/** * FKTRY shared contracts — ORCHESTRATOR-OWNED. * Every lane imports from this file. NO lane edits it. If a contract blocks you, * write the problem in your lane doc's NOTES and stub around it locally. */ export const TICKS_PER_SECOND = 30; export const TILE = 1; // world units per grid tile export type Dir = 0 | 1 | 2 | 3; // N E S W (clockwise) export interface Vec2 { x: number; y: number } // ---------------------------------------------------------------- data schemas // These mirror data/*.json (LANE-DATA owns the JSON, orchestrator owns the shape). export interface ItemDef { id: string; // kebab-case, matches codex name, e.g. "chroma-slurry" name: string; // display, e.g. "CHROMA SLURRY" codex: string; // section ref into docs/FKTRY_LORE.md, e.g. "2:chroma-slurry" tier: number; // 0 raw, 1 refined, 2 product, 3 endgame color: string; // hex, used by renderer placeholders + UI chips } export interface RecipeDef { id: string; machine: string; // MachineDef.id that can run it inputs: Record; // itemId -> count outputs: Record; ticks: number; // duration at speed 1 bandwidth: number; // power draw while crafting (negative = generates) heat?: number; // heat per craft (software decoders etc.) } export type MachineKind = | 'extractor' // pulls items from seam tiles, no inputs | 'crafter' // recipe in -> out | 'belt' // moves items | 'splitter' // 1 in, N out round-robin | 'power' // generates bandwidth | 'buffer' // stores bandwidth smoothness (brownout protection) | 'shipper'; // consumes items => 'shipped' events => THE SCREEN export interface MachineDef { id: string; name: string; codex: string; kind: MachineKind; footprint: Vec2; // tiles occupied (w,h) before rotation recipes: string[]; // RecipeDef.ids this machine may run ([] for belts etc.) powerDraw: number; // idle bandwidth draw powerGen?: number; beltSpeed?: number; // tiles/sec, kind==='belt' asset: string; // codex asset key for renderer mesh registry, e.g. "quantizer" color?: string; // v3 RULING: CHASSIS/BODY color (codex §8 grime); the emissive // accent stays derived from outputs. (Was mislabeled "accent".) flavor?: string; // v2: codex one-liner for the inspector (DATA's material) heatPerTick?: number; // v2: heat while active (the software decoder's whole bit) bufferCap?: number; // v2: bandwidth storage in bandwidth-SECONDS (see SimSnapshot) coolPerTick?: number; // v3: per-machine cooling rate; sim default 0.004 } export interface TechDef { id: string; era: 'reel' | 'broadcast' | 'disc' | 'stream' | 'fortress'; cost: Record; // science-pack itemId -> count unlocks: string[]; // machine/recipe ids } export interface CommissionDef { id: string; flavor: string; // the fax text — deadpan absurd wants: Record; rewardBandwidth: number; repeat?: boolean; // v2: standing order — re-activates after completion } export interface GameData { items: ItemDef[]; machines: MachineDef[]; recipes: RecipeDef[]; tech: TechDef[]; commissions: CommissionDef[]; } // ---------------------------------------------------------------- live sim state export interface EntityState { id: number; def: string; // MachineDef.id pos: Vec2; // tile coords of origin corner dir: Dir; recipe: string | null; progress: number; // 0..1 of current craft inputBuf: Record; outputBuf: Record; jammed: string | null; // human-readable reason or null heat: number; // 0..1, throttles >0.7, scrams at 1 scrammed?: boolean; // v3: heat-scram latch (heat alone can't show the // hysteresis window; renderer/UI read this, not 0.5) } export interface BeltItem { item: string; entity: number; // belt entity id t: number; // 0..1 progress along the belt tile id: number; // v3: stable per-item id (required — sim always stamps) } export interface SimSnapshot { tick: number; paused: boolean; entities: ReadonlyArray; beltItems: ReadonlyArray; // v3 RULING on units: gen/draw are bandwidth per SECOND; stored is bandwidth-seconds // (sim integrates surplus/deficit divided by TICKS_PER_SECOND each tick). bandwidth: { gen: number; draw: number; stored: number; brownout: boolean }; shippedTotal: Record; activeCommission: string | null; commissionQueue?: string[]; // v3: truth for "next in tray" — active first, then // upcoming in activation order (hardens in v4) commissionProgress: Record; } export type Command = | { kind: 'place'; def: string; pos: Vec2; dir: Dir } | { kind: 'remove'; pos: Vec2 } | { kind: 'rotate'; pos: Vec2 } | { kind: 'setRecipe'; entity: number; recipe: string | null } | { kind: 'setRecipeAt'; pos: Vec2; recipe: string | null } // v3: id-free variant | { kind: 'setPaused'; paused: boolean }; export type SimEvent = | { kind: 'shipped'; item: string; count: number; tick: number } | { kind: 'crafted'; entity: number; recipe: string; tick: number } | { kind: 'jammed'; entity: number; reason: string; tick: number } | { kind: 'brownout'; on: boolean; tick: number } | { kind: 'placed'; entity: number; def: string; tick: number } | { kind: 'removed'; entity: number; def: string; tick: number } | { kind: 'commissionDone'; commission: string; tick: number } | { kind: 'scram'; entity: number; on: boolean; tick: number }; // v2: heat shutdown edge // ---------------------------------------------------------------- module interfaces export interface Sim { init(data: GameData, seed: number): void; enqueue(cmd: Command): void; tick(): void; // advance exactly one tick snapshot(): SimSnapshot; // read-only view; renderer/ui must not mutate drainEvents(): SimEvent[]; // events since last drain (main loop fans out) save?(): string; // v3: full state as JSON, deterministic round-trip load?(json: string): void; // v3: restore a save() blob (hardens in v4) } export interface Renderer { init(container: HTMLElement, data: GameData): Promise; render(snap: SimSnapshot, alpha: number): void; // alpha: 0..1 interp between ticks pickTile(clientX: number, clientY: number): Vec2 | null; setGhost(def: string | null, pos: Vec2 | null, dir: Dir): void; } export interface UIBus { dispatch(cmd: Command): void; /** current build selection; renderer ghost + click-to-place read this */ selectedBuild(): { def: string; dir: Dir } | null; /** v2: world picking, plumbed from the renderer — UI's click-to-inspect */ pickTile(clientX: number, clientY: number): Vec2 | null; } export interface UI { init(root: HTMLElement, data: GameData, bus: UIBus): void; update(snap: SimSnapshot, events: SimEvent[]): void; } export interface ScreenFX { init(canvas: HTMLCanvasElement, data: GameData): void; onEvents(events: SimEvent[]): void; // shipped items feed the corruption frame(timeMs: number, snap?: SimSnapshot): void; // v3: read-only peek for continuous // strain (stored, heat); never retain }