- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
round protocol and Round 1 orders for parallel Opus 4.8 executors
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
58 lines
2.7 KiB
Markdown
58 lines
2.7 KiB
Markdown
# CONTRACTS — how the lanes fit together (ORCHESTRATOR-OWNED)
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The binding type definitions live in [`src/contracts.ts`](src/contracts.ts) — that file
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is the law. This doc explains the shape of the machine in prose.
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## Data flow
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```
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data/*.json ──▶ main.ts loads GameData
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│
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┌───────────┼─────────────────────────┐
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▼ ▼ ▼
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sim.init() renderer.init() ui.init() / screen.init()
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│
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30 tps fixed timestep: sim.tick()
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│
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├─▶ sim.snapshot() ──▶ renderer.render(snap, alpha) (every rAF)
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│ ──▶ ui.update(snap, events)
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└─▶ sim.drainEvents() ─▶ screen.onEvents(events)
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user input: UI builds Commands ─▶ bus.dispatch ─▶ sim.enqueue
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renderer supplies pickTile + ghost preview
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```
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## Ownership map
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| Path | Owner | Everyone else |
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|---|---|---|
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| `src/contracts.ts`, `src/main.ts`, root config, this doc, `MASTERPLAN.md` | orchestrator | read-only |
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| `src/sim/**` | LANE-SIM | read-only |
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| `src/render/**`, `public/assets/**` (consumption) | LANE-RENDER | read-only |
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| `src/ui/**` | LANE-UI | read-only |
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| `src/screen/**` | LANE-SCREEN | read-only |
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| `data/**` | LANE-DATA | read-only |
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| `lanes/LANE-X.md` NOTES section | lane X | orchestrator writes ORDERS section |
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| `../docs/FKTRY_LORE.md` | canon | read-only for all lanes |
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## Key invariants
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- **Snapshot is read-only.** Renderer/UI/Screen never mutate it. Sim may reuse
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internal buffers between snapshots; consumers must not hold references across frames.
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- **All mutation goes through Commands.** No lane reaches into sim internals.
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- **Events are drained once per frame by main.ts** and fanned out; consumers get the
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same array — treat it as immutable.
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- **IDs are data-driven.** Renderer/UI/Screen never hard-code item/machine ids; they
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key off `GameData` and the `asset` field. New content should light up with zero code.
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- **`alpha`** in `renderer.render(snap, alpha)` is the 0..1 fraction between the last
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sim tick and the next — use it to interpolate belt item positions for smooth motion.
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- **Belt visual speed** derives from `MachineDef.beltSpeed` and `BeltItem.t`; sim owns
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the truth, renderer owns the smoothness.
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- **Coordinates**: tile grid, origin at world center, +x east, +y south. `Dir` 0..3 =
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N,E,S,W clockwise. Machine `pos` = origin corner (min x, min y of footprint).
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## Contract-change requests
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Written in your lane NOTES as `CONTRACT REQUEST: <what> — <why>`. The orchestrator
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batches them between rounds. Until granted, work around locally inside your lane.
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