MAJOR: Removed old scenario builder and moved scenario loader into packages/scenario

This commit is contained in:
2026-07-09 13:09:05 +05:30
parent 907c3b8ed7
commit be076d81e5
34 changed files with 35 additions and 3943 deletions

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export * from "./schema.js";
export * from "./loader.js";

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import { WorldState, Entity, SQLiteRepository, AttributeVisibility } from "@omnia/core";
import { Location } from "@omnia/spatial";
import { BufferRepository } from "@omnia/memory";
import { ScenarioSchema, Scenario } from "./schema.js";
export class ScenarioLoader {
constructor(
private coreRepo: SQLiteRepository,
private bufferRepo: BufferRepository,
) {}
/**
* Instantiates a live world from a static JSON scenario template.
* Creates a new world instance in the database using a generated unique World ID.
*
* @param scenarioJson The raw JSON scenario template contents.
* @param targetWorldId The unique ID for the running instance to create (e.g. UUID).
* Allows launching multiple active runs from one scenario.
*/
async initializeWorld(scenarioJson: unknown, targetWorldId: string): Promise<string> {
// 1. Validate scenario template schema
const scenario: Scenario = ScenarioSchema.parse(scenarioJson);
// 2. Instantiate running WorldState using the target instance ID
const world = new WorldState(targetWorldId, new Date(scenario.startTime));
// Seed world-level attributes as system-only (private, empty ACL)
world.addAttribute("name", scenario.name, AttributeVisibility.PRIVATE, new Set());
world.addAttribute("description", scenario.description, AttributeVisibility.PRIVATE, new Set());
if (scenario.world?.attributes) {
for (const attr of scenario.world.attributes) {
const vis = attr.visibility === "PUBLIC" ? AttributeVisibility.PUBLIC : AttributeVisibility.PRIVATE;
world.addAttribute(
attr.name,
attr.value,
vis,
attr.allowedEntities ? new Set(attr.allowedEntities) : null,
);
}
}
// 3. Save World State core row
this.coreRepo.saveWorldState(world);
// 4. Instantiate and Persist Locations
if (scenario.locations) {
for (const locData of scenario.locations) {
const location = new Location(locData.id, locData.parentId ?? null);
if (locData.attributes) {
for (const attr of locData.attributes) {
const vis = attr.visibility === "PUBLIC" ? AttributeVisibility.PUBLIC : AttributeVisibility.PRIVATE;
location.addAttribute(
attr.name,
attr.value,
vis,
attr.allowedEntities ? new Set(attr.allowedEntities) : null,
);
}
}
if (locData.connections) {
location.connections = locData.connections.map((c) => ({
targetId: c.targetId,
portalName: c.portalName,
portalStateDescriptor: c.portalStateDescriptor,
visionProp: c.visionProp,
soundProp: c.soundProp,
bidirectional: c.bidirectional,
}));
}
// Save location record linked to the world instance
world.addLocation(location);
this.coreRepo.saveLocation(location, world.id);
}
}
// 5. Instantiate and Persist Entities (with Aliases & Memory Buffers)
if (scenario.entities) {
for (const entData of scenario.entities) {
const entity = new Entity(entData.id, entData.locationId ?? null);
// Load attributes
if (entData.attributes) {
for (const attr of entData.attributes) {
const vis = attr.visibility === "PUBLIC" ? AttributeVisibility.PUBLIC : AttributeVisibility.PRIVATE;
entity.addAttribute(
attr.name,
attr.value,
vis,
attr.allowedEntities ? new Set(attr.allowedEntities) : null,
);
}
}
// Load aliases
if (entData.aliases) {
for (const [targetId, alias] of Object.entries(entData.aliases)) {
entity.aliases.set(targetId, alias);
}
}
// Save entity record linked to the world instance
world.addEntity(entity);
this.coreRepo.saveEntity(entity, world.id);
// Seed initial memory buffer history
if (entData.initialMemories) {
for (const mem of entData.initialMemories) {
this.bufferRepo.save({
id: mem.id,
ownerId: entData.id,
timestamp: mem.timestamp,
locationId: mem.locationId,
intent: mem.intent,
outcome: mem.outcome,
});
}
}
}
}
return world.id;
}
}

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import { z } from "zod";
export const AttributeVisibilitySchema = z.enum(["PUBLIC", "PRIVATE"]);
export const ScenarioAttributeSchema = z.object({
name: z.string(),
value: z.string(),
visibility: AttributeVisibilitySchema,
allowedEntities: z.array(z.string()).optional(),
});
export const ScenarioPortalConnectionSchema = z.object({
targetId: z.string(),
portalName: z.string().optional(),
portalStateDescriptor: z.string().optional(),
visionProp: z.number().min(0).max(10),
soundProp: z.number().min(0).max(10),
bidirectional: z.boolean(),
});
export const ScenarioLocationSchema = z.object({
id: z.string(),
parentId: z.string().nullable().optional(),
attributes: z.array(ScenarioAttributeSchema).optional(),
connections: z.array(ScenarioPortalConnectionSchema).optional(),
});
export const ScenarioMemoryEntrySchema = z.object({
id: z.string(),
timestamp: z.string(), // ISO string
locationId: z.string().nullable(),
intent: z.object({
type: z.enum(["dialogue", "action", "monologue"]),
originalText: z.string(),
description: z.string(),
actorId: z.string(),
targetIds: z.array(z.string()),
}),
outcome: z.object({
isValid: z.boolean(),
reason: z.string(),
}).optional(),
});
export const ScenarioEntitySchema = z.object({
id: z.string(),
locationId: z.string().nullable().optional(),
attributes: z.array(ScenarioAttributeSchema).optional(),
aliases: z.record(z.string(), z.string()).optional(), // targetId -> subjective descriptor
initialMemories: z.array(ScenarioMemoryEntrySchema).optional(),
});
export const ScenarioSchema = z.object({
id: z.string(), // Template identifier
name: z.string(),
description: z.string(),
startTime: z.string(), // ISO string
world: z.object({
attributes: z.array(ScenarioAttributeSchema).optional(),
}).optional(),
locations: z.array(ScenarioLocationSchema).optional(),
entities: z.array(ScenarioEntitySchema).optional(),
});
export type Scenario = z.infer<typeof ScenarioSchema>;