npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@sharpee/engine

v1.1.1

Published

Runtime engine for Sharpee IF Platform - game loop, command execution, and turn management

Readme

@sharpee/engine

Runtime engine for the Sharpee IF Platform. This package provides the core game loop, command execution, and turn management.

Installation

npm install @sharpee/engine

Architecture note: The CommandExecutor is a thin orchestrator. Actions own their complete event lifecycle through the four-phase pattern (validate/execute/report/blocked, ADR-051).

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 Result

Action Four-Phase Pattern

Actions follow a strict four-phase pattern (ADR-051) for clean separation of concerns:

  1. Validate Phase: Check if the action can be performed (no mutations)
  2. Execute Phase: Perform state mutations only (no events)
  3. Report Phase: Generate events based on final state (no mutations)
  4. Blocked Phase: Generate events when validation fails

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 { GameEngine } from '@sharpee/engine';
import { EnglishParser } from '@sharpee/parser-en-us';
import { EnglishLanguageProvider } from '@sharpee/lang-en-us';

// Build the world and player (typically via your story's setup)
const language = new EnglishLanguageProvider();
const parser = new EnglishParser(language);

const engine = new GameEngine({ world, player, parser, language });

// Register a story (configures world, player, grammar, channels)
engine.setStory(story);

// 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 activeParser = engine.getParser();
const languageProvider = engine.getLanguageProvider();

In most cases you don't construct the engine by hand — the build toolchain and the browser/CLI clients assemble the parser, language provider, and story for you from the story's config (language: 'en-US').

Engine Configuration

The optional config field on the constructor options tunes engine behavior:

import { GameEngine, EngineConfig } from '@sharpee/engine';

const config: EngineConfig = {
  maxHistory: 50,
  collectTiming: true,
  validateEvents: true
};

const engine = new GameEngine({ world, player, parser, language, 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: The prose pipeline renders from embedded event 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.success

Language Management

The parser and language provider are supplied to the engine at construction time (see Basic Usage). A story declares which language it expects via its config; the build toolchain and clients pick the matching packages by code.

const story = {
  config: { id: 'my-story', title: '…', language: 'en-US', /* ... */ },
  // ...
};

Naming 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 and restore are driven by platform events and host-supplied hooks rather than direct method calls. The host (CLI, browser client, server) registers hooks that persist and reload the engine's save data:

engine.registerSaveRestoreHooks({
  onSaveRequested: async (saveData) => {
    localStorage.setItem('save', JSON.stringify(saveData));
  },
  onRestoreRequested: async () => {
    const raw = localStorage.getItem('save');
    return raw ? JSON.parse(raw) : null;
  }
});

The standard save / restore meta-actions emit the platform events that trigger these hooks.

Integration with Story Files

The engine works with TypeScript story files implementing the Story interface:

// my-story.ts
import { Story, StoryConfig } from '@sharpee/engine';

export const story: Story = {
  config: {
    id: 'my-story',
    title: 'My Adventure',
    author: 'Me',
    version: '1.0.0',
    language: 'en-US'
  },
  initializeWorld(world) { /* create rooms, objects, NPCs */ },
  createPlayer(world) { /* create and place the player */ }
};

API Reference

GameEngine

  • start(): Start the engine
  • stop(reason?): Stop the engine
  • executeTurn(input: string): Execute a turn with user input (async)
  • getContext(): Get current game context
  • getWorld(): Get world model
  • getHistory(): Get turn history
  • getRecentEvents(count): Get recent events
  • setStory(story: Story): Register a story (configures world, player, grammar, channels)
  • getParser(): Get current parser instance
  • getLanguageProvider(): Get current language provider instance
  • registerSaveRestoreHooks(hooks): Register save/restore persistence hooks

Events

The engine emits these events:

  • turn:start: Turn is starting
  • turn:complete: Turn completed successfully
  • turn:failed: Turn failed with error
  • event: Individual event processed
  • state:changed: Game state changed
  • game: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:watch

Testing

The engine package includes comprehensive test coverage:

Unit Tests

  • game-engine.test.ts - Core game engine functionality
  • command-executor.test.ts - Command parsing and execution
  • event-sequencer.test.ts - Event ordering and utilities
  • story.test.ts - Story interface and configuration
  • types.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

License

MIT