@storylet-studio/runtime 0.7.0 → 0.8.0

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package/README.md CHANGED
@@ -15,3 +15,13 @@ Held to the conformance corpus (`@storylet-studio/conformance`): every
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  behaviour here is pinned by a case with hand-written expectations, and the
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  native ports must reproduce this runtime's results bit-for-bit where the
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  PRNG is involved (mulberry32, `src/prng.ts`).
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+
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+ ## One registry per game
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+
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+ Every property value lives in a `ScopeRegistry` (`@wildwinter/scoperegistry`), one per
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+ game. Pass the game's as `new Engine(bundle, { registry })` to share it with any other engine
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+ (Patter, say): the engine registers `@story` under `story` and every other bag under a key
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+ starting `storylets/`, `@world` is the game's to register, and `saveGame()` leaves the values
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+ to the game, which saves the registry once. Without one the engine makes its own registry, self-backs
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+ `@world`, and `saveGame()` carries every value, so one call is still the whole run. Version 1
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+ envelopes still load. See [Running it with Patter](https://storylet.studio/play/with-patter/#one-registry).