@typecaast/core 0.2.0 → 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.
- package/dist/index.cjs +4 -3
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +7 -1
- package/dist/index.d.ts +7 -1
- package/dist/index.js +4 -3
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
package/dist/index.cjs
CHANGED
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@@ -323,12 +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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326
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-
const
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326
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+
const chars = [...c.text];
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327
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+
const text = t >= c.endMs ? c.text : chars.slice(
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327
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0,
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328
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Math.round(
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329
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-
clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *
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330
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+
clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * chars.length
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330
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)
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331
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-
);
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332
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+
).join("");
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composer = {
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from: c.from,
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text,
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package/dist/index.cjs.map
CHANGED
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@@ -1 +1 @@
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1
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-
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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 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"]}
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+
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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
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
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, ContentNode, StepType, Config } from '@typecaast/schema';
|
|
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;
|
package/dist/index.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
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
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, ContentNode, StepType, Config } from '@typecaast/schema';
|
|
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;
|
package/dist/index.js
CHANGED
|
@@ -320,12 +320,13 @@ function sampleState(compiled, t, theme) {
|
|
|
320
320
|
for (const c of compiled.composers) {
|
|
321
321
|
const end = c.sendMs ?? Number.POSITIVE_INFINITY;
|
|
322
322
|
if (t < c.startMs || t >= end) continue;
|
|
323
|
-
const
|
|
323
|
+
const chars = [...c.text];
|
|
324
|
+
const text = t >= c.endMs ? c.text : chars.slice(
|
|
324
325
|
0,
|
|
325
326
|
Math.round(
|
|
326
|
-
clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *
|
|
327
|
+
clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) * chars.length
|
|
327
328
|
)
|
|
328
|
-
);
|
|
329
|
+
).join("");
|
|
329
330
|
composer = {
|
|
330
331
|
from: c.from,
|
|
331
332
|
text,
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
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\" ? (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 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"]}
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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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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 { 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"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@typecaast/core",
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"version": "0.
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"version": "0.3.0",
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"description": "Framework-agnostic Typecaast engine + the SimState/Player/skin-prop contracts.",
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"license": "Apache-2.0",
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"repository": {
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}
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},
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"dependencies": {
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"@typecaast/schema": "0.2.
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"@typecaast/schema": "0.2.1"
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},
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"scripts": {
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"build": "tsup",
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