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suaveplan/openspec/changes/enterprise-gaming-day-night/proposal.md
2026-05-27 23:29:53 +01:00

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OpenSpec Change: enterprise-gaming-day-night

  • Change ID: enterprise-gaming-day-night
  • Package: @suaveplan/day-night
  • Category: gaming/world
  • Target path: gaming/world/day-night
  • Status: PROPOSED
  • Date: 2026-04-24
  • Reference spec: /mnt/s/web/suaveplan/enterprise/day-night.md

Summary

Deliver @suaveplan/day-night on the genesis branch from scratch at enterprise quality. The package provides a day/night cycle with configurable time scale, sun/moon position math, light schedule interpolation, and gameplay effect modifiers. DayNightClock advances in-game time at a configurable multiple of real time; SkyPositionCalculator computes sun and moon azimuth/elevation from in-game time using a simplified celestial model; LightSchedule keyframes ambient light color and intensity across the day; GameplayModifiers maps time-of-day segments to gameplay effect multipliers (spawn rate, visibility, economy). Genesis adds Zod schemas, structured errors, OTel time counter, 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:^) DayNightError; DAY_NIGHT.* codes
@suaveplan/types (workspace:^) Clock
@suaveplan/events (workspace:^) time:dawn, time:noon, time:dusk, time:midnight events
zod (catalog:forms) LightSchedule, GameplayModifiers schemas
@opentelemetry/api (catalog:observability) In-game time gauge

Public API surface

function createDayNightClock(options: DayNightClockOptions): DayNightClock

interface DayNightClockOptions {
  timeScale?: number          // real seconds per in-game minute, default 1 min = 1 sec
  initialHour?: number        // 0–24
  clock?: Clock
}

interface DayNightClock {
  tick(dt: number): void
  readonly hour: number       // 0–24 fractional
  readonly dayCount: number
  setHour(hour: number): void
  pause(): void
  resume(): void
  readonly isPaused: boolean
}

interface SkyPosition {
  azimuth: number       // degrees
  elevation: number     // degrees (-90 to 90)
  intensity: number     // 0–1
}

function computeSunPosition(hour: number): SkyPosition
function computeMoonPosition(hour: number): SkyPosition

// Light schedule
interface LightKeyframe {
  hour: number
  ambientColor: [r: number, g: number, b: number]
  ambientIntensity: number
  fogDensity?: number
}

function createLightSchedule(keyframes: LightKeyframe[]): LightSchedule
interface LightSchedule {
  evaluate(hour: number): LightKeyframe
}

// Gameplay modifiers
interface TimeModifier {
  fromHour: number
  toHour: number
  spawnRateMultiplier?: number
  visibilityMultiplier?: number
  economyMultiplier?: number
  label?: string
}

function createGameplayModifiers(modifiers: TimeModifier[]): GameplayModifiers
interface GameplayModifiers {
  evaluate(hour: number): TimeModifier & Required<Omit<TimeModifier, 'label' | 'fromHour' | 'toHour'>>
}

Error codes

type DayNightErrorCode =
  | 'DAY_NIGHT_INVALID_HOUR'
  | 'DAY_NIGHT_SCHEDULE_EMPTY'
  | 'DAY_NIGHT_KEYFRAME_GAP'

File layout

gaming/world/day-night/
  package.json
  tsconfig.json
  vitest.config.ts
  src/
    index.ts
    error-codes.ts
    constants/index.ts
    types/common.ts
    types/common.md
    core/
      day-night-clock/
        day-night-clock.ts
        day-night-clock.md
        day-night-clock.types.ts
        day-night-clock.test.ts
        index.ts
      light-schedule/
        light-schedule.ts
        light-schedule.md
        light-schedule.types.ts
        light-schedule.test.ts
        index.ts
      gameplay-modifiers/
        gameplay-modifiers.ts
        gameplay-modifiers.md
        gameplay-modifiers.types.ts
        gameplay-modifiers.test.ts
        index.ts
    utils/
      sky-position.ts
      sky-position.md
      sky-position.test.ts
  tests/
    integration.test.ts

Impact

Downstream: @suaveplan/r3f-environment uses sun/moon positions for directional light; @suaveplan/weather reads time for weather transitions. Prerequisites: @suaveplan/error, @suaveplan/types, @suaveplan/events.