docs: add singleton components, commands, and behaviour trees
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USAGE.md
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USAGE.md
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@ -10,12 +10,15 @@ Entity-Component-System with an observable-style API for TypeScript. Built for g
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- [API](#api)
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- [World](#world)
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- [Components](#components)
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- [Singleton Components](#singleton-components)
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- [Queries](#queries)
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- [Observable Queries](#observable-queries)
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- [Change Tracking](#change-tracking)
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- [Relationships](#relationships)
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- [Events](#events)
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- [Serialization](#serialization)
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- [Commands](#commands)
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- [Behaviour Trees](#behaviour-trees)
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- [TypeScript Inference](#typescript-inference)
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## Installation
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@ -132,6 +135,33 @@ Get returns a **live mutable reference** — no defensive copies. Mutations are
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---
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### Singleton Components
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For global state (score, board, config) that doesn't need per-entity tracking. A single internal entity is created lazily and reused for all singleton components.
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```ts
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const Score = defineComponent("score", { points: 0, level: 1 });
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// Add (auto-creates the backing entity on first call)
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world.addSingleton(Score);
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// Get / set / check — no entity argument needed
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world.getSingleton(Score).points += 100;
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world.hasSingleton(Score); // true
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world.setSingleton(Score, { points: 0, level: 2 });
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// Try-get
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const s = world.tryGetSingleton(Score); // Score | undefined
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// Mark dirty for change tracking
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world.markDirtySingleton(Score);
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// Remove (destroys the backing entity if it becomes bare)
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world.removeSingleton(Score);
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```
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---
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### Queries
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Create filters with `query()`. Chain `.without()` to exclude components.
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@ -324,6 +354,128 @@ world2.get(e2, Health); // { current: 75, max: 100 }
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---
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### Commands
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Decouple input from game logic. Define command components, register handlers, spawn command entities from input — the `CommandQueue` drains and dispatches them each frame.
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```ts
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import { CommandQueue } from "ecs-observable/commands";
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const MoveLeft = defineComponent("moveLeft", {});
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const MoveRight = defineComponent("moveRight", {});
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const queue = new CommandQueue(world);
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// Register handlers
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queue.handle(MoveLeft, () => {
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player.x -= 1;
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});
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queue.handle(MoveRight, () => {
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player.x += 1;
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});
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// Input → spawn command entities
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onKey("ArrowLeft", () => {
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const cmd = world.spawn();
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world.add(cmd, MoveLeft);
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});
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// Each frame — drain and dispatch
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queue.execute();
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```
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Command entities are automatically destroyed after processing if they become bare.
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---
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### Behaviour Trees
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Behaviour trees control game flow by composing tasks into a tree. Each node in the tree is an ECS entity with a `Task` component. Parent-child relationships are `ChildOf` edges. This means you can query, observe, and serialize the tree just like any other ECS data.
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`buildTree()` takes a declarative definition and materializes it into entities, returning a fully-wired `TaskRunner`.
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```ts
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import { buildTree, Cancel } from "ecs-observable/bt";
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```
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#### Leaf patterns
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**One-shot** — just return. Implicit success.
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```ts
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{ kind: "leaf", run: () => { doWork(); } }
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```
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**Fail** — throw any error.
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```ts
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{ kind: "leaf", run: () => { throw new Error("bad"); } }
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```
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**Cancel** — throw the `Cancel` symbol.
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```ts
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{ kind: "leaf", run: () => { throw Cancel; } }
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```
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**Ongoing** — generator function. Each `yield` suspends until next tick. The yielded value is the delay in ms (or nothing for next frame). Completion = success.
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```ts
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{ kind: "leaf", *run() {
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while (true) {
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const dt: number = yield; // delta time from runner.tick(dt)
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timer.accumulator += dt;
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if (timer.accumulator >= timer.interval) {
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// ... act ...
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}
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}
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} }
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```
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#### Composite nodes
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```ts
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{ kind: "sequential", children: [a, b, c] } // left-to-right, all must succeed
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{ kind: "selector", children: [a, b, c] } // left-to-right, first success wins
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{ kind: "parallel", children: [a, b, c] } // all at once, all must succeed
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{ kind: "random", children: [a, b, c] } // pick one child each activation
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{ kind: "repeat", child: a } // decorator — re-run child forever
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```
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#### Full example
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```ts
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const runner = buildTree(world, {
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kind: "parallel",
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children: [
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{
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kind: "leaf",
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*run() {
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while (true) {
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const dt: number = yield;
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updatePhysics(dt);
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}
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},
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},
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{
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kind: "repeat",
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child: {
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kind: "sequential",
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children: [
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{ kind: "leaf", run: () => { handleInput(); } },
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{ kind: "leaf", run: () => { render(); } },
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],
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},
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},
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],
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});
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// Kick off
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runner.schedule((runner as any).root);
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// Game loop
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setInterval(() => runner.tick(16), 16);
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```
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---
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## TypeScript Inference
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Components infer their type from the defaults object — no separate type declaration needed.
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