the resource ceilings (from AppSettings, tiered).
the def'd-command map. Defaults to a fresh per-run
map; ScriptLogic passes the actor's session map so a def at
one prompt is invocable at the next (the named-scripts surface).
Pump the evaluator to completion and return its result. Convenience
over startCoroutine for the non-suspending case (a script
with no wait / every / when / engaged-step) — it awaits the
coroutine's settlement. A suspending script driven this way only
settles once the game clock advances, so suspend-bearing callers use
startCoroutine + advance the clock instead.
Evaluate an argument to a value. Public so P3 builtins (set name (expr)) and tests can evaluate args directly. A {block} arg
becomes an inert Block capturing the current scope.
Invoke a block: run its body in a fresh child of its captured scope
(the closure), yielding its last statement's value. May suspend (P5)
since the body can contain wait. Public — the keystone primitive
P3 control-flow builtins drive.
Start a Coroutine over this script and begin pumping it. The
coroutine handles every effect — dispatch (with the await-engaged
pacing rule), slice (preemption), and suspend (game-clock wait /
every / when) — and may detach (run on in the background across
scheduler frames) without blocking the caller. The handle exposes
whenFirstYield() (resolves on the first suspend or on completion —
the detachment point) and whenSettled() (resolves when the run
finishes or is cancelled), plus cancel().
the actor this run executes as.