPrimitiveId: null, send });
const sched = new RobloxScheduler(lua);
sched.install();
installRobloxServices(lua, {
send,
getPlayerState: () => playerState,
loadSave: (k) => STORE.get(k),
saveSave: (k, v) => STORE.set(k, v),
removeSave: (k) => STORE.delete(k),
});
await sched.spawnMain(luaSource);
for (const dt of ticks) await sched.tick(dt);
lua.global.close();
return { logs: sent.filter(s => s.cmd === 'log').map(s => s.payload),
playerCmds: sent.filter(s => s.cmd === 'playerCmd').map(s => s.payload),
broadcasts: sent.filter(s => s.cmd === 'broadcast').map(s => s.payload) };
}
const TESTS = [
{
name: 'Players.LocalPlayer.Character.Humanoid существует',
lua: `
local p = game:GetService("Players").LocalPlayer
local h = p.Character:WaitForChild("Humanoid")
print("hp:", h.Health, "ws:", h.WalkSpeed)
`,
expect: [{ level: 'info', text: 'hp:\t100\tws:\t16' }],
},
{
name: 'Humanoid.WalkSpeed = 50 → playerCmd setWalkSpeed',
lua: `
local h = game:GetService("Players").LocalPlayer.Character.Humanoid
h.WalkSpeed = 50
`,
expectPlayerCmd: { method: 'setWalkSpeed', argsCheck: (a) => a[0] === 50 },
},
{
name: 'Humanoid:TakeDamage уменьшает HP',
lua: `
local h = game:GetService("Players").LocalPlayer.Character.Humanoid
h:TakeDamage(30)
print("after damage:", h.Health)
`,
expect: [{ level: 'info', text: 'after damage:\t70' }],
},
{
name: 'Humanoid.Health = 0 → Died fires',
lua: `
local h = game:GetService("Players").LocalPlayer.Character.Humanoid
h.Died:Connect(function() print("DIED") end)
h.Health = 0
`,
expect: [{ level: 'info', text: 'DIED' }],
},
{
name: 'DataStoreService GetAsync/SetAsync',
lua: `
local DSS = game:GetService("DataStoreService")
local store = DSS:GetDataStore("coins")
store:SetAsync("player1", 100)
print("got:", store:GetAsync("player1"))
`,
expect: [{ level: 'info', text: 'got:\t100' }],
},
{
name: 'DataStoreService IncrementAsync',
lua: `
local store = game:GetService("DataStoreService"):GetDataStore("score")
store:SetAsync("p1", 50)
store:IncrementAsync("p1", 25)
print("final:", store:GetAsync("p1"))
`,
expect: [{ level: 'info', text: 'final:\t75' }],
},
{
name: 'HttpService:JSONEncode/Decode',
lua: `
local HS = game:GetService("HttpService")
local s = HS:JSONEncode({a=1, b="two"})
print("encoded len:", #s)
local d = HS:JSONDecode('{"x":42}')
print("decoded x:", d.x)
`,
expect: [{ level: 'info', text: 'decoded x:\t42' }],
},
{
name: 'RemoteEvent FireServer + OnServerEvent',
lua: `
local re = Instance.new("RemoteEvent", workspace)
re.Name = "MyEvent"
re.OnServerEvent:Connect(function(player, msg)
print("server got:", msg)
end)
re:FireServer("hello")
`,
expect: [{ level: 'info', text: 'server got:\thello' }],
},
];
(async () => {
let passed = 0, failed = 0;
for (const t of TESTS) {
try {
const r = await run(t.lua, t.ticks);
let ok = true; let reason = '';
for (const exp of (t.expect || [])) {
const found = r.logs.find(l => l.level === exp.level && l.text === exp.text);
if (!found) { ok = false; reason = `missing log: ${exp.text}; got: ${JSON.stringify(r.logs)}`; break; }
}
if (t.expectPlayerCmd) {
const found = r.playerCmds.find(c => c.method === t.expectPlayerCmd.method
&& (!t.expectPlayerCmd.argsCheck || t.expectPlayerCmd.argsCheck(c.args)));
if (!found) { ok = false; reason = `missing playerCmd ${t.expectPlayerCmd.method}; got: ${JSON.stringify(r.playerCmds)}`; }
}
if (ok) { console.log(`${t.name}`); passed++; }
else { console.log(`${t.name}${reason}`); failed++; }
} catch (e) {
console.log(`${t.name} — exception: ${e.message || e}`);
failed++;
}
}
console.log(`\n${passed} passed, ${failed} failed`);
process.exit(failed > 0 ? 1 : 0);
})();

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/**
* rbxl-lua-tween.test.js тесты TweenService.
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from '../src/engine/roblox-shim.js';
import { RobloxScheduler } from '../src/engine/roblox-scheduler.js';
import { RobloxTweenManager } from '../src/engine/roblox-tween.js';
const SCENE = {
primitives: {
1: { id: 1, type: 'cube', name: 'Movable', x: 0, y: 5, z: 0, sx: 1, sy: 1, sz: 1,
color: '#ffffff', material: 'glossy', anchored: false, canCollide: true, opacity: 1 },
},
};
async function run(luaSource, ticks = []) {
const factory = new LuaFactory();
const lua = await factory.createEngine();
const sent = [];
const send = (cmd, payload) => sent.push({ cmd, payload });
registerRobloxApi(lua, { getSceneSnap: () => SCENE, targetPrimitiveId: 1, send });
const sched = new RobloxScheduler(lua);
sched.install();
const tweenMgr = new RobloxTweenManager();
tweenMgr.install(lua);
await sched.spawnMain(luaSource);
for (const dt of ticks) {
await sched.tick(dt);
tweenMgr.tick(dt);
}
lua.global.close();
return { logs: sent.filter(s => s.cmd === 'log').map(s => s.payload),
partSets: sent.filter(s => s.cmd === 'partSet').map(s => s.payload) };
}
const TESTS = [
{
name: 'TweenInfo создаётся',
lua: `
local info = TweenInfo.new(2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
print("time:", info.Time, "style:", info.EasingStyle)
`,
ticks: [],
expectLogs: [{ level: 'info', text: 'time:\t2\tstyle:\tLinear' }],
},
{
name: 'TweenService:Create + Play (Linear)',
lua: `
local TS = game:GetService("TweenService")
local p = workspace:FindFirstChild("Movable")
local info = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
local tw = TS:Create(p, info, { Position = Vector3.new(10, 5, 0) })
tw:Play()
print("started")
`,
ticks: [0.5, 0.5, 0.1], // больше 1 сек — должен завершиться
// Ожидаем что хотя бы один partSet с prop=position
expectPartSet: { primId: 1, prop: 'position' },
},
];
(async () => {
let passed = 0, failed = 0;
for (const t of TESTS) {
try {
const r = await run(t.lua, t.ticks);
let ok = true;
let reason = '';
for (const exp of (t.expectLogs || [])) {
const found = r.logs.find(l => l.level === exp.level && l.text === exp.text);
if (!found) { ok = false; reason = `missing log: ${exp.text}`; break; }
}
if (t.expectPartSet) {
const found = r.partSets.find(p => p.primId === t.expectPartSet.primId && p.prop === t.expectPartSet.prop);
if (!found) {
ok = false; reason = `missing partSet: ${JSON.stringify(t.expectPartSet)}; got: ${JSON.stringify(r.partSets.slice(0,3))}`;
}
}
if (ok) { console.log(`${t.name}`); passed++; }
else { console.log(`${t.name}${reason}`); failed++; }
} catch (e) {
console.log(`${t.name} — exception: ${e}`);
failed++;
}
}
console.log(`\n${passed} passed, ${failed} failed`);
process.exit(failed > 0 ? 1 : 0);
})();

104
tests/rbxl-lua-wait.test.js Normal file
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/**
* rbxl-lua-wait.test.js тесты wait/task.wait через шедулер.
*/
import { LuaFactory } from 'wasmoon';
import { registerRobloxApi } from '../src/engine/roblox-shim.js';
import { RobloxScheduler } from '../src/engine/roblox-scheduler.js';
const SCENE = { primitives: {} };
async function run(luaSource, ticks = [0.5, 0.5, 0.5, 0.5, 0.5]) {
const factory = new LuaFactory();
const lua = await factory.createEngine();
const sent = [];
const send = (cmd, payload) => sent.push({ cmd, payload });
registerRobloxApi(lua, { getSceneSnap: () => SCENE, targetPrimitiveId: null, send });
const sched = new RobloxScheduler(lua);
sched.install();
await sched.spawnMain(luaSource);
for (const dt of ticks) {
await sched.tick(dt);
}
lua.global.close();
return sent.filter(s => s.cmd === 'log').map(s => s.payload);
}
const TESTS = [
{
name: 'wait(0) — мгновенный',
lua: `
print("before")
wait(0)
print("after")
`,
expect: ['before', 'after'],
},
{
name: 'wait(1) — резюм после tick',
lua: `
print("step1")
wait(1)
print("step2")
`,
ticks: [0.5, 0.5, 0.5], // 1.5 сек суммарно
expect: ['step1', 'step2'],
},
{
name: 'task.wait(0.5)',
lua: `
print("a")
task.wait(0.5)
print("b")
`,
ticks: [0.5, 0.5],
expect: ['a', 'b'],
},
{
name: 'несколько wait подряд',
lua: `
print("p1")
wait(0.5)
print("p2")
wait(0.5)
print("p3")
`,
ticks: [0.5, 0.5, 0.5, 0.5], // 2 сек
expect: ['p1', 'p2', 'p3'],
},
{
name: 'task.delay (не блокирует)',
lua: `
print("immediate")
task.delay(0.3, function() print("delayed") end)
print("after delay-call")
`,
ticks: [0.5],
expect: ['immediate', 'after delay-call', 'delayed'],
},
];
(async () => {
let passed = 0, failed = 0;
for (const t of TESTS) {
try {
const logs = await run(t.lua, t.ticks);
const texts = logs.map(l => l.text);
const ok = JSON.stringify(texts) === JSON.stringify(t.expect);
if (ok) {
console.log(`${t.name}`);
passed++;
} else {
console.log(`${t.name}`);
console.log(` expected: ${JSON.stringify(t.expect)}`);
console.log(` got: ${JSON.stringify(texts)}`);
failed++;
}
} catch (e) {
console.log(`${t.name} — exception: ${e}`);
failed++;
}
}
console.log(`\n${passed} passed, ${failed} failed`);
process.exit(failed > 0 ? 1 : 0);
})();