@almadar/std 2.1.0 → 2.4.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (86) hide show
  1. package/dist/behaviors/async.d.ts +12 -7
  2. package/dist/behaviors/async.js +1085 -312
  3. package/dist/behaviors/async.js.map +1 -1
  4. package/dist/behaviors/data-management.d.ts +27 -13
  5. package/dist/behaviors/data-management.js +600 -244
  6. package/dist/behaviors/data-management.js.map +1 -1
  7. package/dist/behaviors/domain/commerce.d.ts +51 -0
  8. package/dist/behaviors/domain/commerce.js +1093 -0
  9. package/dist/behaviors/domain/commerce.js.map +1 -0
  10. package/dist/behaviors/domain/content.d.ts +51 -0
  11. package/dist/behaviors/domain/content.js +1294 -0
  12. package/dist/behaviors/domain/content.js.map +1 -0
  13. package/dist/behaviors/domain/dashboard.d.ts +45 -0
  14. package/dist/behaviors/domain/dashboard.js +783 -0
  15. package/dist/behaviors/domain/dashboard.js.map +1 -0
  16. package/dist/behaviors/domain/education.d.ts +41 -0
  17. package/dist/behaviors/domain/education.js +738 -0
  18. package/dist/behaviors/domain/education.js.map +1 -0
  19. package/dist/behaviors/domain/finance.d.ts +49 -0
  20. package/dist/behaviors/domain/finance.js +660 -0
  21. package/dist/behaviors/domain/finance.js.map +1 -0
  22. package/dist/behaviors/domain/game-2d-platformer.d.ts +50 -0
  23. package/dist/behaviors/domain/game-2d-platformer.js +810 -0
  24. package/dist/behaviors/domain/game-2d-platformer.js.map +1 -0
  25. package/dist/behaviors/domain/game-2d-puzzle.d.ts +42 -0
  26. package/dist/behaviors/domain/game-2d-puzzle.js +622 -0
  27. package/dist/behaviors/domain/game-2d-puzzle.js.map +1 -0
  28. package/dist/behaviors/domain/game-2d-rpg.d.ts +48 -0
  29. package/dist/behaviors/domain/game-2d-rpg.js +860 -0
  30. package/dist/behaviors/domain/game-2d-rpg.js.map +1 -0
  31. package/dist/behaviors/domain/game-2d-strategy.d.ts +48 -0
  32. package/dist/behaviors/domain/game-2d-strategy.js +692 -0
  33. package/dist/behaviors/domain/game-2d-strategy.js.map +1 -0
  34. package/dist/behaviors/domain/geospatial.d.ts +35 -0
  35. package/dist/behaviors/domain/geospatial.js +634 -0
  36. package/dist/behaviors/domain/geospatial.js.map +1 -0
  37. package/dist/behaviors/domain/healthcare.d.ts +36 -0
  38. package/dist/behaviors/domain/healthcare.js +1068 -0
  39. package/dist/behaviors/domain/healthcare.js.map +1 -0
  40. package/dist/behaviors/domain/iot.d.ts +45 -0
  41. package/dist/behaviors/domain/iot.js +589 -0
  42. package/dist/behaviors/domain/iot.js.map +1 -0
  43. package/dist/behaviors/domain/media.d.ts +41 -0
  44. package/dist/behaviors/domain/media.js +771 -0
  45. package/dist/behaviors/domain/media.js.map +1 -0
  46. package/dist/behaviors/domain/scheduling.d.ts +41 -0
  47. package/dist/behaviors/domain/scheduling.js +930 -0
  48. package/dist/behaviors/domain/scheduling.js.map +1 -0
  49. package/dist/behaviors/domain/simulation.d.ts +36 -0
  50. package/dist/behaviors/domain/simulation.js +706 -0
  51. package/dist/behaviors/domain/simulation.js.map +1 -0
  52. package/dist/behaviors/domain/social.d.ts +41 -0
  53. package/dist/behaviors/domain/social.js +840 -0
  54. package/dist/behaviors/domain/social.js.map +1 -0
  55. package/dist/behaviors/domain/workflow.d.ts +41 -0
  56. package/dist/behaviors/domain/workflow.js +879 -0
  57. package/dist/behaviors/domain/workflow.js.map +1 -0
  58. package/dist/behaviors/feedback.d.ts +10 -5
  59. package/dist/behaviors/feedback.js +279 -194
  60. package/dist/behaviors/feedback.js.map +1 -1
  61. package/dist/behaviors/game-core.d.ts +15 -8
  62. package/dist/behaviors/game-core.js +412 -80
  63. package/dist/behaviors/game-core.js.map +1 -1
  64. package/dist/behaviors/game-entity.d.ts +17 -10
  65. package/dist/behaviors/game-entity.js +544 -237
  66. package/dist/behaviors/game-entity.js.map +1 -1
  67. package/dist/behaviors/game-ui.d.ts +16 -8
  68. package/dist/behaviors/game-ui.js +451 -316
  69. package/dist/behaviors/game-ui.js.map +1 -1
  70. package/dist/behaviors/index.d.ts +18 -1
  71. package/dist/behaviors/index.js +18905 -2140
  72. package/dist/behaviors/index.js.map +1 -1
  73. package/dist/behaviors/infrastructure.d.ts +9 -8
  74. package/dist/behaviors/infrastructure.js +597 -169
  75. package/dist/behaviors/infrastructure.js.map +1 -1
  76. package/dist/behaviors/registry.d.ts +11 -11
  77. package/dist/behaviors/registry.js +18904 -2139
  78. package/dist/behaviors/registry.js.map +1 -1
  79. package/dist/behaviors/types.d.ts +19 -2
  80. package/dist/behaviors/types.js.map +1 -1
  81. package/dist/behaviors/ui-interaction.d.ts +20 -14
  82. package/dist/behaviors/ui-interaction.js +928 -518
  83. package/dist/behaviors/ui-interaction.js.map +1 -1
  84. package/dist/index.js +18906 -2141
  85. package/dist/index.js.map +1 -1
  86. package/package.json +4 -1
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============================================================================\n// std-agent-sim - Agent Simulation\n// ============================================================================\n\n// ── Reusable main-view effects (agent sim: idle/reset) ─────────────\n\nconst agentSimIdleMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: cpu icon + title + start button\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'cpu', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Agent Simulation' },\n ]},\n { type: 'button', label: 'Start', icon: 'play', variant: 'primary', action: 'START' },\n ]},\n { type: 'divider' },\n // Agent identity\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Agent', value: '@entity.name', icon: 'cpu' },\n { type: 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label: 'Energy Remaining', icon: 'zap' },\n ]},\n] as const;\n\n// ── Reusable main-view effects (agent sim: paused) ─────────────────\n\nconst agentSimPausedMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: paused indicator + resume/stop controls\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'pause', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Simulation Paused' },\n ]},\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Resume', icon: 'play', variant: 'primary', action: 'RESUME' },\n { type: 'button', label: 'Stop', icon: 'square', variant: 'danger', action: 'STOP' },\n ]},\n ]},\n { type: 'divider' },\n // Status\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Agent', value: '@entity.name', icon: 'cpu' },\n { type: 'badge', label: 'Paused', variant: 'warning' },\n ]},\n { type: 'divider' },\n // Frozen stats\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'X', value: '@entity.x', icon: 'move' },\n { type: 'stats', label: 'Y', value: '@entity.y', icon: 'move' },\n { type: 'stats', label: 'Energy', value: '@entity.energy', icon: 'zap' },\n ]},\n { type: 'meter', value: '@entity.energy', max: 100, label: 'Energy Remaining', icon: 'zap' },\n ]},\n] as const;\n\n// ── Reusable main-view effects (agent sim: completed) ──────────────\n\nconst agentSimCompletedMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: completed + reset\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'bar-chart-2', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Simulation Complete' },\n ]},\n { type: 'button', label: 'Reset', icon: 'refresh-cw', variant: 'primary', action: 'RESET' },\n ]},\n { type: 'divider' },\n // Final results\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Agent', value: '@entity.name', icon: 'cpu' },\n { type: 'badge', label: 'Completed', variant: 'default' },\n ]},\n { type: 'divider' },\n // Final position and energy\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Final X', value: '@entity.x', icon: 'move' },\n { type: 'stats', label: 'Final Y', value: '@entity.y', icon: 'move' },\n { type: 'stats', label: 'Final Energy', value: '@entity.energy', icon: 'zap' },\n ]},\n { type: 'meter', value: '@entity.energy', max: 100, label: 'Final Energy', icon: 'zap' },\n ]},\n] as const;\n\n/**\n * std-agent-sim - Agent-based simulation with tick updates.\n * States: idle -> running -> paused -> completed\n */\nexport const AGENT_SIM_BEHAVIOR: BehaviorSchema = {\n name: 'std-agent-sim',\n version: '1.0.0',\n description: 'Agent-based simulation with tick-driven updates',\n theme: SIMULATION_THEME,\n orbitals: [\n {\n name: 'AgentSimOrbital',\n entity: {\n name: 'SimAgent',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'name', type: 'string', default: '' },\n { name: 'x', type: 'number', default: 0 },\n { name: 'y', type: 'number', default: 0 },\n { name: 'state', type: 'string', default: 'idle' },\n { name: 'energy', type: 'number', default: 100 },\n ],\n },\n traits: [\n {\n name: 'AgentSimControl',\n linkedEntity: 'SimAgent',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'idle', isInitial: true },\n { name: 'running' },\n { name: 'paused' },\n { name: 'completed' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'START', name: 'Start Simulation' },\n { key: 'PAUSE', name: 'Pause Simulation' },\n { key: 'RESUME', name: 'Resume Simulation' },\n { key: 'STOP', name: 'Stop Simulation' },\n { key: 'RESET', name: 'Reset Simulation' },\n ],\n transitions: [\n {\n from: 'idle',\n to: 'idle',\n event: 'INIT',\n effects: [\n ['set', '@entity.x', 0],\n ['set', '@entity.y', 0],\n ['set', '@entity.energy', 100],\n ['set', '@entity.state', 'idle'],\n agentSimIdleMainEffect,\n ],\n },\n {\n from: 'idle',\n to: 'running',\n event: 'START',\n effects: [\n ['set', '@entity.state', 'running'],\n agentSimRunningMainEffect,\n ],\n },\n {\n from: 'running',\n to: 'paused',\n event: 'PAUSE',\n effects: [\n ['set', '@entity.state', 'paused'],\n agentSimPausedMainEffect,\n ],\n },\n {\n from: 'paused',\n to: 'running',\n event: 'RESUME',\n effects: [\n ['set', '@entity.state', 'running'],\n agentSimRunningMainEffect,\n ],\n },\n {\n from: 'running',\n to: 'completed',\n event: 'STOP',\n effects: [\n ['set', '@entity.state', 'completed'],\n agentSimCompletedMainEffect,\n ],\n },\n {\n from: 'paused',\n to: 'completed',\n event: 'STOP',\n effects: [\n ['set', '@entity.state', 'completed'],\n agentSimCompletedMainEffect,\n ],\n },\n {\n from: 'completed',\n to: 'idle',\n event: 'RESET',\n effects: [\n ['set', '@entity.x', 0],\n ['set', '@entity.y', 0],\n ['set', '@entity.energy', 100],\n ['set', '@entity.state', 'idle'],\n agentSimIdleMainEffect,\n ],\n },\n ],\n },\n ticks: [\n {\n name: 'AgentTick',\n interval: 'frame',\n guard: ['=', '@state', 'running'],\n effects: [\n ['set', '@entity.energy', ['-', '@entity.energy', 1]],\n ],\n },\n ],\n },\n ],\n pages: [\n {\n name: 'SimulationPage',\n path: '/simulation',\n isInitial: true,\n traits: [{ ref: 'AgentSimControl' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// std-rule-engine - Rule Management\n// ============================================================================\n\n// ── Reusable main-view effects (rule engine: browsing) ─────────────\n\nconst ruleEngineBrowsingMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: settings icon + title + create button\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'settings', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Simulation Rules' },\n ]},\n { type: 'button', label: 'Create', icon: 'plus', variant: 'primary', action: 'CREATE' },\n ]},\n { type: 'divider' },\n // Search\n { type: 'search-input', placeholder: 'Search rules...', icon: 'search' },\n // Rules data list\n { type: 'data-list', entity: 'SimRule',\n fields: [\n { name: 'name', label: 'Rule', icon: 'tag', variant: 'h4' },\n { name: 'condition', label: 'Condition', icon: 'git-branch', variant: 'body' },\n { name: 'action', label: 'Action', icon: 'zap', variant: 'body' },\n { name: 'priority', label: 'Priority', icon: 'bar-chart-2', variant: 'badge', format: 'number' },\n { name: 'isActive', label: 'Active', icon: 'check-circle', variant: 'badge' },\n ],\n itemActions: [\n { label: 'Edit', event: 'EDIT', icon: 'edit' },\n ],\n },\n ]},\n] as const;\n\n// ── Reusable modal effects (rule engine: form) ─────────────────────\n\nconst ruleEngineFormModalEffect = [\n 'render-ui', 'modal', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Modal header\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'edit', size: 'md' },\n { type: 'typography', variant: 'h3', content: 'Rule Editor' },\n ]},\n { type: 'divider' },\n // Form\n { type: 'form-section',\n entity: 'SimRule',\n submitEvent: 'SAVE',\n cancelEvent: 'CANCEL',\n },\n ]},\n] as const;\n\n/**\n * std-rule-engine - Rule CRUD for simulation engines.\n * States: browsing -> creating -> editing\n */\nexport const RULE_ENGINE_BEHAVIOR: BehaviorSchema = {\n name: 'std-rule-engine',\n version: '1.0.0',\n description: 'Rule management for simulation engines',\n theme: SIMULATION_THEME,\n orbitals: [\n {\n name: 'RuleEngineOrbital',\n entity: {\n name: 'SimRule',\n persistence: 'persistent',\n collection: 'sim_rules',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'name', type: 'string', default: '' },\n { name: 'condition', type: 'string', default: '' },\n { name: 'action', type: 'string', default: '' },\n { name: 'priority', type: 'number', default: 0 },\n { name: 'isActive', type: 'boolean', default: true },\n ],\n },\n traits: [\n {\n name: 'RuleEngineControl',\n linkedEntity: 'SimRule',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'browsing', isInitial: true },\n { name: 'creating' },\n { name: 'editing' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'CREATE', name: 'New Rule' },\n { key: 'EDIT', name: 'Edit Rule', payloadSchema: [{ name: 'id', type: 'string', required: true }] },\n { key: 'SAVE', name: 'Save Rule', payloadSchema: [{ name: 'name', type: 'string', required: true }, { name: 'condition', type: 'string', required: true }, { name: 'action', type: 'string', required: true }] },\n { key: 'CLOSE', name: 'Close' },\n { key: 'CANCEL', name: 'Cancel' },\n ],\n transitions: [\n {\n from: 'browsing',\n to: 'browsing',\n event: 'INIT',\n effects: [\n ['fetch', 'SimRule'],\n ruleEngineBrowsingMainEffect,\n ],\n },\n {\n from: 'browsing',\n to: 'creating',\n event: 'CREATE',\n effects: [\n ['fetch', 'SimRule'],\n ruleEngineFormModalEffect,\n ],\n },\n {\n from: 'creating',\n to: 'browsing',\n event: 'SAVE',\n effects: [\n ['set', '@entity.name', '@payload.name'],\n ['set', '@entity.condition', '@payload.condition'],\n ['set', '@entity.action', '@payload.action'],\n ['render-ui', 'modal', null],\n ['fetch', 'SimRule'],\n ruleEngineBrowsingMainEffect,\n ],\n },\n {\n from: 'creating',\n to: 'browsing',\n event: 'CLOSE',\n effects: [\n ['render-ui', 'modal', null],\n ],\n },\n {\n from: 'creating',\n to: 'browsing',\n event: 'CANCEL',\n effects: [\n ['render-ui', 'modal', null],\n ],\n },\n {\n from: 'browsing',\n to: 'editing',\n event: 'EDIT',\n effects: [\n ['fetch', 'SimRule'],\n ruleEngineFormModalEffect,\n ],\n },\n {\n from: 'editing',\n to: 'browsing',\n event: 'SAVE',\n effects: [\n ['set', '@entity.name', '@payload.name'],\n ['set', '@entity.condition', '@payload.condition'],\n ['set', '@entity.action', '@payload.action'],\n ['render-ui', 'modal', null],\n ['fetch', 'SimRule'],\n ruleEngineBrowsingMainEffect,\n ],\n },\n {\n from: 'editing',\n to: 'browsing',\n event: 'CLOSE',\n effects: [\n ['render-ui', 'modal', null],\n ],\n },\n {\n from: 'editing',\n to: 'browsing',\n event: 'CANCEL',\n effects: [\n ['render-ui', 'modal', null],\n ],\n },\n ],\n },\n },\n ],\n pages: [\n {\n name: 'RulesPage',\n path: '/rules',\n isInitial: true,\n traits: [{ ref: 'RuleEngineControl' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// std-time-step - Time Control\n// ============================================================================\n\n// ── Reusable main-view effects (time step: idle/reset) ─────────────\n\nconst timeStepIdleMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: clock icon + title + start button\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'cpu', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Time Control' },\n ]},\n { type: 'button', label: 'Start', icon: 'play', variant: 'primary', action: 'START' },\n ]},\n { type: 'divider' },\n // Config stats\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Current Step', value: '@entity.step', icon: 'hash' },\n { type: 'stats', label: 'Max Steps', value: '@entity.maxSteps', icon: 'bar-chart-2' },\n { type: 'stats', label: 'Speed', value: '@entity.speed', icon: 'zap' },\n ]},\n { type: 'divider' },\n // Progress bar at zero\n { type: 'progress-bar', value: 0, label: 'Progress' },\n ]},\n] as const;\n\n// ── Reusable main-view effects (time step: running) ────────────────\n\nconst timeStepRunningMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: activity icon + title + pause/stop\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'activity', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Running' },\n ]},\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Pause', icon: 'pause', variant: 'secondary', action: 'PAUSE' },\n { type: 'button', label: 'Stop', icon: 'square', variant: 'danger', action: 'STOP' },\n ]},\n ]},\n { type: 'divider' },\n // Live stats\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Step', value: '@entity.step', icon: 'hash' },\n { type: 'stats', label: 'Max', value: '@entity.maxSteps', icon: 'bar-chart-2' },\n { type: 'stats', label: 'Speed', value: '@entity.speed', icon: 'zap' },\n { type: 'badge', label: 'Running', variant: 'success' },\n ]},\n { type: 'divider' },\n // Progress bar\n { type: 'progress-bar', value: '@entity.step', max: '@entity.maxSteps', label: 'Simulation Progress' },\n // Line chart for step progression\n { type: 'line-chart', label: 'Step Over Time', entity: 'TimeStepState', field: 'step' },\n ]},\n] as const;\n\n// ── Reusable main-view effects (time step: paused) ─────────────────\n\nconst timeStepPausedMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: paused + resume/stop\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'pause', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Paused' },\n ]},\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'button', label: 'Resume', icon: 'play', variant: 'primary', action: 'RESUME' },\n { type: 'button', label: 'Stop', icon: 'square', variant: 'danger', action: 'STOP' },\n ]},\n ]},\n { type: 'divider' },\n // Stats with paused badge\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Step', value: '@entity.step', icon: 'hash' },\n { type: 'stats', label: 'Max', value: '@entity.maxSteps', icon: 'bar-chart-2' },\n { type: 'badge', label: 'Paused', variant: 'warning' },\n ]},\n { type: 'divider' },\n { type: 'progress-bar', value: '@entity.step', max: '@entity.maxSteps', label: 'Simulation Progress' },\n ]},\n] as const;\n\n// ── Reusable main-view effects (time step: completed) ──────────────\n\nconst timeStepCompletedMainEffect = [\n 'render-ui', 'main', { type: 'stack', direction: 'vertical', gap: 'lg', children: [\n // Header: completed + reset\n { type: 'stack', direction: 'horizontal', justify: 'space-between', children: [\n { type: 'stack', direction: 'horizontal', gap: 'sm', children: [\n { type: 'icon', name: 'bar-chart-2', size: 'lg' },\n { type: 'typography', variant: 'h2', content: 'Simulation Done' },\n ]},\n { type: 'button', label: 'Reset', icon: 'refresh-cw', variant: 'primary', action: 'RESET' },\n ]},\n { type: 'divider' },\n // Final stats\n { type: 'stack', direction: 'horizontal', gap: 'md', children: [\n { type: 'stats', label: 'Total Steps', value: '@entity.step', icon: 'hash' },\n { type: 'stats', label: 'Max Steps', value: '@entity.maxSteps', icon: 'bar-chart-2' },\n { type: 'badge', label: 'Completed', variant: 'default' },\n ]},\n { type: 'divider' },\n { type: 'progress-bar', value: '@entity.step', max: '@entity.maxSteps', label: 'Final Progress' },\n ]},\n] as const;\n\n/**\n * std-time-step - Time-step control for simulations.\n * States: idle -> running -> paused -> completed\n */\nexport const TIME_STEP_BEHAVIOR: BehaviorSchema = {\n name: 'std-time-step',\n version: '1.0.0',\n description: 'Time-step control for simulations with tick increment',\n theme: SIMULATION_THEME,\n orbitals: [\n {\n name: 'TimeStepOrbital',\n entity: {\n name: 'TimeStepState',\n persistence: 'runtime',\n fields: [\n { name: 'id', type: 'string', required: true },\n { name: 'step', type: 'number', default: 0 },\n { name: 'maxSteps', type: 'number', default: 1000 },\n { name: 'speed', type: 'number', default: 1 },\n { name: 'isRunning', type: 'boolean', default: false },\n ],\n },\n traits: [\n {\n name: 'TimeStepControl',\n linkedEntity: 'TimeStepState',\n category: 'interaction',\n stateMachine: {\n states: [\n { name: 'idle', isInitial: true },\n { name: 'running' },\n { name: 'paused' },\n { name: 'completed' },\n ],\n events: [\n { key: 'INIT', name: 'Initialize' },\n { key: 'START', name: 'Start' },\n { key: 'PAUSE', name: 'Pause' },\n { key: 'RESUME', name: 'Resume' },\n { key: 'STOP', name: 'Stop' },\n { key: 'RESET', name: 'Reset' },\n ],\n transitions: [\n {\n from: 'idle',\n to: 'idle',\n event: 'INIT',\n effects: [\n ['set', '@entity.step', 0],\n ['set', '@entity.isRunning', false],\n timeStepIdleMainEffect,\n ],\n },\n {\n from: 'idle',\n to: 'running',\n event: 'START',\n effects: [\n ['set', '@entity.isRunning', true],\n ['set', '@entity.step', 0],\n timeStepRunningMainEffect,\n ],\n },\n {\n from: 'running',\n to: 'paused',\n event: 'PAUSE',\n effects: [\n ['set', '@entity.isRunning', false],\n timeStepPausedMainEffect,\n ],\n },\n {\n from: 'paused',\n to: 'running',\n event: 'RESUME',\n effects: [\n ['set', '@entity.isRunning', true],\n timeStepRunningMainEffect,\n ],\n },\n {\n from: 'running',\n to: 'completed',\n event: 'STOP',\n effects: [\n ['set', '@entity.isRunning', false],\n timeStepCompletedMainEffect,\n ],\n },\n {\n from: 'paused',\n to: 'completed',\n event: 'STOP',\n effects: [\n ['set', '@entity.isRunning', false],\n timeStepCompletedMainEffect,\n ],\n },\n {\n from: 'completed',\n to: 'idle',\n event: 'RESET',\n effects: [\n ['set', '@entity.step', 0],\n ['set', '@entity.isRunning', false],\n timeStepIdleMainEffect,\n ],\n },\n ],\n },\n ticks: [\n {\n name: 'StepTick',\n interval: 'frame',\n guard: ['=', '@state', 'running'],\n effects: [\n ['set', '@entity.step', ['+', '@entity.step', 1]],\n ],\n },\n ],\n },\n ],\n pages: [\n {\n name: 'TimeStepPage',\n path: '/time-step',\n isInitial: true,\n traits: [{ ref: 'TimeStepControl' }],\n },\n ],\n },\n ],\n};\n\n// ============================================================================\n// Export All Simulation Behaviors\n// ============================================================================\n\nexport const SIMULATION_BEHAVIORS: BehaviorSchema[] = [\n AGENT_SIM_BEHAVIOR,\n RULE_ENGINE_BEHAVIOR,\n TIME_STEP_BEHAVIOR,\n];\n"]}
@@ -0,0 +1,41 @@
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+ import { BehaviorSchema } from '../types.js';
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+ import '@almadar/core/types';
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+
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+ /**
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+ * Social Domain Behaviors
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+ *
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+ * Standard behaviors for social features: feeds, messaging,
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+ * user profiles, and reaction systems.
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+ * Each behavior is a self-contained OrbitalSchema that passes orbital validate
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+ * with 0 errors and 0 warnings when exported as a standalone .orb file.
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+ *
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+ * UI Composition: molecule-first (atoms + molecules only, no organisms).
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+ * Each behavior has unique, domain-appropriate layouts composed with
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+ * VStack/HStack/Box wrappers around atoms and molecules.
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+ *
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+ * @packageDocumentation
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+ */
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+
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+ /**
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+ * std-feed - Social feed with post browsing, viewing, and creation.
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+ * Supports browsing posts, viewing detail, and creating new posts.
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+ */
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+ declare const FEED_BEHAVIOR: BehaviorSchema;
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+ /**
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+ * std-messaging - Messaging system with conversation browsing and composing.
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+ * Supports browsing messages, chatting in detail, and composing new messages.
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+ */
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+ declare const MESSAGING_BEHAVIOR: BehaviorSchema;
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+ /**
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+ * std-profile - User profile management with viewing and editing.
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+ * Supports viewing profile details and editing fields.
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+ */
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+ declare const PROFILE_BEHAVIOR: BehaviorSchema;
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+ /**
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+ * std-reactions - Simple reaction system with add/remove.
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+ * Supports browsing reactions and toggling reaction state.
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+ */
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+ declare const REACTIONS_BEHAVIOR: BehaviorSchema;
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+ declare const SOCIAL_BEHAVIORS: BehaviorSchema[];
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+
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+ export { FEED_BEHAVIOR, MESSAGING_BEHAVIOR, PROFILE_BEHAVIOR, REACTIONS_BEHAVIOR, SOCIAL_BEHAVIORS };