glytch/fktry/src/main.ts
type-two 60a14313b4 [orchestrator] round 7 phase 1 orders: THE CORRECTION, EMBODIED
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>
2026-07-29 12:12:31 +10:00

219 lines
8.7 KiB
TypeScript

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