@typecaast/core 0.1.1 → 0.3.0

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.
@@ -16,6 +16,7 @@ interface SystemCard {
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  actions?: {
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  label: string;
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  href?: string;
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+ variant?: "primary" | "secondary";
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  }[];
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  }
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  /** A reaction currently shown on a message. */
@@ -16,6 +16,7 @@ interface SystemCard {
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  actions?: {
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  label: string;
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  href?: string;
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+ variant?: "primary" | "secondary";
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  }[];
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  }
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  /** A reaction currently shown on a message. */
package/dist/index.cjs CHANGED
@@ -49,6 +49,7 @@ var REVEAL_MS = 280;
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  var SEND_REVEAL_MS = 180;
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  var REACTION_POP_MS = 200;
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  var DEFAULT_TYPING_MS = 1500;
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+ var DEFAULT_REACTION_LAG_MS = 1e3;
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  var TAIL_PAD_MS = 800;
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  function inlineText(span) {
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  switch (span.type) {
@@ -82,28 +83,58 @@ function compile(config) {
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  const composers = [];
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  const stepBoundaries = [];
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  const byId = /* @__PURE__ */ new Map();
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- let cursor = pacing.startDelayMs;
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+ const firstStep = config.timeline[0];
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+ const firstStepIsInstantStart = firstStep !== void 0 && (firstStep.type === "message" || firstStep.type === "system") && firstStep.instant === true;
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+ let cursor = firstStepIsInstantStart ? 0 : pacing.startDelayMs;
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  let lastMessage;
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  let lastComposer;
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  let autoId = 0;
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  const nextId = (explicit) => explicit ?? `auto-${autoId++}`;
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- const resolveTarget = (target) => target === "$prev" ? lastMessage : byId.get(target);
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+ const resolveTarget = (target) => {
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+ if (!target || target === "$prev") return lastMessage;
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+ return byId.get(target);
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+ };
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  for (const step of config.timeline) {
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  stepBoundaries.push(cursor);
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  switch (step.type) {
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  case "message":
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  case "system": {
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+ const isSelfMessage = step.type === "message" && selfIds.has(step.from) && !step.instant;
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+ if (isSelfMessage) {
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+ const text = plainText(schema.toContentNodes(step));
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+ const typingDur = typingDurationMs(text, pacing.typingCps);
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+ const sendAt = cursor + typingDur;
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+ const id2 = nextId(step.id);
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+ const comp = {
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+ from: step.from,
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+ text,
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+ startMs: cursor,
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+ endMs: sendAt,
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+ sendMs: sendAt
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+ };
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+ composers.push(comp);
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+ const msg2 = {
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+ id: id2,
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+ from: step.from,
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+ isSelf: true,
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+ variant: "message",
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+ content: schema.toContentNodes(step),
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+ appearMs: sendAt,
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+ revealMs: SEND_REVEAL_MS,
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+ atMs: sendAt,
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+ reactions: []
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+ };
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+ messages.push(msg2);
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+ byId.set(id2, msg2);
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+ lastMessage = msg2;
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+ lastComposer = void 0;
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+ cursor = sendAt + SEND_REVEAL_MS;
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+ break;
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+ }
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  let appearAt;
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- if (step.delay != null) appearAt = cursor + step.delay;
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- else if (step.instant) appearAt = cursor;
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+ if (step.instant) appearAt = cursor;
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  else {
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- let gap = pacing.interMessageGapMs;
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- if (lastMessage) {
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- gap += readingDelayMs(
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- plainText(lastMessage.content),
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- pacing.readingWpm
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- );
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- }
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+ const gap = lastMessage ? readingDelayMs(plainText(lastMessage.content), pacing.readingWpm) : 0;
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  appearAt = cursor + withJitter(rng, gap, pacing.humanize);
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  }
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  if (step.type === "message" && step.typing) {
@@ -133,34 +164,31 @@ function compile(config) {
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  messages.push(msg);
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  byId.set(id, msg);
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  lastMessage = msg;
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- cursor = appearAt + reveal + (step.holdAfter ?? 0);
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+ cursor = appearAt + reveal;
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  break;
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  }
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  case "typing": {
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- const start = cursor + (step.delay ?? 0);
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  const dur = step.showTypingFor ?? withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);
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- typings.push({ from: step.from, startMs: start, endMs: start + dur });
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- cursor = start + dur + (step.holdAfter ?? 0);
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+ typings.push({ from: step.from, startMs: cursor, endMs: cursor + dur });
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+ cursor += dur;
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  break;
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  }
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  case "composerType": {
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- const start = cursor + (step.delay ?? 0);
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  const dur = step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);
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  const comp = {
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  from: step.from,
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  text: step.text,
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- startMs: start,
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- endMs: start + dur
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+ startMs: cursor,
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+ endMs: cursor + dur
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  };
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  composers.push(comp);
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  lastComposer = comp;
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- cursor = start + dur + (step.holdAfter ?? 0);
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+ cursor += dur;
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  break;
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  }
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  case "send": {
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- const sendAt = cursor + (step.delay ?? 0);
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  if (lastComposer) {
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- lastComposer.sendMs = sendAt;
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+ lastComposer.sendMs = cursor;
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  const id = nextId(step.id);
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  const sendFrom = lastComposer.from;
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  const msg = {
@@ -169,25 +197,23 @@ function compile(config) {
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  isSelf: selfIds.has(sendFrom),
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  variant: "message",
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  content: schema.toContentNodes({ text: lastComposer.text }),
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- appearMs: sendAt,
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+ appearMs: cursor,
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  revealMs: SEND_REVEAL_MS,
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- atMs: sendAt,
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+ atMs: cursor,
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  reactions: []
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  };
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  messages.push(msg);
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  byId.set(id, msg);
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  lastMessage = msg;
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- cursor = sendAt + SEND_REVEAL_MS + (step.holdAfter ?? 0);
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+ cursor += SEND_REVEAL_MS;
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  lastComposer = void 0;
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- } else {
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- cursor = sendAt + (step.holdAfter ?? 0);
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  }
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  break;
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  }
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  case "reaction": {
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  const target = resolveTarget(step.target);
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  if (target) {
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- const delay = step.delay ?? withJitter(rng, pacing.reactionDelayMs, pacing.humanize);
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+ const delay = step.delay ?? withJitter(rng, DEFAULT_REACTION_LAG_MS, pacing.humanize);
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  const appearAt = target.appearMs + target.revealMs + delay;
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  const by = step.from ? [step.from] : [];
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  target.reactions.push({
@@ -198,34 +224,30 @@ function compile(config) {
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  appearMs: appearAt,
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  popMs: REACTION_POP_MS
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  });
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- cursor = Math.max(cursor, appearAt + REACTION_POP_MS) + (step.holdAfter ?? 0);
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+ cursor = Math.max(cursor, appearAt + REACTION_POP_MS);
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  }
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  break;
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  }
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  case "edit": {
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  const target = resolveTarget(step.target);
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  if (target) {
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- const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);
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- target.editedAtMs = editAt;
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+ target.editedAtMs = cursor;
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  target.editedContent = schema.toContentNodes(step);
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- cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);
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+ cursor += REVEAL_MS;
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  }
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  break;
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  }
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  case "delete": {
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  const target = resolveTarget(step.target);
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  if (target) {
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- const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);
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- target.deletedAtMs = delAt;
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- cursor = delAt + (step.holdAfter ?? 0);
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+ target.deletedAtMs = cursor;
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  }
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  break;
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  }
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  case "readReceipt": {
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- cursor += step.delay ?? 0;
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  break;
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  }
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- case "beat": {
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+ case "delay": {
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  cursor += step.duration;
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  break;
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  }
@@ -301,12 +323,13 @@ function sampleState(compiled, t, theme) {
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  for (const c of compiled.composers) {
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  const end = c.sendMs ?? Number.POSITIVE_INFINITY;
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  if (t < c.startMs || t >= end) continue;
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- const text = t >= c.endMs ? c.text : c.text.slice(
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+ const chars = [...c.text];
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+ const text = t >= c.endMs ? c.text : chars.slice(
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  0,
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  Math.round(
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- clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * c.text.length
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+ clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * chars.length
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  )
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- );
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+ ).join("");
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  composer = {
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  from: c.from,
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  text,
@@ -1 +1 @@
1
- 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The engine must never call `Math.random()` (PLAN §3) —\n * all jitter flows from the config `seed` through this, so `compile` is a pure\n * function of (config) and the same seed always yields the same timeline.\n */\n\n/** Mulberry32 — small, fast, fully deterministic. Returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0;\n return function next(): number {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Apply ±`fraction` jitter to a value, consuming one RNG draw. With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. 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(node as TextNode).spans.map(inlineText).join(\"\")\n : \"\",\n )\n .join(\" \")\n .trim();\n}\n\nconst cache = new WeakMap<Config, CompiledTimeline>();\n\n/**\n * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).\n * Pure and memoized by config reference. Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const nameById = new Map(config.participants.map((p) => [p.id, p.name]));\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? (step.from ?? \"system\") : step.from;\n const msg: CompiledMessage = {\n id,\n from,\n isSelf: selfIds.has(from),\n variant: step.type === \"system\" ? \"system\" : \"message\",\n content: toContentNodes(step),\n appearMs: appearAt,\n revealMs: reveal,\n atMs: appearAt,\n reactions: [],\n ...(step.type === \"system\"\n ? { system: { card: step.card, actions: step.actions } }\n : {}),\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = appearAt + reveal + (step.holdAfter ?? 0);\n break;\n }\n\n case \"typing\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.showTypingFor ??\n withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);\n typings.push({ from: step.from, startMs: start, endMs: start + dur });\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"composerType\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);\n const comp: CompiledComposer = {\n from: step.from,\n text: step.text,\n startMs: start,\n endMs: start + dur,\n };\n composers.push(comp);\n lastComposer = comp;\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"send\": {\n const sendAt = cursor + (step.delay ?? 0);\n if (lastComposer) {\n lastComposer.sendMs = sendAt;\n const id = nextId(step.id);\n // A send commits whatever's in the composer, so the message is always\n // from whoever was typing — never the step's own `from` (a stray\n // self-default there used to mis-attribute the sent message).\n const sendFrom = lastComposer.from;\n const msg: CompiledMessage = {\n id,\n from: sendFrom,\n isSelf: selfIds.has(sendFrom),\n variant: \"message\",\n content: toContentNodes({ text: lastComposer.text }),\n appearMs: sendAt,\n revealMs: SEND_REVEAL_MS,\n atMs: sendAt,\n reactions: [],\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = sendAt + SEND_REVEAL_MS + (step.holdAfter ?? 0);\n lastComposer = undefined;\n } else {\n cursor = sendAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"reaction\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delay =\n step.delay ??\n withJitter(rng, pacing.reactionDelayMs, pacing.humanize);\n const appearAt = target.appearMs + target.revealMs + delay;\n const by = step.from ? [step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
1
+ 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The engine must never call `Math.random()` (PLAN §3) —\n * all jitter flows from the config `seed` through this, so `compile` is a pure\n * function of (config) and the same seed always yields the same timeline.\n */\n\n/** Mulberry32 — small, fast, fully deterministic. Returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0;\n return function next(): number {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Apply ±`fraction` jitter to a value, consuming one RNG draw. With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. Counting is by\n * **grapheme cluster** (not code unit) so emoji ZWJ sequences, combining marks,\n * and mixed scripts pace correctly (PLAN §20).\n */\n\ninterface SegmenterCtor {\n new (\n locales?: string,\n options?: { granularity?: \"grapheme\" | \"word\" | \"sentence\" },\n ): { segment(input: string): Iterable<unknown> };\n}\n\n/** Count grapheme clusters, preferring `Intl.Segmenter`, falling back to code points. */\nexport function graphemeCount(text: string): number {\n const Segmenter = (\n globalThis as unknown as { Intl?: { Segmenter?: SegmenterCtor } }\n ).Intl?.Segmenter;\n if (Segmenter) {\n let n = 0;\n for (const _ of new Segmenter(undefined, {\n granularity: \"grapheme\",\n }).segment(text)) {\n void _;\n n++;\n }\n return n;\n }\n return [...text].length;\n}\n\n/** ms to type `text` at `cps` chars/sec (min one grapheme of time). */\nexport function typingDurationMs(text: string, cps: number): number {\n const chars = Math.max(1, graphemeCount(text));\n return (chars / cps) * 1000;\n}\n\n/**\n * ms to \"read\" `text` at `wpm` words/min — used as the gap before an incoming\n * message ≈ reading time of the prior message. Words ≈ graphemes / 5.\n */\nexport function readingDelayMs(text: string, wpm: number): number {\n const words = Math.max(1, graphemeCount(text) / 5);\n return (words / wpm) * 60000;\n}\n","import {\n toContentNodes,\n type Config,\n type ContentNode,\n type InlineNode,\n type TextNode,\n} from \"@typecaast/schema\";\nimport { createRng, withJitter } from \"./rng.js\";\nimport { readingDelayMs, typingDurationMs } from \"./pacing.js\";\nimport type {\n CompiledComposer,\n CompiledMessage,\n CompiledTimeline,\n} from \"./compiled.js\";\n\n/** Reveal animation duration for a newly appearing message (ms). */\nconst REVEAL_MS = 280;\n/** Faster reveal when the self participant sends (commit feels snappy). */\nconst SEND_REVEAL_MS = 180;\nconst REACTION_POP_MS = 200;\nconst DEFAULT_TYPING_MS = 1500;\n/**\n * Default lag for a reaction whose `delay` is left blank — same beat the\n * builder auto-prepends between added steps (see `addStepAutoPaced`).\n */\nconst DEFAULT_REACTION_LAG_MS = 1000;\n/** Padding after the last event so the final frame holds (ms). */\nconst TAIL_PAD_MS = 800;\n\nfunction inlineText(span: InlineNode): string {\n switch (span.type) {\n case \"text\":\n case \"code\":\n case \"emoji\":\n return span.value;\n case \"mention\":\n return span.label;\n case \"link\":\n return span.label ?? span.href;\n }\n}\n\n/** Flatten content nodes to plain text for pacing math. */\nfunction plainText(content: ContentNode[]): string {\n return content\n .map((node) =>\n node.type === \"text\"\n ? (node as TextNode).spans.map(inlineText).join(\"\")\n : \"\",\n )\n .join(\" \")\n .trim();\n}\n\nconst cache = new WeakMap<Config, CompiledTimeline>();\n\n/**\n * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).\n * Pure and memoized by config reference. Overrides (`instant`,\n * `typingDuration`, `showTypingFor`) win over computed values; all jitter is\n * seeded from `meta.seed`. Use a `delay` step to insert an explicit pause.\n *\n * A plain `message` step from the self participant is auto-rendered through\n * the composer (type-then-send) just like an explicit `composerType` + `send`\n * pair. Use `instant: true` to skip the composer animation. Use the explicit\n * `composerType`/`send` primitives only when you need the type-pause-retype\n * choreography.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const nameById = new Map(config.participants.map((p) => [p.id, p.name]));\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n // If the very first step is a message/system marked `instant`, the player\n // should open with that message already on screen — i.e. starting at t=0 —\n // rather than blank for `startDelayMs`.\n const firstStep = config.timeline[0];\n const firstStepIsInstantStart =\n firstStep !== undefined &&\n (firstStep.type === \"message\" || firstStep.type === \"system\") &&\n firstStep.instant === true;\n let cursor = firstStepIsInstantStart ? 0 : pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n /**\n * Resolve a step's `target` to a compiled message. Blank/`undefined`/`$prev`\n * all mean \"the most-recent message\" so authors can leave the field empty in\n * the common case.\n */\n const resolveTarget = (target?: string): CompiledMessage | undefined => {\n if (!target || target === \"$prev\") return lastMessage;\n return byId.get(target);\n };\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n // Self messages are auto-rendered through the composer (type-then-send)\n // unless `instant` is set. This is pure sugar for an explicit\n // `composerType` + `send` pair, so timing matches: typing begins right\n // at the cursor with no auto-paced gap added on top. Keep the explicit\n // composerType+send pair available for the type-pause-retype case.\n const isSelfMessage =\n step.type === \"message\" && selfIds.has(step.from) && !step.instant;\n if (isSelfMessage) {\n const text = plainText(toContentNodes(step));\n const typingDur = typingDurationMs(text, pacing.typingCps);\n const sendAt = cursor + typingDur;\n const id = nextId(step.id);\n const comp: CompiledComposer = {\n from: step.from,\n text,\n startMs: cursor,\n endMs: sendAt,\n sendMs: sendAt,\n };\n composers.push(comp);\n const msg: CompiledMessage = {\n id,\n from: step.from,\n isSelf: true,\n variant: \"message\",\n content: toContentNodes(step),\n appearMs: sendAt,\n revealMs: SEND_REVEAL_MS,\n atMs: sendAt,\n reactions: [],\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n lastComposer = undefined;\n cursor = sendAt + SEND_REVEAL_MS;\n break;\n }\n\n let appearAt: number;\n if (step.instant) appearAt = cursor;\n else {\n // Auto-paced gap = simulated reading time of the prior message. For\n // explicit beats use a `delay` step.\n const gap = lastMessage\n ? readingDelayMs(plainText(lastMessage.content), pacing.readingWpm)\n : 0;\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? (step.from ?? \"system\") : step.from;\n const msg: CompiledMessage = {\n id,\n from,\n isSelf: selfIds.has(from),\n variant: step.type === \"system\" ? \"system\" : \"message\",\n content: toContentNodes(step),\n appearMs: appearAt,\n revealMs: reveal,\n atMs: appearAt,\n reactions: [],\n ...(step.type === \"system\"\n ? { system: { card: step.card, actions: step.actions } }\n : {}),\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = appearAt + reveal;\n break;\n }\n\n case \"typing\": {\n const dur =\n step.showTypingFor ??\n withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);\n typings.push({ from: step.from, startMs: cursor, endMs: cursor + dur });\n cursor += dur;\n break;\n }\n\n case \"composerType\": {\n const dur =\n step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);\n const comp: CompiledComposer = {\n from: step.from,\n text: step.text,\n startMs: cursor,\n endMs: cursor + dur,\n };\n composers.push(comp);\n lastComposer = comp;\n cursor += dur;\n break;\n }\n\n case \"send\": {\n if (lastComposer) {\n lastComposer.sendMs = cursor;\n const id = nextId(step.id);\n // A send commits whatever's in the composer, so the message is always\n // from whoever was typing — never the step's own `from` (a stray\n // self-default there used to mis-attribute the sent message).\n const sendFrom = lastComposer.from;\n const msg: CompiledMessage = {\n id,\n from: sendFrom,\n isSelf: selfIds.has(sendFrom),\n variant: \"message\",\n content: toContentNodes({ text: lastComposer.text }),\n appearMs: cursor,\n revealMs: SEND_REVEAL_MS,\n atMs: cursor,\n reactions: [],\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor += SEND_REVEAL_MS;\n lastComposer = undefined;\n }\n break;\n }\n\n case \"reaction\": {\n const target = resolveTarget(step.target);\n if (target) {\n // Default lag mirrors the builder's auto-prepended delay between\n // steps so reactions land with a natural beat unless overridden.\n const delay =\n step.delay ??\n withJitter(rng, DEFAULT_REACTION_LAG_MS, pacing.humanize);\n const appearAt = target.appearMs + target.revealMs + delay;\n const by = step.from ? [step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor = Math.max(cursor, appearAt + REACTION_POP_MS);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n // Edits/deletes happen at the cursor; insert a `delay` step before\n // them to add breathing room.\n target.editedAtMs = cursor;\n target.editedContent = toContentNodes(step);\n cursor += REVEAL_MS;\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n target.deletedAtMs = cursor;\n }\n break;\n }\n\n case \"readReceipt\": {\n // No timeline advancement; receipts are visual-only and overlay the\n // current frame.\n break;\n }\n\n case \"delay\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n // Reveal by code point (not UTF-16 unit) so an astral emoji (🎬, 🚀) is\n // never split into a lone surrogate mid-type — that renders as a \"missing\n // glyph\" (□ / blue diamond) until the rest of the pair appears.\n const chars = [...c.text];\n const text =\n t >= c.endMs\n ? c.text\n : chars\n .slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n chars.length,\n ),\n )\n .join(\"\");\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
package/dist/index.d.cts CHANGED
@@ -1,6 +1,6 @@
1
- import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-Bxb7m4yh.cjs';
2
- export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-Bxb7m4yh.cjs';
3
- import { Participant, ContentNode, StepType, Config } from '@typecaast/schema';
1
+ import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-BUru5tb_.cjs';
2
+ export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-BUru5tb_.cjs';
3
+ import { Participant, ComposerMode, ContentNode, StepType, Config } from '@typecaast/schema';
4
4
 
5
5
  /**
6
6
  * Data props passed to skin components. These are intentionally **UI-agnostic**
@@ -14,6 +14,12 @@ interface FrameProps {
14
14
  theme: ResolvedTheme;
15
15
  /** Skin-specific options (validated by the skin's `optionsSchema`). */
16
16
  options?: Record<string, unknown>;
17
+ /**
18
+ * Resolved composer visibility, so chrome can mirror the reply box. iMessage
19
+ * uses it to hide the on-screen keyboard when the composer is hidden
20
+ * (`"never"`); skins that don't render input chrome can ignore it.
21
+ */
22
+ composer?: ComposerMode;
17
23
  }
18
24
  interface MessageProps {
19
25
  theme: ResolvedTheme;
@@ -138,9 +144,15 @@ declare function resolveCapabilities(compiled: CompiledTimeline, caps: Capabilit
138
144
 
139
145
  /**
140
146
  * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).
141
- * Pure and memoized by config reference. Overrides (`delay`, `instant`,
142
- * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all
143
- * jitter is seeded from `meta.seed`.
147
+ * Pure and memoized by config reference. Overrides (`instant`,
148
+ * `typingDuration`, `showTypingFor`) win over computed values; all jitter is
149
+ * seeded from `meta.seed`. Use a `delay` step to insert an explicit pause.
150
+ *
151
+ * A plain `message` step from the self participant is auto-rendered through
152
+ * the composer (type-then-send) just like an explicit `composerType` + `send`
153
+ * pair. Use `instant: true` to skip the composer animation. Use the explicit
154
+ * `composerType`/`send` primitives only when you need the type-pause-retype
155
+ * choreography.
144
156
  */
145
157
  declare function compile(config: Config): CompiledTimeline;
146
158
 
package/dist/index.d.ts CHANGED
@@ -1,6 +1,6 @@
1
- import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-Bxb7m4yh.js';
2
- export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-Bxb7m4yh.js';
3
- import { Participant, ContentNode, StepType, Config } from '@typecaast/schema';
1
+ import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-BUru5tb_.js';
2
+ export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-BUru5tb_.js';
3
+ import { Participant, ComposerMode, ContentNode, StepType, Config } from '@typecaast/schema';
4
4
 
5
5
  /**
6
6
  * Data props passed to skin components. These are intentionally **UI-agnostic**
@@ -14,6 +14,12 @@ interface FrameProps {
14
14
  theme: ResolvedTheme;
15
15
  /** Skin-specific options (validated by the skin's `optionsSchema`). */
16
16
  options?: Record<string, unknown>;
17
+ /**
18
+ * Resolved composer visibility, so chrome can mirror the reply box. iMessage
19
+ * uses it to hide the on-screen keyboard when the composer is hidden
20
+ * (`"never"`); skins that don't render input chrome can ignore it.
21
+ */
22
+ composer?: ComposerMode;
17
23
  }
18
24
  interface MessageProps {
19
25
  theme: ResolvedTheme;
@@ -138,9 +144,15 @@ declare function resolveCapabilities(compiled: CompiledTimeline, caps: Capabilit
138
144
 
139
145
  /**
140
146
  * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).
141
- * Pure and memoized by config reference. Overrides (`delay`, `instant`,
142
- * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all
143
- * jitter is seeded from `meta.seed`.
147
+ * Pure and memoized by config reference. Overrides (`instant`,
148
+ * `typingDuration`, `showTypingFor`) win over computed values; all jitter is
149
+ * seeded from `meta.seed`. Use a `delay` step to insert an explicit pause.
150
+ *
151
+ * A plain `message` step from the self participant is auto-rendered through
152
+ * the composer (type-then-send) just like an explicit `composerType` + `send`
153
+ * pair. Use `instant: true` to skip the composer animation. Use the explicit
154
+ * `composerType`/`send` primitives only when you need the type-pause-retype
155
+ * choreography.
144
156
  */
145
157
  declare function compile(config: Config): CompiledTimeline;
146
158
 
package/dist/index.js CHANGED
@@ -46,6 +46,7 @@ var REVEAL_MS = 280;
46
46
  var SEND_REVEAL_MS = 180;
47
47
  var REACTION_POP_MS = 200;
48
48
  var DEFAULT_TYPING_MS = 1500;
49
+ var DEFAULT_REACTION_LAG_MS = 1e3;
49
50
  var TAIL_PAD_MS = 800;
50
51
  function inlineText(span) {
51
52
  switch (span.type) {
@@ -79,28 +80,58 @@ function compile(config) {
79
80
  const composers = [];
80
81
  const stepBoundaries = [];
81
82
  const byId = /* @__PURE__ */ new Map();
82
- let cursor = pacing.startDelayMs;
83
+ const firstStep = config.timeline[0];
84
+ const firstStepIsInstantStart = firstStep !== void 0 && (firstStep.type === "message" || firstStep.type === "system") && firstStep.instant === true;
85
+ let cursor = firstStepIsInstantStart ? 0 : pacing.startDelayMs;
83
86
  let lastMessage;
84
87
  let lastComposer;
85
88
  let autoId = 0;
86
89
  const nextId = (explicit) => explicit ?? `auto-${autoId++}`;
87
- const resolveTarget = (target) => target === "$prev" ? lastMessage : byId.get(target);
90
+ const resolveTarget = (target) => {
91
+ if (!target || target === "$prev") return lastMessage;
92
+ return byId.get(target);
93
+ };
88
94
  for (const step of config.timeline) {
89
95
  stepBoundaries.push(cursor);
90
96
  switch (step.type) {
91
97
  case "message":
92
98
  case "system": {
99
+ const isSelfMessage = step.type === "message" && selfIds.has(step.from) && !step.instant;
100
+ if (isSelfMessage) {
101
+ const text = plainText(toContentNodes(step));
102
+ const typingDur = typingDurationMs(text, pacing.typingCps);
103
+ const sendAt = cursor + typingDur;
104
+ const id2 = nextId(step.id);
105
+ const comp = {
106
+ from: step.from,
107
+ text,
108
+ startMs: cursor,
109
+ endMs: sendAt,
110
+ sendMs: sendAt
111
+ };
112
+ composers.push(comp);
113
+ const msg2 = {
114
+ id: id2,
115
+ from: step.from,
116
+ isSelf: true,
117
+ variant: "message",
118
+ content: toContentNodes(step),
119
+ appearMs: sendAt,
120
+ revealMs: SEND_REVEAL_MS,
121
+ atMs: sendAt,
122
+ reactions: []
123
+ };
124
+ messages.push(msg2);
125
+ byId.set(id2, msg2);
126
+ lastMessage = msg2;
127
+ lastComposer = void 0;
128
+ cursor = sendAt + SEND_REVEAL_MS;
129
+ break;
130
+ }
93
131
  let appearAt;
94
- if (step.delay != null) appearAt = cursor + step.delay;
95
- else if (step.instant) appearAt = cursor;
132
+ if (step.instant) appearAt = cursor;
96
133
  else {
97
- let gap = pacing.interMessageGapMs;
98
- if (lastMessage) {
99
- gap += readingDelayMs(
100
- plainText(lastMessage.content),
101
- pacing.readingWpm
102
- );
103
- }
134
+ const gap = lastMessage ? readingDelayMs(plainText(lastMessage.content), pacing.readingWpm) : 0;
104
135
  appearAt = cursor + withJitter(rng, gap, pacing.humanize);
105
136
  }
106
137
  if (step.type === "message" && step.typing) {
@@ -130,34 +161,31 @@ function compile(config) {
130
161
  messages.push(msg);
131
162
  byId.set(id, msg);
132
163
  lastMessage = msg;
133
- cursor = appearAt + reveal + (step.holdAfter ?? 0);
164
+ cursor = appearAt + reveal;
134
165
  break;
135
166
  }
136
167
  case "typing": {
137
- const start = cursor + (step.delay ?? 0);
138
168
  const dur = step.showTypingFor ?? withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);
139
- typings.push({ from: step.from, startMs: start, endMs: start + dur });
140
- cursor = start + dur + (step.holdAfter ?? 0);
169
+ typings.push({ from: step.from, startMs: cursor, endMs: cursor + dur });
170
+ cursor += dur;
141
171
  break;
142
172
  }
143
173
  case "composerType": {
144
- const start = cursor + (step.delay ?? 0);
145
174
  const dur = step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);
146
175
  const comp = {
147
176
  from: step.from,
148
177
  text: step.text,
149
- startMs: start,
150
- endMs: start + dur
178
+ startMs: cursor,
179
+ endMs: cursor + dur
151
180
  };
152
181
  composers.push(comp);
153
182
  lastComposer = comp;
154
- cursor = start + dur + (step.holdAfter ?? 0);
183
+ cursor += dur;
155
184
  break;
156
185
  }
157
186
  case "send": {
158
- const sendAt = cursor + (step.delay ?? 0);
159
187
  if (lastComposer) {
160
- lastComposer.sendMs = sendAt;
188
+ lastComposer.sendMs = cursor;
161
189
  const id = nextId(step.id);
162
190
  const sendFrom = lastComposer.from;
163
191
  const msg = {
@@ -166,25 +194,23 @@ function compile(config) {
166
194
  isSelf: selfIds.has(sendFrom),
167
195
  variant: "message",
168
196
  content: toContentNodes({ text: lastComposer.text }),
169
- appearMs: sendAt,
197
+ appearMs: cursor,
170
198
  revealMs: SEND_REVEAL_MS,
171
- atMs: sendAt,
199
+ atMs: cursor,
172
200
  reactions: []
173
201
  };
174
202
  messages.push(msg);
175
203
  byId.set(id, msg);
176
204
  lastMessage = msg;
177
- cursor = sendAt + SEND_REVEAL_MS + (step.holdAfter ?? 0);
205
+ cursor += SEND_REVEAL_MS;
178
206
  lastComposer = void 0;
179
- } else {
180
- cursor = sendAt + (step.holdAfter ?? 0);
181
207
  }
182
208
  break;
183
209
  }
184
210
  case "reaction": {
185
211
  const target = resolveTarget(step.target);
186
212
  if (target) {
187
- const delay = step.delay ?? withJitter(rng, pacing.reactionDelayMs, pacing.humanize);
213
+ const delay = step.delay ?? withJitter(rng, DEFAULT_REACTION_LAG_MS, pacing.humanize);
188
214
  const appearAt = target.appearMs + target.revealMs + delay;
189
215
  const by = step.from ? [step.from] : [];
190
216
  target.reactions.push({
@@ -195,34 +221,30 @@ function compile(config) {
195
221
  appearMs: appearAt,
196
222
  popMs: REACTION_POP_MS
197
223
  });
198
- cursor = Math.max(cursor, appearAt + REACTION_POP_MS) + (step.holdAfter ?? 0);
224
+ cursor = Math.max(cursor, appearAt + REACTION_POP_MS);
199
225
  }
200
226
  break;
201
227
  }
202
228
  case "edit": {
203
229
  const target = resolveTarget(step.target);
204
230
  if (target) {
205
- const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);
206
- target.editedAtMs = editAt;
231
+ target.editedAtMs = cursor;
207
232
  target.editedContent = toContentNodes(step);
208
- cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);
233
+ cursor += REVEAL_MS;
209
234
  }
210
235
  break;
211
236
  }
212
237
  case "delete": {
213
238
  const target = resolveTarget(step.target);
214
239
  if (target) {
215
- const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);
216
- target.deletedAtMs = delAt;
217
- cursor = delAt + (step.holdAfter ?? 0);
240
+ target.deletedAtMs = cursor;
218
241
  }
219
242
  break;
220
243
  }
221
244
  case "readReceipt": {
222
- cursor += step.delay ?? 0;
223
245
  break;
224
246
  }
225
- case "beat": {
247
+ case "delay": {
226
248
  cursor += step.duration;
227
249
  break;
228
250
  }
@@ -298,12 +320,13 @@ function sampleState(compiled, t, theme) {
298
320
  for (const c of compiled.composers) {
299
321
  const end = c.sendMs ?? Number.POSITIVE_INFINITY;
300
322
  if (t < c.startMs || t >= end) continue;
301
- const text = t >= c.endMs ? c.text : c.text.slice(
323
+ const chars = [...c.text];
324
+ const text = t >= c.endMs ? c.text : chars.slice(
302
325
  0,
303
326
  Math.round(
304
- clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * c.text.length
327
+ clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * chars.length
305
328
  )
306
- );
329
+ ).join("");
307
330
  composer = {
308
331
  from: c.from,
309
332
  text,
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
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Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const nameById = new Map(config.participants.map((p) => [p.id, p.name]));\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? 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[step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
1
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With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. 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For\n // explicit beats use a `delay` step.\n const gap = lastMessage\n ? readingDelayMs(plainText(lastMessage.content), pacing.readingWpm)\n : 0;\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? 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[step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor = Math.max(cursor, appearAt + REACTION_POP_MS);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n // Edits/deletes happen at the cursor; insert a `delay` step before\n // them to add breathing room.\n target.editedAtMs = cursor;\n target.editedContent = toContentNodes(step);\n cursor += REVEAL_MS;\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n target.deletedAtMs = cursor;\n }\n break;\n }\n\n case \"readReceipt\": {\n // No timeline advancement; receipts are visual-only and overlay the\n // current frame.\n break;\n }\n\n case \"delay\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n // Reveal by code point (not UTF-16 unit) so an astral emoji (🎬, 🚀) is\n // never split into a lone surrogate mid-type — that renders as a \"missing\n // glyph\" (□ / blue diamond) until the rest of the pair appears.\n const chars = [...c.text];\n const text =\n t >= c.endMs\n ? c.text\n : chars\n .slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n chars.length,\n ),\n )\n .join(\"\");\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
@@ -1 +1 @@
1
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{ toContentNodes, type Participant } from \"@typecaast/schema\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n} from \"../sim-state.js\";\nimport type { GetStateAt } from \"../player.js\";\n\n/**\n * A hand-authored, faked playback of the spec's Slack billing-toast thread —\n * **no engine**. It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n"]}
1
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{ toContentNodes, type Participant } from \"@typecaast/schema\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n} from \"../sim-state.js\";\nimport type { GetStateAt } from \"../player.js\";\n\n/**\n * A hand-authored, faked playback of the spec's Slack billing-toast thread —\n * **no engine**. It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: {\n label: string;\n href?: string;\n variant?: \"primary\" | \"secondary\";\n }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  import { Participant } from '@typecaast/schema';
2
- import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-Bxb7m4yh.cjs';
3
- export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-Bxb7m4yh.cjs';
2
+ import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-BUru5tb_.cjs';
3
+ export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-BUru5tb_.cjs';
4
4
 
5
5
  declare const mockParticipants: Participant[];
6
6
  /** Total faked timeline length. */
@@ -1,6 +1,6 @@
1
1
  import { Participant } from '@typecaast/schema';
2
- import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-Bxb7m4yh.js';
3
- export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-Bxb7m4yh.js';
2
+ import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-BUru5tb_.js';
3
+ export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-BUru5tb_.js';
4
4
 
5
5
  declare const mockParticipants: Participant[];
6
6
  /** Total faked timeline length. */
@@ -1 +1 @@
1
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It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n"]}
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It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: {\n label: string;\n href?: string;\n variant?: \"primary\" | \"secondary\";\n }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@typecaast/core",
3
- "version": "0.1.1",
3
+ "version": "0.3.0",
4
4
  "description": "Framework-agnostic Typecaast engine + the SimState/Player/skin-prop contracts.",
5
5
  "license": "Apache-2.0",
6
6
  "repository": {
@@ -29,7 +29,7 @@
29
29
  }
30
30
  },
31
31
  "dependencies": {
32
- "@typecaast/schema": "0.1.0"
32
+ "@typecaast/schema": "0.2.1"
33
33
  },
34
34
  "scripts": {
35
35
  "build": "tsup",