Introduce a Calendar in Core that turns scaled clock time into whole in-game days plus a fraction-of-day, with a configurable SecondsPerDay. Pausing or changing TimeScale slows or stops it automatically. Pure read-side and deterministic, registered via context.UseCalendar(...), mirroring GameSpeed. Covered by xUnit tests; docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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namespace MrGameEng.Core;
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/// <summary>
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/// In-game calendar layered over <see cref="GameClock"/>: turns scaled elapsed time into whole
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/// days and a fraction-of-day (time of day). One in-game day spans <see cref="SecondsPerDay"/>
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/// seconds of scaled clock time, so pausing or changing <see cref="GameClock.TimeScale"/> slows
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/// or stops the calendar automatically. Pure read-side, GPU-free and deterministic; registered as
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/// a service via <see cref="CalendarEngineExtensions.UseCalendar"/>.
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/// </summary>
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public sealed class Calendar
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{
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private readonly GameClock _clock;
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private float _secondsPerDay;
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/// <summary>
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/// Creates a calendar reading <paramref name="clock"/>; one day spans
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/// <paramref name="secondsPerDay"/> seconds of scaled time (must be positive).
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/// </summary>
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public Calendar(GameClock clock, float secondsPerDay)
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{
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_clock = clock ?? throw new ArgumentNullException(nameof(clock));
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SecondsPerDay = secondsPerDay;
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}
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/// <summary>Scaled seconds per in-game day. Must be positive; raising it slows the calendar.</summary>
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public float SecondsPerDay
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{
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get => _secondsPerDay;
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set =>
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_secondsPerDay =
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value > 0f
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? value
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: throw new ArgumentOutOfRangeException(
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nameof(value),
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"Seconds per day must be positive."
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);
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}
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/// <summary>Total elapsed days as a continuous value (e.g. 3.5 = midday of day 4).</summary>
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public double TotalDays => _clock.TotalTime / _secondsPerDay;
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/// <summary>The current day number, counting from 1.</summary>
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public int Day => (int)TotalDays + 1;
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/// <summary>Progress through the current day in <c>[0, 1)</c> — 0 at dawn, ~0.5 at midday.</summary>
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public float DayProgress
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{
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get
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{
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var days = TotalDays;
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return (float)(days - Math.Floor(days));
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}
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}
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}
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/// <summary>Wires the in-game calendar into the engine.</summary>
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public static class CalendarEngineExtensions
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{
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/// <summary>
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/// Creates a <see cref="Calendar"/> bound to the context's clock and registers it as a
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/// service. Call once per world. <paramref name="secondsPerDay"/> is the scaled-time length
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/// of one in-game day (must be positive).
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/// </summary>
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public static Calendar UseCalendar(this EngineContext context, float secondsPerDay)
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{
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var calendar = new Calendar(context.Clock, secondsPerDay);
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context.Services.Add(calendar);
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return calendar;
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}
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}
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