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@storylet-studio/runtime

v0.9.0

Published

Storylet Engine JS reference runtime: the session (peek / deal / play / outcomes / board / save), held to the conformance corpus.

Readme

@storylet-studio/runtime

The Storylet Engine JS reference runtime: the Engine and Flow surface of the bundle format section 5 - the engine (openFlow / getFlow / flows / closeFlow / reset / saveGame / loadGame / saveFlow / previewLoad / previewFlowRestore / subscribeTrace / log / clearLog / getProperty / setProperty / listProperties / listBags / sharedClaims) and the flow it hands back (peek / deal / dealMany / board / outcomes / play / advanceTurns / listBoxes / listProperties / listBags / log / subscribeTrace), implementing the dealing semantics of section 3 exactly.

Held to the conformance corpus (@storylet-studio/conformance): every behaviour here is pinned by a case with hand-written expectations, and the native ports must reproduce this runtime's results bit-for-bit where the PRNG is involved (mulberry32, src/prng.ts).

One registry per game

Every property value lives in a ScopeRegistry (@wildwinter/scoperegistry), one per game. Pass the game's as new Engine(bundle, { registry }) to share it with any other engine (Patter, say): the engine registers @story under story and every other bag under a key starting storylets/, @world is the game's to register, and saveGame() leaves the values to the game, which saves the registry once. Without one the engine makes its own registry, self-backs @world, and saveGame() carries every value, so one call is still the whole run. Version 1 envelopes still load. See Running it with Patter.