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PCAM-24 Formal Specification v1.0

Status: Stable
Scope: Normative
Audience: Engine programmers, technical designers, system architects

This document defines the Phase-Centric Action Model (PCAM-24) in precise, implementation-independent terms.
All conforming systems MUST adhere to the requirements stated herein.


1. Definitions

1.1 Phase

A phase is a discrete integer representing an action’s position within its lifecycle.

  • Phase ∈ ℤ₍₂₄₎ = {0, 1, …, 23}
  • Phase arithmetic MUST be performed modulo 24
  • Phase values MUST be integer
  • Fractional or continuous phase values are forbidden

1.2 Action

An action is a stateful process representing a unit of interactive intent (e.g., attack, dodge, block).

Each action MUST define: - a current phase value - a phase progression rule - one or more phase windows - explicit transition semantics

Only actions are permitted to own or advance phase.


1.3 Phase Window

A phase window is a named subset of the phase space.

Formally:

Window ⊆ ℤ₍₂₄₎

Phase windows encode gameplay semantics including but not limited to: - damage authority - invulnerability - cancel eligibility - vulnerability or recovery - transition availability

All gameplay-relevant semantics MUST be expressible through phase windows.


2. Phase Authority

2.1 Authoritative Coordinate

Phase is the sole authoritative coordinate for: - action progression - interaction adjudication - cancel and transition eligibility - deterministic resolution across subsystems

Time MUST NOT be used as an authoritative input for gameplay semantics.


2.2 Derived Time

Elapsed time MAY be used for: - rendering - animation sampling - interpolation - audio playback

Derived time MUST NOT influence: - phase progression - phase window membership - interaction outcomes


3. Phase Progression

3.1 Discrete Advancement

Phase MUST advance discretely in integer steps.

Valid advancement:

phase_next = (phase_current + k) mod 24

where k ≥ 0 is an integer.

Fractional advancement is forbidden.


3.2 Determinism

Given identical inputs, phase progression MUST be deterministic.

Phase advancement rules MUST: - be integer-based - avoid floating-point dependence - be invariant across platforms


4. Action Lifecycle Semantics

4.1 Lifecycle Completion

Each action MUST define its behavior upon phase wrap:

  • TERMINATE — action ends and yields control
  • LOOP — action repeats its phase cycle
  • CLAMP — phase is held at a terminal value

Undefined wrap behavior is forbidden.


4.2 Transitions

Actions MAY define transitions to other actions.

Transitions MUST be: - phase-gated - explicitly defined - deterministic

Implicit or time-based transitions are forbidden.


5. Interaction Adjudication

5.1 Window-Based Resolution

All interactions between entities MUST be resolved by evaluating: - the interacting actions - their current phases - their active phase windows

No interaction outcome may depend on: - animation state - frame order - wall-clock time - network arrival order


5.2 Precedence

When multiple phase windows apply, a deterministic precedence rule MUST be defined.

Typical precedence (example): 1. Invulnerability 2. Perfect defense 3. Mitigating defense 4. Hit

The precedence ordering MUST be explicit and stable.


6. Cancellation Semantics

6.1 Cancel Eligibility

Cancels MUST be defined as phase windows.

An action MAY only cancel into another action if: - the current phase lies within a defined cancel window - the target action is explicitly permitted


6.2 Buffered Inputs

Input buffering MAY be supported.

Buffered inputs MUST: - be consumed only when entering a valid phase window - resolve deterministically - not bypass phase restrictions


7. Subsystem Interaction

7.1 Subscription Model

Subsystems (animation, AI, VFX, audio, networking) MUST subscribe to phase.

Subsystems MUST NOT: - infer action stage from time - advance phase independently - override phase authority


7.2 Presentation

Presentation systems MAY derive visuals from phase.

Presentation MUST NOT influence gameplay outcomes.


8. Networking and Replication

8.1 Replicated State

A networked PCAM-24 system MUST replicate: - action identity - phase value - start-captured parameters

Elapsed time MUST NOT be replicated as authoritative state.


8.2 Reconciliation

Phase reconciliation MUST be: - discrete - deterministic - bounded in phase units

Phase snapping is permitted. Phase interpolation for authority is forbidden.


9. Error Handling

9.1 Invalid States

The following are invalid: - fractional phase values - undefined phase windows - time-based adjudication - implicit transitions

Implementations MUST fail fast or correct deterministically.


10. Conformance

An implementation conforms to PCAM-24 if and only if:

  • phase is the sole authoritative coordinate
  • all gameplay semantics are phase-window-based
  • phase progression is discrete and deterministic
  • subsystems subscribe without inference
  • time is strictly derived

11. Versioning

This document defines PCAM-24 v1.0.

Future revisions MUST: - preserve phase authority - remain backward-compatible unless explicitly stated


12. Final Statement

PCAM-24 defines a model in which stage, not time, is the source of truth.

This specification is intentionally minimal. It defines what MUST be true, not how it must be implemented. EOF