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-## Per-Tick System Order
-
-The server runs on a fixed game tick (600ms by default; configurable via
-`tick_length` in `config.yaml`). Each tick, every online player's pending
-commands resolve and a fixed sequence of systems advance world state. The
-**canonical order** in which these per-tick systems fire is a load-bearing
-contract: combat resolution, deplete/restock timers, regen, respawns, and
-sequence-driven triggers all depend on it. Reordering it is a breaking change.
-
-### Source of truth
-
-The authoritative list lives in code, not in this doc:
-
-- `internal/game/tick_systems.go` — the `tickSystemOrder` slice and
- `(*Game).RunTickSystems()`, the method that fires them in order.
-- `cmd/thoi/main.go` — the master per-tick subscriber, registered with the
- engine as **subscription ID 1**, whose body is `g.RunTickSystems()`. The
- engine (`internal/engine/tick.go` `processTick`) sorts subscribers by
- registration ID, so the master subscriber fires first each tick, before
- any dynamically-registered combat / aggro / respawn callbacks (which get
- higher IDs as players act).
-- `internal/game/tick_systems_test.go` — `TestTickSystemOrder` fails if the
- table drifts from the list below. `TestRunTickSystemsEmptyGameIsSafe`
- guards the "safe to tick with no players connected" contract every system
- must uphold (see "Per-system contracts" below).
-
-If you change the order, add a system, or remove one: update `tickSystemOrder`
-in `tick_systems.go`, the `expectedTickSystemOrder` list in
-`tick_systems_test.go`, and the table in this file. All three are intentional
-duplicates so any one of them drifting fails the test loudly.
-
-### Canonical sequence
-
-| # | System | What it does |
-| --- | ----------------------- | ------------------------------------------------------------------------------------------------------------------ |
-| 1 | `ProcessQueuedCommands` | Drains each player's free-queued commands and the globally timestamp-sorted active queue; advances walk sequences. |
-| 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
-
-Three layers of ordering decide what happens on a given tick, in priority:
-
-1. **Subscriber order** — deterministic. `engine.processTick` sorts
- subscribers by registration ID. The master subscriber (ID 1, set in
- `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 23 systems. This is asserted by
- `internal/engine/tick_test.go::TestProcessTickFiresInSubscriptionOrder`.
-
-2. **Per-system iteration order** — deterministic, as of the deterministic
- per-tick subscriber work. Systems that iterate over players or mobs use
- stable ordering:
- - `Hub.AllSessions()` and `Hub.PlayersInRoom` (`internal/net/server.go`)
- sort sessions by `Session.seq`, a monotonic counter assigned in
- `Hub.Add` in connection order.
- - `MobStore.AllInstances()`, `MobStore.MobsInRoom()`, and `MobStore.Tick()`
- (`internal/world/mob.go`) sort by `MobInstance.InstanceID`.
-
- This means, for example, that cosmetic "X enters." / "Y leaves."
- interleavings in `WanderTick`, shop-restock order in `MobStore.Tick`,
- and per-player processing order in `RegenTick` / `HazardTick` /
- `SneakTick` etc. are reproducible across runs.
-
-3. **Random-number generation** — **not deterministic across server
- restarts.** The `math/rand` top-level functions used across the engine
- (`rand.Float64`, `rand.Intn`, `rand.Int`, `rand.Shuffle`) are
- auto-seeded at program startup (Go 1.20+; calling `rand.Seed` is
- deprecated and is never done here). So combat hit rolls, drop rolls,
- wandering exit picks, and minigame randomness differ between server
- runs. Two ticks from the same seeded run are reproducible *relative* to
- each other (the global source is deterministic), but a fresh server
- start produces a different stream.
-
- Only `rollAggroRand` (`internal/game/sys_combat.go`) is replaceable for
- tests; the rest are global-function calls. Reproducible full-tick
- traces (e.g. for record/replay debugging) would require threading a
- seeded `*math/rand.Rand`/`math/rand/v2.ChaCha8` through the engine; not
- currently done.
-
-### Per-system contracts (the empty-game invariant)
-
-Every system in the table must be safe to invoke on a `*Game` that has its
-stores initialized (`World`, `MobStore`, `Hub`, `queue`, etc. via
-`game.New` + `SetHub`) but **no players connected**. Concretely:
-
-- Systems that touch the hub: guard with `if g.Hub == nil { return }` at the
- top, *or* guard each `Hub.*` call with `if g.Hub != nil`. Either is fine.
- (`main.go` now calls `SetHub` *before* `Ticks.Start`, so the production
- server never ticks with a nil hub; the guards are belt-and-braces for a
- `*Game` that tests construct without `SetHub`, such as
- `newRunTickSystemsTestGame`.)
-- Systems that iterate over maps/slices held on `*Game` (`sequences`,
- `restTimers`, `guardWatchTimers`, `hackingStates`, …) must tolerate empty
- / freshly-initialized maps. `game.New` initializes all of them; tests that
- build a stub `*Game` must too (see `newRunTickSystemsTestGame`).
-
-Violating either of these is caught by
-`TestRunTickSystemsEmptyGameIsSafe` in `internal/game/tick_systems_test.go`.
-If you add a new system that needs a new field initialized, update that
-helper as well.
-
-### Notes for builders
-
-When writing content that depends on per-tick ordering (a trigger that
-should fire *after* regen, a sequence whose step messages should appear
-*before* the move completes, etc.), consult the table above and remember:
-
-- `MoveTick` (table #3) runs before `SequenceTick` (table #4) — the table
- fires top-to-bottom, so a move that completes this tick will have its
- enter-room knock-on triggers fire (inside `ProcessQueuedCommands`, #1, or
- `MoveTick`, #3) before trigger `sequences` advance in #4.
-- `on_enter` / `on_exit` room triggers fire from command execution, not
- from a per-tick system; they run inside `ProcessQueuedCommands` (#1)
- or `MoveTick` (#3) when the move actually completes.
-- Shop restock (`MobStore.Tick`, #7) happens *before* `RegenTick` (#8) and
- *before* `AdvanceActions` (#14); if a gathering action completes this tick
- it does so in #14, by which point shop state for this tick has
- already advanced.
-
-When in doubt, the test in `tick_systems_test.go` is the executable
-specification.