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Model match-clock actions: Pause/Unpause Match Time, Set Match Time, Set Slow Motion #120
After #118, Bastion on the committed docs/scenario-examples/valid/bastion.json runs 63 ticks and stops:
not_modeled — action pauseMatchTime, tick 63, rule 187 [Bastion] Freeze match time, no event player, action 8.
The same rule continues with Set Slow Motion, Unpause Match Time, Set Match Time.
Scope
Model the match-clock actions as one family:
Pause Match Time, Unpause Match Time, Set Match Time, Set Slow Motion, and the readers they change (Match Time Remaining/Total Time Elapsed/Is Game In Progress style values, whichever the catalog defines).
Clock state is part of the world: a paused clock stops advancing Total Time Elapsed / match time; slow motion scales the speed factor. Writes appear in the trace changes.
Do not guess scheduler consequences. If slow motion changes how Wait durations map to ticks and no capture measures it, record the factor and keep Wait timing unchanged only if a finding in docs/findings.md says so; otherwise a Wait while a non-100 slow-motion factor is active ends not_modeled naming the construct.
Anything unanswerable stays not_modeled; no hidden defaults.
Acceptance
Bastion advances past rule 187; the next stop (or completion) is recorded in the PR body from a real rerun.
Trace changes show pause/unpause, match-time set and slow-motion factor.
Tests for each action, each reader, and the Wait-under-slow-motion stop.
Activity