## Context The existing `@suaveplan/day-night` package conflates gaming concerns (ECS components, gameplay modifiers, in-game clock) with pseudo-astronomy (hardcoded sinusoidal sun arc, 30-day moon cycle, no lat/lon). The astronomical computation layer is now provided by `@suaveplan/universe` and its provider plugins (`solar-system`, `stars`, `tides`). This design defines the two gaming-layer packages that consume that core. ## Goals / Non-Goals **Goals:** - Wrap `UniverseClient` with a configurable N× game clock that drives scene queries at game time. - Emit semantically meaningful game events (sunrise, season change, eclipse) via `@suaveplan/events`. - Replace hardcoded lighting presets with physically-derived sky colour and gameplay modifiers. - Export plain TypeScript interfaces for ECS component shapes so consumers can wire into any ECS. - Lock in `RenderPayload` as the canonical per-tick output for downstream render integrations. - Achieve 100% test coverage, Zod schemas for all public options, OTel instrumentation, and `AbortSignal` on every async method. **Non-Goals:** - Astronomical calculations — delegated to `@suaveplan/universe` and its providers. - R3F / Three.js rendering integration. - Multiplayer synchronisation of game time across clients. - `@suaveplan/weather` integration (locked interface but no implementation). - Bundling texture assets — only identifiers pass through. ## Decisions ### 1. Two-package split: clock vs lighting `gaming-universe` owns time and events. `gaming-environment-lighting` owns sky colour and modifiers. This separation allows consumers to use the clock without the lighting system, or replace lighting with a custom renderer while keeping the clock. **Rationale**: Single-responsibility. The clock is a scheduler concern; lighting is a render-data concern. ### 2. `GamingUniverse` wraps `@suaveplan/timing`'s `AsyncScheduler` Rather than inventing a scheduler, `GamingUniverse` applies a time-scale multiplier to `timing`'s ticks. **Rationale**: Uniform cancellation, clock injection, and AbortSignal drain with the rest of the monorepo. `@suaveplan/game-loop` becomes the natural tick integration point. ### 3. Plain TypeScript interfaces for ECS component shapes `gaming-environment-lighting` exports plain interfaces (`DayNightClock`, `LightState`, `DayNightAffected`) rather than registering ECS archetypes. **Rationale**: Framework-agnostic. Consumers using bitecs, miniplex, or custom ECS map fields to their own storage. No `@suaveplan/ecs` dependency. ### 4. `RenderPayload` as canonical render output A single `RenderPayload` interface is published each tick containing sky colour, lighting, atmosphere, textures, and weather. **Rationale**: Prevents churn when R3F/Three.js integrations land. Downstream renderers depend on a stable data shape, not on the lighting package's internals. ### 5. Feature-module directory layout — Pattern B Every feature module uses a dedicated folder containing a main implementation file, a barrel `index.ts` with explicit named re-exports, sibling `.md` docs, and co-located tests. Example: ```text src/lighting/ ├── index.ts ├── lighting.ts ├── lighting.test.ts └── lighting.md ``` The `package.json` exports map uses the repeated-name form (`./lighting/lighting`) pointing to the main implementation file, not to `index.ts`. **Rationale**: The barrel is reviewable and explicit. The main file name makes stack traces and import paths self-describing. Tests and docs are co-located so they stay in sync. ### 6. Physically-derived everything Sky colour uses Rayleigh/Mie scattering from `AtmosphereConfig`. Star visibility uses sun-altitude twilight thresholds. Moonlight uses phase, angular diameter, and albedo. Gameplay modifiers are continuous functions of `totalAmbientLight`. **Rationale**: No hardcoded tables means the same code works for Earth, Mars, and game-defined planets without preset authoring. ## Risks / Trade-offs | Risk | Mitigation | |---|---| | Rayleigh/Mie model is simplified (no spectral sampling) | Documented as approximate. Consumers needing spectral accuracy can override `skyColour` in `RenderPayload`. | | NPC sleep probability sigmoid may not match game design | Exposed as a configurable function in advanced options, with a sensible default. | | `gaming-universe` depends on `@suaveplan/timing` scheduler internals | `timing` is a foundation package with stable API. If scheduler changes, `gaming-universe` is a known dependent. | | Two packages to migrate from one `day-night` | Migration guide documents which `day-night` exports map to which new package. | ## Migration Plan 1. Land `gaming-universe` after `universe` is complete. 2. Land `gaming-environment-lighting` after `gaming-universe` is complete. 3. Update `STATUS.md` and `SUMMARY.md` as each package completes. 4. Archive `@suaveplan/day-night` after `gaming-environment-lighting` ships. 5. Publish migration guide mapping `day-night` exports to new package exports. ## Open Questions - None — all deferred items are explicitly scoped out with locked interfaces.