@waica/engine 0.15.0 → 0.17.0

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@@ -0,0 +1,189 @@
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+ /** The closed set of named Penner curves a Tween can ease through. */
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+ export type EasingName = 'linear' | 'quadIn' | 'quadOut' | 'quadInOut' | 'cubicIn' | 'cubicOut' | 'cubicInOut' | 'sineInOut';
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+ /** What `after`/`every`/`tween` hand back: see CA-6. */
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+ export interface TimerHandle {
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+ /** Idempotent and silent, even on an already-inactive handle. */
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+ cancel(): void;
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+ readonly active: boolean;
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+ /** Seconds of Game Time, per-kind semantics in CA-6. Frozen once inactive. */
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+ readonly elapsed: number;
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+ /** Seconds of Game Time until the next due time; 0 once inactive. */
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+ readonly remaining: number;
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+ }
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+ export interface TimerOptions {
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+ /**
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+ * Structural, not `instanceof Entity` (spec inference 19) — an object with
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+ * a boolean `alive` qualifies, whatever else it is, so behaviors-test stub
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+ * entities do too. An owner already dead at scheduling time yields an
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+ * inactive handle that never runs, silently (CA-5) — a real Entity's
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+ * `destroy()` cancels a live one the same way, whatever its scope.
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+ * `alive` is read exactly once, right here at scheduling time; nothing
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+ * polls it afterwards. Automatic cancellation of a live handle is driven
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+ * entirely by `Entity.destroy()` calling `cancelOwnedBy()`, so an owner
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+ * that is not a real `Entity` (never calls `destroy()`) only ever gets
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+ * this one dead-at-scheduling check — its handle keeps firing even if
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+ * something later flips its `alive` to false by hand.
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+ */
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+ owner?: {
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+ readonly alive: boolean;
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+ };
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+ /**
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+ * `'session'` survives a scene change; anything else — including leaving
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+ * it unset — means scene-scoped (ADR 0017), the opposite default from
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+ * `game.onUpdate`/`game.events` (ADR 0011). Narrowed to the two literal
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+ * values (mirroring `AudioPlayOptions.scope` in `audio/types.ts`) so a
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+ * typo is a compile error instead of a silent downgrade to scene scope.
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+ */
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+ scope?: 'scene' | 'session';
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+ }
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+ export interface TweenOptions {
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+ from: number;
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+ to: number;
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+ /** <= 0 (a negative clamped to 0) or below one step: `from` on creation, `to` + onComplete next step. */
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+ seconds: number;
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+ /** A known name (default `'linear'`) or a custom `(t) => number`. */
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+ easing?: EasingName | ((t: number) => number);
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+ onUpdate: (value: number) => void;
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+ onComplete?: () => void;
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+ /**
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+ * Structural, not `instanceof Entity` (spec inference 19) — an object with
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+ * a boolean `alive` qualifies. `alive` is read once, at scheduling time,
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+ * to reject an owner already dead; automatic cancellation afterwards is
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+ * driven entirely by `Entity.destroy()` calling `cancelOwnedBy()`, never
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+ * by polling `alive` again, so a non-`Entity` owner only ever gets that
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+ * one dead-at-scheduling check.
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+ */
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+ owner?: {
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+ readonly alive: boolean;
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+ };
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+ /** Same as `TimerOptions.scope`: `'session'` survives a scene change, anything else means scene. */
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+ scope?: 'scene' | 'session';
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+ }
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+ /**
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+ * Module-private key for the per-step advance pass. Not exported, so
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+ * `time[ADVANCE]()` cannot be spelled outside this file — `advanceGameTime`
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+ * (below, exported) is the only reachable entry point from project code.
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+ */
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+ declare const ADVANCE: unique symbol;
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+ /**
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+ * The `game.time` service (CA-1..CA-9, CA-14): `after`, `every` and `tween`
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+ * scheduled against Game Time (`now`), advanced only by Simulation Steps —
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+ * never the wall clock, never synchronously, never while paused or not
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+ * simulating. Constructible standalone, like `Stats`: a `Game` owns one via
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+ * `game.time`, and a behaviors-test stub game can carry its own, advanced by
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+ * the same engine-internal hook `Game` uses (`advanceGameTime`, exported
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+ * below — not part of this class's documented API).
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+ */
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+ export declare class GameTime {
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+ private stepCount;
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+ private nextId;
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+ private timers;
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+ private tweens;
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+ /**
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+ * Set whenever a timer/tween goes inactive since the matching array was
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+ * last pruned, whether by firing/completing the per-step advance pass or
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+ * by a plain `handle.cancel()` from outside it; consumed (and cleared) by
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+ * the next `reclaim()` that actually reassigns that array (CA-3 perf: no
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+ * reassignment when nothing died). Invariant: a flag is false only when
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+ * its array holds no inactive entries — every path that clears a flag
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+ * prunes that array first, and every path that deactivates an entry sets
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+ * the matching flag. `reclaim()` relies on this to skip a prune safely.
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+ */
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+ private timersDirty;
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+ private tweensDirty;
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+ /** 0 on a new GameTime; `N * SIMULATION_STEP` exactly after N steps — computed, never summed (CA-9). */
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+ get now(): number;
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+ /** Active timers plus active tweens across both scopes (CA-10). */
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+ get pending(): number;
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+ /** Smallest positive integer n s.t. n more steps fires/completes something; null when nothing is pending (CA-10). */
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+ get nextInSteps(): number | null;
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+ /** Shared traversal for `pending`: how many entries in `entries` are active. */
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+ private countActive;
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+ /** Shared traversal for `nextInSteps`: folds `stepsUntilDue` over every active entry, starting from `min`. */
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+ private minStepsUntilDue;
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+ /**
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+ * Runs `callback` once, `seconds` of Game Time from now (0 or a negative
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+ * duration: the start of the next step). Never synchronous (CA-1).
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+ */
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+ after(seconds: number, callback: () => void, options?: TimerOptions): TimerHandle;
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+ /**
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+ * Runs `callback` every `max(seconds, SIMULATION_STEP)` of Game Time,
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+ * first one interval after creation, with no drift: each due time is
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+ * `start + n * interval`, computed directly rather than by repeated
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+ * addition (CA-2).
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+ */
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+ every(seconds: number, callback: () => void, options?: TimerOptions): TimerHandle;
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+ /**
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+ * Carries a single number from `from` to `to` over `seconds` of Game
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+ * Time, reporting it through `onUpdate` on every step including creation
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+ * (synchronous, before this returns — CA-7). Owner already dead, or any
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+ * invalid input, skips even that first call.
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+ */
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+ tween(options: TweenOptions): TimerHandle;
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+ /**
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+ * Internal: the start-of-step pass (CA-3) — advances `now`, then runs
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+ * every due timer (due time, then creation order), then advances every
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+ * tween that existed before this pass (creation order). Reachable only as
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+ * `time[ADVANCE]()`, and `ADVANCE` is not exported, so `advanceGameTime()`
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+ * (below, exported) is genuinely the only way in from project code. With
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+ * nothing scheduled (the common case once a scene settles) this does no
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+ * allocation beyond the step count itself; with timers but no tweens, the
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+ * tween snapshot and `advanceTweens()` are skipped too.
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+ */
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+ [ADVANCE](): void;
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+ /**
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+ * Engine-internal by convention, like `Game.removeEntity`: a public
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+ * method, not access-controlled, that `Game.unloadScene()` and every
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+ * scene load are expected to call, including the first (CA-4).
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+ */
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+ cancelSceneScoped(): void;
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+ /**
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+ * Engine-internal by convention, like `Game.removeEntity`: a public
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+ * method, not access-controlled, that `Entity.destroy()` (CA-5) is
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+ * expected to be the only caller of. Nothing re-reads `owner.alive` on
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+ * later steps; a non-`Entity` owner whose `alive` flips without ever
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+ * going through a real `destroy()` call never reaches here, so its
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+ * timers/tweens keep running (see `TimerOptions.owner`).
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+ */
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+ cancelOwnedBy(owner: {
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+ readonly alive: boolean;
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+ }): void;
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+ /**
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+ * Engine-internal by convention, like `Game.removeEntity`: a public
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+ * method, not access-controlled, that `Game.dispose()` is expected to
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+ * call (CA-4).
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+ */
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+ cancelAll(): void;
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+ /**
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+ * Prunes each array only when its dirty flag is set, then clears that
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+ * flag — safe because of the invariant documented on `timersDirty`
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+ * /`tweensDirty`: a false flag means the array already holds no inactive
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+ * entries, so skipping the filter changes no observable behavior. Called
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+ * both at the tail of the per-step advance pass and by
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+ * `cancelSceneScoped`/`cancelOwnedBy`/`cancelAll`, which are also
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+ * reachable with `simulate === false` (e.g. the editor's edit mode
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+ * calling `loadScene` on every edit), when no step ever runs to reclaim
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+ * otherwise.
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+ */
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+ private reclaim;
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+ private runDueTimers;
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+ private advanceTweens;
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+ private deactivate;
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+ /** Smallest n >= 1 such that `n` more steps reaches `dueTime`, guarding against float noise near a step boundary. */
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+ private stepsUntilDue;
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+ private invalid;
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+ private handleFor;
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+ }
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+ /**
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+ * Engine-internal: advances `time` by exactly one Simulation Step (CA-3).
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+ * `Game.simulateStep()` calls this as its very first statement, so nothing
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+ * advances with `simulate === false`, on a zero-step frame, or while the
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+ * Runtime Bridge is paused and not stepping. A standalone `GameTime` — a
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+ * behaviors-test stub game, or this package's own game-time.test.ts (CA-14)
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+ * — must call this the same way. This is the only way in: the pass itself
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+ * lives behind the module-private `ADVANCE` symbol key, unreachable from
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+ * outside this file, so project code has no `advanceStep()`-shaped method
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+ * to call directly and desynchronize Game Time with.
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+ */
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+ export declare function advanceGameTime(time: GameTime): void;
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+ export {};
@@ -0,0 +1,401 @@
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+ import { SIMULATION_STEP, SIMULATION_TIME_EPSILON } from './fixed-step.js';
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+ const INACTIVE_HANDLE = Object.freeze({
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+ cancel() { },
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+ active: false,
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+ elapsed: 0,
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+ remaining: 0,
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+ });
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+ const EASINGS = {
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+ linear: (t) => t,
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+ quadIn: (t) => t * t,
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+ quadOut: (t) => 1 - (1 - t) * (1 - t),
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+ quadInOut: (t) => (t < 0.5 ? 2 * t * t : 1 - ((-2 * t + 2) ** 2) / 2),
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+ cubicIn: (t) => t * t * t,
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+ cubicOut: (t) => 1 - (1 - t) ** 3,
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+ cubicInOut: (t) => (t < 0.5 ? 4 * t * t * t : 1 - ((-2 * t + 2) ** 3) / 2),
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+ sineInOut: (t) => -(Math.cos(Math.PI * t) - 1) / 2,
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+ };
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+ function resolveEasing(easing) {
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+ if (easing === undefined)
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+ return EASINGS.linear;
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+ if (typeof easing === 'function')
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+ return easing;
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+ return Object.prototype.hasOwnProperty.call(EASINGS, easing) ? EASINGS[easing] : null;
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+ }
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+ function isValidOwner(owner) {
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+ return (typeof owner === 'object' &&
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+ owner !== null &&
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+ typeof owner['alive'] === 'boolean');
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+ }
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+ /** `'session'` survives a scene change; any other value (including absent) means scene. */
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+ function normalizeScope(scope) {
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+ return scope === 'session' ? 'session' : 'scene';
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+ }
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+ /**
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+ * Module-private key for the per-step advance pass. Not exported, so
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+ * `time[ADVANCE]()` cannot be spelled outside this file — `advanceGameTime`
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+ * (below, exported) is the only reachable entry point from project code.
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+ */
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+ const ADVANCE = Symbol('waica.gameTime.advance');
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+ /**
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+ * The `game.time` service (CA-1..CA-9, CA-14): `after`, `every` and `tween`
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+ * scheduled against Game Time (`now`), advanced only by Simulation Steps —
43
+ * never the wall clock, never synchronously, never while paused or not
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+ * simulating. Constructible standalone, like `Stats`: a `Game` owns one via
45
+ * `game.time`, and a behaviors-test stub game can carry its own, advanced by
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+ * the same engine-internal hook `Game` uses (`advanceGameTime`, exported
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+ * below — not part of this class's documented API).
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+ */
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+ export class GameTime {
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+ stepCount = 0;
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+ nextId = 0;
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+ timers = [];
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+ tweens = [];
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+ /**
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+ * Set whenever a timer/tween goes inactive since the matching array was
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+ * last pruned, whether by firing/completing the per-step advance pass or
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+ * by a plain `handle.cancel()` from outside it; consumed (and cleared) by
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+ * the next `reclaim()` that actually reassigns that array (CA-3 perf: no
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+ * reassignment when nothing died). Invariant: a flag is false only when
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+ * its array holds no inactive entries — every path that clears a flag
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+ * prunes that array first, and every path that deactivates an entry sets
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+ * the matching flag. `reclaim()` relies on this to skip a prune safely.
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+ */
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+ timersDirty = false;
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+ tweensDirty = false;
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+ /** 0 on a new GameTime; `N * SIMULATION_STEP` exactly after N steps — computed, never summed (CA-9). */
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+ get now() {
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+ return this.stepCount * SIMULATION_STEP;
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+ }
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+ /** Active timers plus active tweens across both scopes (CA-10). */
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+ get pending() {
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+ return this.countActive(this.timers) + this.countActive(this.tweens);
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+ }
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+ /** Smallest positive integer n s.t. n more steps fires/completes something; null when nothing is pending (CA-10). */
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+ get nextInSteps() {
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+ return this.minStepsUntilDue(this.tweens, this.minStepsUntilDue(this.timers, null));
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+ }
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+ /** Shared traversal for `pending`: how many entries in `entries` are active. */
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+ countActive(entries) {
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+ let count = 0;
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+ for (const entry of entries)
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+ if (entry.active)
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+ count += 1;
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+ return count;
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+ }
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+ /** Shared traversal for `nextInSteps`: folds `stepsUntilDue` over every active entry, starting from `min`. */
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+ minStepsUntilDue(entries, min) {
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+ for (const entry of entries) {
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+ if (!entry.active)
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+ continue;
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+ const steps = this.stepsUntilDue(entry.dueTime);
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+ min = min === null ? steps : Math.min(min, steps);
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+ }
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+ return min;
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+ }
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+ /**
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+ * Runs `callback` once, `seconds` of Game Time from now (0 or a negative
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+ * duration: the start of the next step). Never synchronous (CA-1).
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+ */
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+ after(seconds, callback, options = {}) {
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+ if (!Number.isFinite(seconds))
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+ return this.invalid('after(): seconds must be finite');
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+ if (typeof callback !== 'function')
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+ return this.invalid('after(): callback must be a function');
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+ const owner = options.owner;
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+ if (owner !== undefined && !isValidOwner(owner)) {
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+ return this.invalid('after(): owner must be an object with a boolean "alive" property');
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+ }
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+ if (owner !== undefined && !owner.alive)
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+ return INACTIVE_HANDLE;
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+ const effective = Math.max(0, seconds);
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+ const startTime = this.now;
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+ const entry = {
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+ id: this.nextId++,
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+ kind: 'after',
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+ scope: normalizeScope(options.scope),
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+ owner,
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+ active: true,
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+ referenceStart: startTime,
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+ dueTime: startTime + effective,
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+ deactivatedAt: null,
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+ callback,
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+ };
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+ this.timers.push(entry);
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+ return this.handleFor(entry);
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+ }
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+ /**
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+ * Runs `callback` every `max(seconds, SIMULATION_STEP)` of Game Time,
129
+ * first one interval after creation, with no drift: each due time is
130
+ * `start + n * interval`, computed directly rather than by repeated
131
+ * addition (CA-2).
132
+ */
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+ every(seconds, callback, options = {}) {
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+ if (!Number.isFinite(seconds))
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+ return this.invalid('every(): seconds must be finite');
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+ if (typeof callback !== 'function')
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+ return this.invalid('every(): callback must be a function');
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+ const owner = options.owner;
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+ if (owner !== undefined && !isValidOwner(owner)) {
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+ return this.invalid('every(): owner must be an object with a boolean "alive" property');
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+ }
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+ if (owner !== undefined && !owner.alive)
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+ return INACTIVE_HANDLE;
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+ const interval = Math.max(seconds, SIMULATION_STEP);
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+ const startTime = this.now;
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+ const entry = {
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+ id: this.nextId++,
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+ kind: 'every',
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+ scope: normalizeScope(options.scope),
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+ owner,
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+ active: true,
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+ referenceStart: startTime,
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+ dueTime: startTime + interval,
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+ deactivatedAt: null,
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+ callback,
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+ startTime,
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+ intervalSeconds: interval,
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+ occurrence: 1,
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+ };
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+ this.timers.push(entry);
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+ return this.handleFor(entry);
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+ }
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+ /**
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+ * Carries a single number from `from` to `to` over `seconds` of Game
165
+ * Time, reporting it through `onUpdate` on every step including creation
166
+ * (synchronous, before this returns — CA-7). Owner already dead, or any
167
+ * invalid input, skips even that first call.
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+ */
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+ tween(options) {
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+ const { from, to, seconds, onUpdate, onComplete } = options;
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+ if (!Number.isFinite(seconds))
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+ return this.invalid('tween(): seconds must be finite');
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+ if (!Number.isFinite(from))
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+ return this.invalid('tween(): from must be finite');
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+ if (!Number.isFinite(to))
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+ return this.invalid('tween(): to must be finite');
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+ if (typeof onUpdate !== 'function')
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+ return this.invalid('tween(): onUpdate must be a function');
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+ if (onComplete !== undefined && typeof onComplete !== 'function') {
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+ return this.invalid('tween(): onComplete must be a function when present');
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+ }
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+ const ease = resolveEasing(options.easing);
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+ if (!ease)
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+ return this.invalid('tween(): easing must be a known name or a function');
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+ const owner = options.owner;
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+ if (owner !== undefined && !isValidOwner(owner)) {
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+ return this.invalid('tween(): owner must be an object with a boolean "alive" property');
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+ }
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+ if (owner !== undefined && !owner.alive)
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+ return INACTIVE_HANDLE;
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+ const effective = Math.max(0, seconds);
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+ const createdAt = this.now;
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+ const entry = {
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+ id: this.nextId++,
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+ kind: 'tween',
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+ scope: normalizeScope(options.scope),
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+ owner,
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+ active: true,
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+ referenceStart: createdAt,
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+ dueTime: createdAt + effective,
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+ deactivatedAt: null,
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+ from,
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+ to,
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+ seconds: effective,
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+ ease,
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+ onUpdate,
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+ onComplete,
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+ };
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+ // Registers nothing if this throws (CA-7): the entry is only pushed after.
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+ onUpdate(from);
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+ this.tweens.push(entry);
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+ return this.handleFor(entry);
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+ }
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+ /**
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+ * Internal: the start-of-step pass (CA-3) — advances `now`, then runs
216
+ * every due timer (due time, then creation order), then advances every
217
+ * tween that existed before this pass (creation order). Reachable only as
218
+ * `time[ADVANCE]()`, and `ADVANCE` is not exported, so `advanceGameTime()`
219
+ * (below, exported) is genuinely the only way in from project code. With
220
+ * nothing scheduled (the common case once a scene settles) this does no
221
+ * allocation beyond the step count itself; with timers but no tweens, the
222
+ * tween snapshot and `advanceTweens()` are skipped too.
223
+ */
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+ [ADVANCE]() {
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+ this.stepCount += 1;
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+ if (this.timers.length === 0 && this.tweens.length === 0)
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+ return;
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+ if (this.tweens.length === 0) {
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+ this.runDueTimers();
230
+ }
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+ else {
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+ // Snapshot before any callback runs: a tween a due timer creates
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+ // during this pass must not be advanced (or completed) until the
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+ // next step. Skipped entirely above when there is nothing to snapshot.
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+ const tweens = [...this.tweens];
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+ this.runDueTimers();
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+ this.advanceTweens(tweens);
238
+ }
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+ this.reclaim();
240
+ }
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+ /**
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+ * Engine-internal by convention, like `Game.removeEntity`: a public
243
+ * method, not access-controlled, that `Game.unloadScene()` and every
244
+ * scene load are expected to call, including the first (CA-4).
245
+ */
246
+ cancelSceneScoped() {
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+ for (const timer of this.timers)
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+ if (timer.scope !== 'session')
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+ this.deactivate(timer);
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+ for (const tween of this.tweens)
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+ if (tween.scope !== 'session')
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+ this.deactivate(tween);
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+ this.reclaim();
254
+ }
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+ /**
256
+ * Engine-internal by convention, like `Game.removeEntity`: a public
257
+ * method, not access-controlled, that `Entity.destroy()` (CA-5) is
258
+ * expected to be the only caller of. Nothing re-reads `owner.alive` on
259
+ * later steps; a non-`Entity` owner whose `alive` flips without ever
260
+ * going through a real `destroy()` call never reaches here, so its
261
+ * timers/tweens keep running (see `TimerOptions.owner`).
262
+ */
263
+ cancelOwnedBy(owner) {
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+ for (const timer of this.timers)
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+ if (timer.owner === owner)
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+ this.deactivate(timer);
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+ for (const tween of this.tweens)
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+ if (tween.owner === owner)
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+ this.deactivate(tween);
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+ this.reclaim();
271
+ }
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+ /**
273
+ * Engine-internal by convention, like `Game.removeEntity`: a public
274
+ * method, not access-controlled, that `Game.dispose()` is expected to
275
+ * call (CA-4).
276
+ */
277
+ cancelAll() {
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+ for (const timer of this.timers)
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+ this.deactivate(timer);
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+ for (const tween of this.tweens)
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+ this.deactivate(tween);
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+ this.reclaim();
283
+ }
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+ /**
285
+ * Prunes each array only when its dirty flag is set, then clears that
286
+ * flag — safe because of the invariant documented on `timersDirty`
287
+ * /`tweensDirty`: a false flag means the array already holds no inactive
288
+ * entries, so skipping the filter changes no observable behavior. Called
289
+ * both at the tail of the per-step advance pass and by
290
+ * `cancelSceneScoped`/`cancelOwnedBy`/`cancelAll`, which are also
291
+ * reachable with `simulate === false` (e.g. the editor's edit mode
292
+ * calling `loadScene` on every edit), when no step ever runs to reclaim
293
+ * otherwise.
294
+ */
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+ reclaim() {
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+ if (this.timersDirty) {
297
+ this.timers = this.timers.filter((timer) => timer.active);
298
+ this.timersDirty = false;
299
+ }
300
+ if (this.tweensDirty) {
301
+ this.tweens = this.tweens.filter((tween) => tween.active);
302
+ this.tweensDirty = false;
303
+ }
304
+ }
305
+ runDueTimers() {
306
+ const due = this.timers.filter((timer) => timer.active && timer.dueTime <= this.now + SIMULATION_TIME_EPSILON);
307
+ if (due.length === 0)
308
+ return;
309
+ if (due.length > 1)
310
+ due.sort((a, b) => a.dueTime - b.dueTime || a.id - b.id);
311
+ for (const timer of due) {
312
+ if (!timer.active)
313
+ continue; // an earlier callback this same pass may have cancelled it
314
+ if (timer.kind === 'every') {
315
+ timer.referenceStart = timer.dueTime;
316
+ timer.occurrence += 1;
317
+ timer.dueTime = timer.startTime + timer.occurrence * timer.intervalSeconds;
318
+ }
319
+ else {
320
+ timer.active = false;
321
+ timer.deactivatedAt = timer.dueTime;
322
+ this.timersDirty = true;
323
+ }
324
+ timer.callback();
325
+ }
326
+ }
327
+ advanceTweens(tweens) {
328
+ for (const tween of tweens) {
329
+ if (!tween.active)
330
+ continue;
331
+ if (tween.dueTime <= this.now + SIMULATION_TIME_EPSILON) {
332
+ tween.active = false;
333
+ tween.deactivatedAt = tween.dueTime;
334
+ this.tweensDirty = true;
335
+ tween.onUpdate(tween.to);
336
+ tween.onComplete?.();
337
+ continue;
338
+ }
339
+ const elapsed = this.now - tween.referenceStart;
340
+ // Reaching 1 would mean elapsed >= seconds, i.e. now >= dueTime — the
341
+ // branch above always exits first in that case, so this is never
342
+ // clamped in practice.
343
+ const t = elapsed / tween.seconds;
344
+ tween.onUpdate(tween.from + (tween.to - tween.from) * tween.ease(t));
345
+ }
346
+ }
347
+ deactivate(entry) {
348
+ if (!entry.active)
349
+ return;
350
+ entry.active = false;
351
+ entry.deactivatedAt = this.now;
352
+ if (entry.kind === 'tween')
353
+ this.tweensDirty = true;
354
+ else
355
+ this.timersDirty = true;
356
+ }
357
+ /** Smallest n >= 1 such that `n` more steps reaches `dueTime`, guarding against float noise near a step boundary. */
358
+ stepsUntilDue(dueTime) {
359
+ const raw = (dueTime - this.now) / SIMULATION_STEP;
360
+ const n = Math.ceil(raw - SIMULATION_TIME_EPSILON / SIMULATION_STEP);
361
+ return Math.max(1, n);
362
+ }
363
+ invalid(message) {
364
+ console.warn(`[waica] ${message}`);
365
+ return INACTIVE_HANDLE;
366
+ }
367
+ handleFor(entry) {
368
+ const time = this;
369
+ return {
370
+ cancel() {
371
+ time.deactivate(entry);
372
+ },
373
+ get active() {
374
+ return entry.active;
375
+ },
376
+ get elapsed() {
377
+ const end = entry.deactivatedAt ?? time.now;
378
+ return Math.max(0, end - entry.referenceStart);
379
+ },
380
+ get remaining() {
381
+ if (!entry.active)
382
+ return 0;
383
+ return Math.max(0, entry.dueTime - time.now);
384
+ },
385
+ };
386
+ }
387
+ }
388
+ /**
389
+ * Engine-internal: advances `time` by exactly one Simulation Step (CA-3).
390
+ * `Game.simulateStep()` calls this as its very first statement, so nothing
391
+ * advances with `simulate === false`, on a zero-step frame, or while the
392
+ * Runtime Bridge is paused and not stepping. A standalone `GameTime` — a
393
+ * behaviors-test stub game, or this package's own game-time.test.ts (CA-14)
394
+ * — must call this the same way. This is the only way in: the pass itself
395
+ * lives behind the module-private `ADVANCE` symbol key, unreachable from
396
+ * outside this file, so project code has no `advanceStep()`-shaped method
397
+ * to call directly and desynchronize Game Time with.
398
+ */
399
+ export function advanceGameTime(time) {
400
+ time[ADVANCE]();
401
+ }
package/dist/game.d.ts CHANGED
@@ -5,6 +5,7 @@ import { type SceneCameraJson } from './camera.js';
5
5
  import type { Component } from './component.js';
6
6
  import { Entity } from './entity.js';
7
7
  import { Emitter } from './events.js';
8
+ import { GameTime } from './game-time.js';
8
9
  import { Input, type InputBindings } from './input.js';
9
10
  import { Pointer } from './pointer.js';
10
11
  import { type SceneJson, type SceneRegistry, type SceneRenderJson } from './scene.js';
@@ -67,6 +68,8 @@ export declare class Game {
67
68
  readonly ui: GameUi;
68
69
  /** The audio mixer: channels, master, playback. See ADR 0012, ADR 0013. */
69
70
  readonly audio: AudioSubsystem;
71
+ /** Simulated scheduling: `after`, `every`, `tween`, `now`. See ADR 0017. */
72
+ readonly time: GameTime;
70
73
  /** Registry retained by loadScene for runtime prefab spawning. */
71
74
  registry: SceneRegistry | null;
72
75
  paramOverrides: ParamOverrides;
@@ -168,7 +171,7 @@ export declare class Game {
168
171
  setSceneCamera(json?: SceneCameraJson): void;
169
172
  start(): void;
170
173
  stop(): void;
171
- /** Internal: called by Entity.destroy(). */
174
+ /** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
172
175
  removeEntity(entity: Entity): void;
173
176
  /** The scene's render projection; null keeps logical and render space identical. */
174
177
  get projection(): 'isometric' | null;
@@ -209,7 +212,8 @@ export declare class Game {
209
212
  */
210
213
  private runFrame;
211
214
  /**
212
- * One Simulation Step: the Component Update Schedule (ADR 0004) in full,
215
+ * One Simulation Step: game.time's start-of-step pass (ADR 0017, CA-3)
216
+ * first, then the Component Update Schedule (ADR 0004) in full,
213
217
  * collisions, the scene camera and the host's callbacks, every one of
214
218
  * them handed exactly SIMULATION_STEP (CA-1); then the input frame ends.
215
219
  */