@sharpee/engine
v0.9.92
Published
Runtime engine for Sharpee IF Platform - game loop, command execution, and turn management
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@sharpee/engine
Runtime engine for the Sharpee IF Platform. This package provides the core game loop, command execution, and turn management.
Architecture Update (Phase 3.5): The CommandExecutor has been refactored from a 723-line god object to a 177-line thin orchestrator. Actions now own their complete event lifecycle through the three-phase pattern (validate/execute/report).
Overview
The engine package brings together all the Sharpee components into a running game:
- GameEngine: Main runtime that manages game state and turn execution
- CommandExecutor: Thin orchestrator (177 lines) that coordinates the action pipeline
- EventSequencer: Ensures events are properly ordered within turns (1.1, 1.2, 1.3...)
Architecture
User Input
↓
[GameEngine]
↓
[CommandExecutor] (Thin Orchestrator)
├─→ [Parser] → ParsedCommand
├─→ [Validator] → ValidatedCommand
└─→ [Action] (Three-Phase Pattern)
├─→ validate() → ValidationResult
├─→ execute() → Mutations only
└─→ report() → ISemanticEvent[]
↓
[EventProcessor] → World Changes
↓
Turn ResultAction Three-Phase Pattern
Actions follow a strict three-phase pattern for clean separation of concerns:
- Validate Phase: Check if the action can be performed (no mutations)
- Execute Phase: Perform state mutations only (no events)
- Report Phase: Generate events based on final state (no mutations)
The CommandExecutor simply orchestrates these phases, delegating all responsibility to the appropriate components. Actions own their complete event lifecycle, including error events.
Basic Usage
import { createStandardEngine } from '@sharpee/engine';
import { WorldModel } from '@sharpee/world-model';
// Create a game engine
const engine = createStandardEngine();
// Set language (NEW: automatic parser and language provider loading)
await engine.setLanguage('en-US');
// Or use a story with language configuration
const story = {
config: {
id: 'my-story',
title: 'My Adventure',
author: 'Me',
version: '1.0.0',
language: 'en-US' // Language automatically loaded
},
initializeWorld: (world) => { /* ... */ },
createPlayer: (world) => { /* ... */ }
};
await engine.setStory(story); // Automatically sets up language
// Start the engine
engine.start();
// Execute turns
const result = await engine.executeTurn('take sword');
console.log(`Turn ${result.turn}: ${result.success ? 'Success' : 'Failed'}`);
// Access game state
const context = engine.getContext();
console.log(`Current turn: ${context.currentTurn}`);
// Access parser and language provider if needed
const parser = engine.getParser();
const languageProvider = engine.getLanguageProvider();Custom Game Engine
import { GameEngine, EngineConfig } from '@sharpee/engine';
import { IWorldModel, IFEntity } from '@sharpee/world-model';
// Create your world
const world: IWorldModel = createMyWorld();
const player: IFEntity = createPlayer();
// Configure engine
const config: EngineConfig = {
maxHistory: 50,
collectTiming: true,
onEvent: (event) => console.log(`Event: ${event.type}`),
onError: (error, context) => console.error(`Error at turn ${context.currentTurn}:`, error)
};
// Create engine
const engine = new GameEngine(world, player, config);
// Listen to engine events
engine.on('turn:complete', (result) => {
console.log(`Turn ${result.turn} complete with ${result.events.length} events`);
});
engine.on('game:over', (context) => {
console.log('Game over!');
});Atomic Events Architecture
Events are self-contained with all necessary data embedded at creation time:
// Example event from taking action
{
type: 'if.event.taken',
timestamp: 1692345678,
data: {
itemSnapshot: { // Complete entity state
id: 'sword',
name: 'silver sword',
description: 'A gleaming blade',
location: 'player',
traits: { /* ... */ }
},
actorSnapshot: { /* ... */ }
}
}This enables:
- Historical Replay: Events contain complete state at that moment
- No World Queries: Text services use embedded data, not world lookups
- Consistency: Entity state is captured after all mutations complete
Event Sequencing
Events are automatically sequenced within turns:
// Turn 1
1.1 - action.started
1.2 - if.event.taken (main action)
1.3 - action.success
// Turn 2
2.1 - action.started
2.2 - if.event.exited (leaving room)
2.3 - if.event.entered (entering room)
2.4 - if.event.looked (auto-look)
2.5 - action.successLanguage Management
The engine automatically loads language providers and parsers based on language codes:
// Set language directly
await engine.setLanguage('en-US'); // Loads @sharpee/lang-en-us and @sharpee/parser-en-us
// Change language at runtime
await engine.setLanguage('es'); // Switches to Spanish
// Language from story config
const story = {
config: { language: 'ja', /* ... */ }
};
await engine.setStory(story); // Automatically uses JapaneseNaming Convention
Language packages follow a predictable naming pattern:
- Language Provider:
@sharpee/lang-{language-code} - Parser:
@sharpee/parser-{language-code}
For example:
- English (US):
@sharpee/lang-en-us,@sharpee/parser-en-us - Spanish:
@sharpee/lang-es,@sharpee/parser-es - Japanese:
@sharpee/lang-ja,@sharpee/parser-ja
Save/Load
// Save game state
const saveData = engine.saveState();
localStorage.setItem('save', JSON.stringify(saveData));
// Load game state
const loadData = JSON.parse(localStorage.getItem('save'));
engine.loadState(loadData);Integration with Story Files
The engine is designed to work with TypeScript story files:
// my-story.ts
import { Story } from '@sharpee/forge';
export default new Story()
.title('My Adventure')
.author('Me')
.room('start', room => room
.name('Starting Room')
.description('You are in a small room.')
.exit('north', 'hallway')
)
.build();API Reference
GameEngine
start(): Start the enginestop(): Stop the engineexecuteTurn(input: string): Execute a turn with user inputgetContext(): Get current game contextgetWorld(): Get world modelsaveState(): Save game stateloadState(state): Load game stategetHistory(): Get turn historygetRecentEvents(count): Get recent eventssetLanguage(languageCode: string): Set language (automatically loads parser and language provider)setStory(story: Story): Set story (automatically configures language from story config)getParser(): Get current parser instancegetLanguageProvider(): Get current language provider instance
Events
The engine emits these events:
turn:start: Turn is startingturn:complete: Turn completed successfullyturn:failed: Turn failed with errorevent: Individual event processedstate:changed: Game state changedgame:over: Game has ended
Turn Results
Each turn returns:
interface TurnResult {
turn: number;
input: string;
events: SequencedEvent[];
success: boolean;
error?: string;
actionId?: string;
parsedCommand?: IParsedCommand;
timing?: TimingData;
}Where SequencedEvent includes:
interface SequencedEvent {
type: string;
data: any;
sequence: number;
timestamp: Date;
turn: number;
scope: 'turn' | 'global' | 'system';
source?: string;
}Development
# Build the package
pnpm build
# Run tests
pnpm test
# Run tests with coverage
pnpm test:coverage
# Watch mode for tests
pnpm test:watchTesting
The engine package includes comprehensive test coverage:
Unit Tests
game-engine.test.ts- Core game engine functionalitycommand-executor.test.ts- Command parsing and executionevent-sequencer.test.ts- Event ordering and utilitiesstory.test.ts- Story interface and configurationtext-service.test.ts- Text output formattingtypes.test.ts- Type definitions and contracts
Integration Tests
integration.test.ts- Full game flow and component interaction
Test Fixtures
fixtures/index.ts- Reusable test utilities and mocks
Running Tests
# Run all tests
pnpm test
# Run specific test file
pnpm test game-engine
# Generate coverage report
pnpm test:coverage