Phase-A.5 implementation per sporel-meta/docs/superpowers/specs/2026-06-09-phase-A-... Re-Entry from P.0-Actor-Deferral (Trigger 1: Composition-Aktivierung). Slim wrapper: actor.create validates properties.movement_speed > 0, delegates to composition.create. actor.position reads dotted position back as two numbers. actor.move does direct inert-write to position.x + position.y (engine §11 inert-write; Action-routing deferred). DEFERRED in v0.1: Body-Slot-Aggregator, Walk-Capability, Movement-State on entity, Action-mediated move. All have re-entry-trigger notes. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
133 lines
4.3 KiB
Markdown
133 lines
4.3 KiB
Markdown
# lib-core.actor
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Thin wrapper over `lib-core.composition` that enforces a baseline-speed
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contract for "actor" entities. Provides convenience helpers for
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position-read + position-write (inert-mediated). Doesn't track any
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ephemeral movement-state (vel/dir) — that stays in `player_control`
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or whatever drives the actor each frame.
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**Version:** 0.1.0
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**Lib-ID:** lib-core.actor
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**Requires:** lib-core.composition v>=0.1.0
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**Tags:** actor, entity, movement
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## Topology
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<!-- topology:start (auto-generated; do not edit) -->
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```mermaid
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graph LR
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this["lib-core.actor"]
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lib_core_composition["lib-core.composition"]
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this --> lib_core_composition
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engine["engine.*"]
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this --> engine
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```
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<!-- topology:end -->
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## Scope (v0.1.0 — Spine)
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Re-Entry from P.0-Actor-Deferral (Trigger 1: Composition-Aktivierung).
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v0.1 is a minimal slice; intentional non-goals:
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- **No Body-Slot-Aggregator.** Phase D / J trigger.
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- **No Walk-Capability** (per ADR-0002 capabilities-as-derived).
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Waits for a second actor-consumer that needs capability-routing.
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- **No Movement-State on the entity.** vel / dir / direction-flags are
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ephemeral; kept in `player_control` (or whatever driver). Persisted
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ones come with a re-entry-trigger.
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- **No Action-mediated move.** v0.1 uses engine-§11 inert-write directly.
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Action-routing is the "right" path for game-state-weighty mutations
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but waits until a "move" Action is registered and event/effect
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routing matters.
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## API
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### `actor.create(spec)`
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**Syntax:** `actor.create({template: string, properties: table}) -> entity`
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**Example:**
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```lua
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-- Caller defines a template via composition first:
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composition.define_template{
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id = "player",
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properties = {
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position = {x = 0, y = 0},
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movement_speed = 200,
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sprite_color = engine.render.rgb(200, 60, 80),
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sprite_w = 24,
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sprite_h = 24,
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},
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tags = {"renderable", "player"},
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}
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-- Then actor.create instantiates:
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local p = actor.create{
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template = "player",
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properties = {
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position = {x = 400, y = 300},
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movement_speed = 200,
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},
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}
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```
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**Description:** Validates that `properties.movement_speed` is a
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positive number, then delegates to `composition.create`. Loud-Error
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if `movement_speed` is missing, non-number, or non-positive.
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The caller is responsible for `composition.define_template{id=...}`
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before invoking. Actor doesn't auto-define templates.
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### `actor.position(handle)`
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**Syntax:** `actor.position(handle) -> x, y`
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**Description:** Returns the actor's current position as two numbers
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(x, y). Reads via `entity:get_property("position.x"/"position.y")`.
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Loud-Error if `handle` is nil.
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### `actor.move(handle, dx, dy)`
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**Syntax:** `actor.move(handle, dx: number, dy: number) -> void`
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**Example:**
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```lua
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-- Typical caller (player_control update-loop):
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local speed = actor.movement_speed(player)
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local move_dx, move_dy = compute_input_direction()
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actor.move(player, move_dx * speed * dt, move_dy * speed * dt)
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```
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**Description:** Adds (dx, dy) to the actor's current position via
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direct inert-write. Caller does dt-scaling and any speed-multiplication
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upstream. v0.1 uses engine §11 inert-write — Action-routing is a future
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re-entry trigger (see Scope above).
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### `actor.movement_speed(handle)`
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**Syntax:** `actor.movement_speed(handle) -> number`
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**Description:** Convenience read of the actor's `movement_speed`
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property (in pixels/sec by convention; caller decides the unit).
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## Conventions
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- **Position-Format**: composite-table at authoring-time
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(`properties = { position = {x, y} }`), flattened by composition to
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scalar properties `position.x` and `position.y`. See Phase-A Spec §5
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A-Q5 revision (2026-06-09).
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- **movement_speed**: pixels per second. dt-scaling applied at the
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caller, NOT by `actor.move`.
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## References
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- Spec: `meta/docs/superpowers/specs/2026-06-09-phase-A-inactive-entities-composition-actor-reentry-design.md`
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- Origin: `meta/docs/superpowers/specs/2026-05-10-p0-actor-deferral.md`
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(Trigger 1: Composition-Aktivierung)
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- Architecture: `meta/docs/architecture/composition-model.md` (Actor as
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Item-with-Body-Slot in Phase D; v0.1 is composition-only wrapper)
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- ADR-0001 (engine knows verbs, libs bring nouns)
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- ADR-0002 (capabilities as derived properties — Walk-Capability deferred)
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- ADR-0010 (read/write asymmetry — v0.1 inert-write escape hatch)
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- ADR-0038 (API-Doc-Convention)
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