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| author | historia <[not public]> | 2026-07-31 17:44:10 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-07-31 17:44:10 -0400 |
| commit | f51424c90dbce7191a31b6e675818c985f0f4539 (patch) | |
| tree | a7845a2e09bd6e83d2d034f5e702a4940f38126a /building_guide/tick_order.md | |
| parent | 58758d41488a777d2bc0e787be655363bdd9eb60 (diff) | |
| download | thehouseoficarus-f51424c90dbce7191a31b6e675818c985f0f4539.tar.gz | |
feat: casino framework and basic slot machine
Diffstat (limited to 'building_guide/tick_order.md')
| -rw-r--r-- | building_guide/tick_order.md | 47 |
1 files changed, 24 insertions, 23 deletions
diff --git a/building_guide/tick_order.md b/building_guide/tick_order.md index 6138fbe..b4d1f1e 100644 --- a/building_guide/tick_order.md +++ b/building_guide/tick_order.md @@ -34,27 +34,28 @@ duplicates so any one of them drifting fails the test loudly. | # | System | What it does | | --- | ----------------------- | ------------------------------------------------------------------------------------------------------------------ | | 1 | `ProcessQueuedCommands` | Drains each player's free-queued commands and the globally timestamp-sorted active queue; advances walk sequences. | -| 2 | `MoveTick` | Counts down `p.MoveTicks`; on reach-zero, completes a pending run/walk and re-prompts. | -| 3 | `SequenceTick` | Advances every active trigger `sequence` (per-player and global) one step. | -| 4 | `TransientMobTick` | Despawns owned / `DespawnOnLeave` mobs whose owner has left their room. | -| 5 | `World.Tick` | World-internal: ground-item respawn/despawn/reserve timers and shared-object deplete timers. | -| 6 | `MobStore.Tick` | Mob shop restock and mob HP regenerate. Order: by `InstanceID` so processing is stable across ticks. | -| 7 | `RegenTick` | Player HP regeneration, accelerated by tech HP-regen multipliers. | -| 8 | `EnergyRegenTick` | Run-energy regeneration for every online player. | -| 9 | `DisconnectTick` | Counts down pending disconnects and hard-removes finished sessions (skipping players still in combat). | -| 10 | `WanderTick` | Mob wandering (exit-based) and object wandering (fishing spots), with enter/leave messages to observers. | -| 11 | `SharedDepletionTick` | Ticks shared-object deplete timers up (in use) or down (recovering). | -| 12 | `FireTick` | Decays fire objects; on burn-out, spawns the removal item and cancels stokers. | -| 13 | `AdvanceActions` | Advances every active player action by one tick; fires completion handlers per action type. | -| 14 | `TechTick` | Drains battery for active tech, applies equipment / PreserveDrain reductions, and deactivates all on empty. | -| 15 | `ConsumeTick` | Counts down `ConsumeCooldown` and `HomeTransportCooldown`. | -| 16 | `BroadcastRespawns` | Flushes respawned world objects and broadcasts their `respawn_broadcast` lines to players in those rooms. | -| 17 | `VisualTick` | Optional per-player "visual tick" line/counter for AFK feedback. | -| 18 | `SneakTick` | Advances guard watch timers and sneaking players' tick counters. | -| 19 | `FarmTick` | Crops grow, drain water, and yield on harvest (fires every `FarmTickInterval` ticks). | -| 20 | `BuffTick` | Potion buff duration countdown; expires and removes effects. | -| 21 | `SafespotTick` | Safespot unsafe-chance and decay-chance rolls per player. | -| 22 | `HazardTick` | Room hazard damage to non-GodMode players. | +| 2 | `CasinoTick` | Advances casino betting deadlines and resolves completed casino rounds. | +| 3 | `MoveTick` | Counts down `p.MoveTicks`; on reach-zero, completes a pending run/walk and re-prompts. | +| 4 | `SequenceTick` | Advances every active trigger `sequence` (per-player and global) one step. | +| 5 | `TransientMobTick` | Despawns owned / `DespawnOnLeave` mobs whose owner has left their room. | +| 6 | `World.Tick` | World-internal: ground-item respawn/despawn/reserve timers and shared-object deplete timers. | +| 7 | `MobStore.Tick` | Mob shop restock and mob HP regenerate. Order: by `InstanceID` so processing is stable across ticks. | +| 8 | `RegenTick` | Player HP regeneration, accelerated by tech HP-regen multipliers. | +| 9 | `EnergyRegenTick` | Run-energy regeneration for every online player. | +| 10 | `DisconnectTick` | Counts down pending disconnects and hard-removes finished sessions (skipping players still in combat). | +| 11 | `WanderTick` | Mob wandering (exit-based) and object wandering (fishing spots), with enter/leave messages to observers. | +| 12 | `SharedDepletionTick` | Ticks shared-object deplete timers up (in use) or down (recovering). | +| 13 | `FireTick` | Decays fire objects; on burn-out, spawns the removal item and cancels stokers. | +| 14 | `AdvanceActions` | Advances every active player action by one tick; fires completion handlers per action type. | +| 15 | `TechTick` | Drains battery for active tech, applies equipment / PreserveDrain reductions, and deactivates all on empty. | +| 16 | `ConsumeTick` | Counts down `ConsumeCooldown` and `HomeTransportCooldown`. | +| 17 | `BroadcastRespawns` | Flushes respawned world objects and broadcasts their `respawn_broadcast` lines to players in those rooms. | +| 18 | `VisualTick` | Optional per-player "visual tick" line/counter for AFK feedback. | +| 19 | `SneakTick` | Advances guard watch timers and sneaking players' tick counters. | +| 20 | `FarmTick` | Crops grow, drain water, and yield on harvest (fires every `FarmTickInterval` ticks). | +| 21 | `BuffTick` | Potion buff duration countdown; expires and removes effects. | +| 22 | `SafespotTick` | Safespot unsafe-chance and decay-chance rolls per player. | +| 23 | `HazardTick` | Room hazard damage to non-GodMode players. | ### Determinism contract @@ -65,7 +66,7 @@ Three layers of ordering decide what happens on a given tick, in priority: `cmd/thoi/main.go`) always fires first; every system in `RunTickSystems` then runs in the table order above. Dynamic combat / aggro / respawn subscribers registered later get higher IDs and fire - after the canonical 22 systems. This is asserted by + after the canonical 23 systems. This is asserted by `internal/engine/tick_test.go::TestProcessTickFiresInSubscriptionOrder`. 2. **Per-system iteration order** — deterministic, as of the deterministic @@ -138,4 +139,4 @@ should fire *after* regen, a sequence whose step messages should appear already advanced. When in doubt, the test in `tick_systems_test.go` is the executable -specification.
\ No newline at end of file +specification. |
