4.8 KiB
OpenSpec Change: enterprise-gaming-npc
- Change ID: enterprise-gaming-npc
- Package:
@suaveplan/npc - Category: gaming/ai
- Target path:
gaming/ai/npc - Status: PROPOSED
- Date: 2026-04-24
- Reference spec:
/mnt/s/web/suaveplan/enterprise/npc.md
Summary
Deliver @suaveplan/npc on the genesis branch from scratch at enterprise quality. The package provides NPC lifecycle management with spawn pools, population control, and daily schedules. A NpcRegistry holds typed NpcDefinition descriptors; a SpawnPool manages active NPC instances with capacity limits, spawn/despawn, and respawn timers; a PopulationController enforces per-zone NPC density limits; a DailySchedule maps time-of-day windows to NPC activity states. Each NPC instance has a BehaviorTree (from @suaveplan/behavior-tree) and a typed Blackboard. Genesis adds Zod definition schemas, structured errors, OTel population gauge, injectable clock, and 100% coverage.
Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
Available workspace deps on genesis
| Package | Role |
|---|---|
@suaveplan/error (workspace:^) |
NpcError; NPC.* codes |
@suaveplan/types (workspace:^) |
Clock, IdGenerator |
@suaveplan/events (workspace:^) |
npc:spawn, npc:despawn, npc:activity:change events |
@suaveplan/behavior-tree (workspace:^) |
Per-NPC behavior tree runner |
zod (catalog:forms) |
NpcDefinition, DailySchedule schemas |
@opentelemetry/api (catalog:observability) |
Population gauge, activity-change counter |
Public API surface
interface NpcDefinition {
id: string
displayName: string
faction?: string
behaviorTreeFactory: (bb: Blackboard) => TreeNode
activities: ActivityDefinition[]
respawnTime?: number // seconds; undefined = no respawn
}
interface ActivityDefinition {
name: string
startHour: number // 0–23
endHour: number
priority?: number
}
function createNpcRegistry(): NpcRegistry
interface NpcRegistry {
register(def: NpcDefinition): void
get(id: string): NpcDefinition | undefined
}
function createSpawnPool(options: SpawnPoolOptions): SpawnPool
interface SpawnPoolOptions {
maxCapacity: number
registry: NpcRegistry
clock?: Clock
}
interface SpawnPool {
spawn(defId: string, position: Vec3): NpcInstance
despawn(instanceId: string): void
tick(dt: number): void
getActive(): NpcInstance[]
readonly count: number
}
interface NpcInstance {
readonly instanceId: string
readonly definitionId: string
readonly position: Vec3
readonly activity: string
readonly blackboard: Blackboard
readonly treeRunner: BehaviorTreeRunner
setPosition(position: Vec3): void
setActivity(name: string): void
}
function createPopulationController(options: PopulationOptions): PopulationController
interface PopulationController {
setZoneLimit(zoneId: string, max: number): void
canSpawn(zoneId: string): boolean
onSpawn(zoneId: string, instanceId: string): void
onDespawn(zoneId: string, instanceId: string): void
getZoneCount(zoneId: string): number
}
Error codes
type NpcErrorCode =
| 'NPC_DEF_NOT_FOUND'
| 'NPC_POOL_FULL'
| 'NPC_INSTANCE_NOT_FOUND'
| 'NPC_INVALID_ACTIVITY'
| 'NPC_ZONE_LIMIT_REACHED'
New additions for genesis
- Respawn timer —
SpawnPool.tick()tracks despawned NPCs with respawn timers, auto-respawns at origin. - Population controller — per-zone density enforcement prevents spawning if limit reached.
- Daily schedule —
ActivityDefinitiontime windows driveNpcInstance.activitybased on injected clock hour. - OTel —
npc.populationgauge per zone;npc.activity_changes_totalcounter.
File layout
gaming/ai/npc/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
npc-registry/
npc-registry.ts
npc-registry.md
npc-registry.test.ts
index.ts
spawn-pool/
spawn-pool.ts
spawn-pool.md
spawn-pool.types.ts
spawn-pool.test.ts
index.ts
population-controller/
population-controller.ts
population-controller.md
population-controller.types.ts
population-controller.test.ts
index.ts
daily-schedule/
daily-schedule.ts
daily-schedule.md
daily-schedule.types.ts
daily-schedule.test.ts
index.ts
tests/
integration.test.ts
Impact
Downstream: @suaveplan/r3f-npc renders NPC meshes and nameplates; @suaveplan/fauna extends spawn-pool for wildlife. Prerequisites: @suaveplan/error, @suaveplan/types, @suaveplan/events, @suaveplan/behavior-tree.