Contracts v9: CorrectionState (debt/band/units, rungs 2-4 — the mite stays in wildlife by ruling), EntityState.sealed, pry command, CommissionDef.compliance, notice/sealed/mirrored/stasis/debtBand events, and Renderer.onEvents?() — RENDER's round-6 request, granted now that three cues derive events from snapshot deltas. main.ts fans the same event array to the renderer. Rulings baked into the orders (from the adversarial design pass): fax-first and auto-release are CONTRACTUAL on the auditor; warden faxes carry no grid reference; gunships target deviation, not throughput; no debt for canning a unit (an immune system does not hold a grudge); THE INVERSION - The Correction is the only thing in the world that never drops a frame; the compliance tone is one grid-locked triad voice, discovered-gated, sparse by construction. Also: archaeology-lab.glb re-baked through the corrected farm pipeline (bg_remove_local before meshing) - backdrop-slab flatness 0.614 -> 0.480. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
219 lines
8.7 KiB
TypeScript
219 lines
8.7 KiB
TypeScript
/**
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* FKTRY main loop — ORCHESTRATOR-OWNED wiring. Lanes do not edit.
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* Fixed-timestep sim (30 tps) + interpolated render + event fan-out.
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*/
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import { TICKS_PER_SECOND, type Command, type Dir, type GameData, type SelectionState, type UIBus } from './contracts';
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import { createSim } from './sim';
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import { createRenderer } from './render';
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import { createUI } from './ui';
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import { createScreenFX } from './screen';
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import { createAudioFX, getRadio } from './audio';
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import items from '../data/items.json';
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import machines from '../data/machines.json';
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import recipes from '../data/recipes.json';
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import tech from '../data/tech.json';
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import commissions from '../data/commissions.json';
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import seams from '../data/seams.json';
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const data = { items, machines, recipes, tech, commissions, seams } as unknown as GameData;
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const sim = createSim();
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const renderer = createRenderer();
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const ui = createUI();
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const screen = createScreenFX();
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const audio = createAudioFX();
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/**
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* Radio → RadioControl adapter (round-5 review fix: the dial drove nothing).
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* Two problems it solves, both integration seams between LANE-SCREEN's engine and
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* LANE-UI's dock:
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* 1. TIMING — the dock resolves its control ONCE, inside ui.init(), before any user
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* gesture has built the audio graph. This adapter EXISTS immediately (so the
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* init-time probe finds a real subscribe()) and lazily attaches to the engine
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* when the first gesture creates it, replaying state to subscribers.
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* 2. SHAPE + UNITS — UI speaks RadioControl {setFrequency(MHz), volume(), mute(),
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* state.freqMHz, state.station:name}; the engine speaks Radio {setFrequency(native
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* kHz for AM/SW), setVolume(), setMuted(), state.frequency, state.locked:id}.
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*/
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function createSpeakerAdapter() {
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type EngineRadio = NonNullable<ReturnType<typeof getRadio>>;
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let engine: EngineRadio | null = null;
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let names = new Map<string, string>();
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const subs = new Set<(s: any) => void>();
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// pre-engine local state so the dock behaves before the first gesture
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let local = { freqMHz: 88.0, band: 'FM' as 'AM' | 'FM' | 'SW', volume: 0.7, muted: false, station: null as string | null };
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const toMHz = (band: string, f: number) => (band === 'FM' ? f : f / 1000);
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const toNative = (band: string, mhz: number) => (band === 'FM' ? mhz : mhz * 1000);
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const translate = (s: any) => ({
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freqMHz: toMHz(s.band, s.frequency),
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band: s.band,
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volume: s.volume,
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muted: s.muted,
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station: s.locked ? (names.get(s.locked) ?? s.locked) : null,
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});
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const control = {
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setFrequency(mhz: number) {
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local.freqMHz = mhz;
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if (engine) engine.setFrequency(toNative(engine.getState().band, mhz));
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else notifyLocal();
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},
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setBand(band: 'AM' | 'FM' | 'SW') {
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local.band = band;
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if (engine) engine.setBand(band);
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else notifyLocal();
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},
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volume(v: number) {
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local.volume = Math.max(0, Math.min(1, v));
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if (engine) engine.setVolume(local.volume);
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else notifyLocal();
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},
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mute(on: boolean) {
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local.muted = on;
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if (engine) engine.setMuted(on);
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else notifyLocal();
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},
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getState() {
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return engine ? translate(engine.getState()) : { ...local };
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},
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subscribe(cb: (s: any) => void) {
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subs.add(cb);
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cb(control.getState());
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return () => subs.delete(cb);
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},
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/** v8: station tick marks for the dial — engine truth, MHz units, empty pre-gesture */
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listStations() {
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return engine
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? engine.listStations().map((st) => ({ ...st, freqMHz: toMHz(st.band, st.freq) }))
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: [];
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},
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};
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function notifyLocal() { for (const cb of subs) cb({ ...local }); }
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return {
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control,
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attach() {
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const r = getRadio();
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if (!r || engine) return;
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engine = r;
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names = new Map(r.listStations().map((s) => [s.id, s.name]));
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// carry any pre-gesture dial fiddling into the engine
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r.setBand(local.band);
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r.setFrequency(toNative(local.band, local.freqMHz));
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r.setVolume(local.volume);
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r.setMuted(local.muted);
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r.subscribe((s) => { const t = translate(s); for (const cb of subs) cb(t); });
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},
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};
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}
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const speaker = createSpeakerAdapter();
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// v4 bridge: _sel keeps the legacy {def,dir} shape (including the deprecated
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// '__remove' sentinel) so unmigrated lanes keep working; selection()/setSelection()
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// are the typed protocol. The sentinel path is deleted in v5.
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const bus: UIBus & { _sel: { def: string; dir: Dir } | null; _state: SelectionState } = {
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_sel: null, // legacy mirror (build/remove only) — served for selectedBuild() compat
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_state: null, // v5: typed truth, carries inspect mode
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dispatch: (cmd: Command) => sim.enqueue(cmd),
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selectedBuild: () => bus._sel,
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pickTile: (x, y) => renderer.pickTile(x, y),
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selection: (): SelectionState => {
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if (bus._state) return bus._state;
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if (!bus._sel) return null; // legacy writer fallback
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if (bus._sel.def === '__remove') return { mode: 'remove' };
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return { mode: 'build', def: bus._sel.def, dir: bus._sel.dir };
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},
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setSelection: (sel: SelectionState) => {
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bus._state = sel;
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bus._sel =
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sel?.mode === 'build' ? { def: sel.def, dir: sel.dir } :
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sel?.mode === 'remove' ? { def: '__remove', dir: 0 as Dir } :
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null;
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},
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};
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// LANE-UI sets the build selection through this hook:
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(window as any).__fktryBus = bus;
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async function boot() {
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sim.init(data, 1337);
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// publish the speaker handshake BEFORE ui.init — the dock resolves its control
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// exactly once, during init, and must find a live-shaped RadioControl there.
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(window as any).__fktrySpeaker = { radio: speaker.control };
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await renderer.init(document.getElementById('game')!, data);
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ui.init(document.getElementById('ui')!, data, bus);
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screen.init(document.getElementById('screen') as HTMLCanvasElement, data);
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audio.init(data);
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// browsers gate AudioContext on a user gesture — unlock on the first one,
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// then attach the adapter to the freshly built engine.
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addEventListener('pointerdown', () => {
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audio.unlock();
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speaker.attach();
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}, { once: true });
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// click-to-place / hover ghost glue
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const game = document.getElementById('game')!;
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// Ghost refresh runs on move AND every frame (a keyboard disarm — Esc — used to leave
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// a stale demolition tint on screen until the mouse moved; round-5 UI finding).
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let lastPointer: { x: number; y: number } | null = null;
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function refreshGhost() {
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if (!lastPointer) return;
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const sel = bus.selection!();
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const tile = renderer.pickTile(lastPointer.x, lastPointer.y);
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if (sel?.mode === 'remove') {
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renderer.setGhost(null, tile, 0, 'remove');
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} else if (sel?.mode === 'build') {
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renderer.setGhost(sel.def, tile, sel.dir, 'build');
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} else {
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renderer.setGhost(null, tile, 0, 'build'); // inspect / no selection: no ghost
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}
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}
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game.addEventListener('pointermove', (e) => {
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lastPointer = { x: e.clientX, y: e.clientY };
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refreshGhost();
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});
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game.addEventListener('pointerdown', (e) => {
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if (e.button !== 0) return; // pan/context buttons never place
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const sel = bus.selection!();
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const tile = renderer.pickTile(e.clientX, e.clientY);
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if (!sel || !tile) return;
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if (sel.mode === 'remove') sim.enqueue({ kind: 'remove', pos: tile });
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else if (sel.mode === 'build') sim.enqueue({ kind: 'place', def: sel.def, pos: tile, dir: sel.dir });
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});
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const MS_PER_TICK = 1000 / TICKS_PER_SECOND;
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let acc = 0, last = performance.now();
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function loop(now: number) {
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acc += Math.min(250, now - last); last = now;
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while (acc >= MS_PER_TICK) { sim.tick(); acc -= MS_PER_TICK; }
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const snap = sim.snapshot();
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const events = sim.drainEvents();
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refreshGhost();
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renderer.onEvents?.(events); // v9: same array Screen/Audio get — read-only, same frame
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renderer.render(snap, acc / MS_PER_TICK);
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ui.update(snap, events);
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screen.onEvents(events);
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screen.frame(now, snap);
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audio.onEvents(events);
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audio.frame(now, snap);
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requestAnimationFrame(loop);
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}
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requestAnimationFrame(loop);
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// dev-only: paste-free demo — builds SIM's reference factory. The layout uses
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// research-gated ids, so it is a post-research save by definition: grant the techs
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// it needs first (testkit rides the public save/load API), then dispatch.
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if (import.meta.env.DEV) {
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(window as any).__fktryDemo = async () => {
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const { referenceFactory, referenceFactoryTech } = await import('./sim/reference');
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const techs = referenceFactoryTech(data);
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sim.enqueue({ kind: 'grantResearch', tech: techs }); // v5 command; queued first
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const cmds = referenceFactory(data);
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cmds.forEach((c) => sim.enqueue(c));
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return `${techs.length} techs granted, ${cmds.length} commands dispatched`;
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};
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}
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}
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boot();
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