---
title: "Table-service floor: API"
package: "@phaser-ae/walk-serve"
tier: Pro
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-20
description: "Restaurant time-management rules, where you seat each waiting party and send a walking server through orders, tickets, food, checks, clearing and bussing, with combos for repeated tasks."
url: https://phaser.io/packs/walk-serve/api
site: Phaser - https://phaser.io
---

# Table-service floor: API

`@phaser-ae/walk-serve` — Seat parties, and a server who walks a floor plan through orders, tickets, food, checks, clearing and bussing, with combos, as in Diner Dash.

## The pack

### `walkServe`

```ts
function walkServe(): Pack<{ walkServe: WalkServeApi }>
```

The `walk-serve` pack: `game.walkServe`, Diner Dash's rules. No options.

## Helpers

### `createDiner`

```ts
function createDiner(options: DinerOptions = {}): Diner
```

Open a diner. Throws, with every fault, on options `validateDiner` refuses.

### `createDinerAutopilot`

```ts
function createDinerAutopilot(diner: Diner): DinerAutopilot
```

The diner's autopilot.

### `dinerFloor`

```ts
const dinerFloor: string[]
```

The built-in floor: `#` wall, `.` floor, a digit a table with that many seats, `K` the kitchen window, `B` the bus tub,
`P` the podium where the queue waits, `S` where the server starts.

### `readFloor`

```ts
function readFloor(plan: string[]): DinerFloor | string
```

Read a floor plan.

### `validateDiner`

```ts
function validateDiner(options: DinerOptions = {}): string[]
```

Check a diner's options. Empty when it can be played.

## Types

### `Diner`

```ts
interface Diner
```

A diner.

- `readonly state: DinerState` — The live server, task list, kitchen queue and combo; read it freely, but change it only through the methods.
- `readonly service: Service` — The guests' shift (the `customers` pack): parties, patience and money.
- `readonly floor: DinerFloor` — The parsed floor plan.
- `readonly options: Readonly<{ hands: number; tasks: number; speed: number }>` — The settings in force: hands carried, longest task list, and walking speed in cells a second.
- `seat(party: string, table: string): Refusal` — Seat a waiting party at a table, at once.
- `queue(task: Task): Refusal` — Add a task to the end of the server's list.
- `partyAt(table: string): ServiceState['parties'][number] | undefined` — The party at a table.
- `step(dt: number): void` — Advances the diner and the shift by `dt` seconds in fixed 1/60 s ticks, counting at most 0.25 s per call; does nothing once the shift is over. Throws if `dt` is negative or not a number.
- `drain(): DinerEvent[]` — Returns and clears the events since the last drain; only the latest 512 are kept.
- `snapshot(): DinerSave` — Saves the whole diner and its shift as plain JSON (a deep copy).
- `restore(save: DinerSave): void` — Loads a save made by `snapshot`, replacing the diner and shift and discarding undrained events.

### `DinerAutopilot`

```ts
interface DinerAutopilot
```

A player that runs a diner.

- `act(): Task | null` — Seat parties and, when the server's list is empty, give it the next task.

### `DinerEvent`

```ts
type DinerEvent = { kind: 'arrived'; task: Task['kind'] } | { kind: 'skip'; task: Task['kind']; why: string } | { kind: 'combo'; count: number; bonus: number } | { kind: 'cooked'; party: string } | ServiceEvent
```

Something that happened in the diner, or with the guests.

### `DinerFloor`

```ts
interface DinerFloor
```

The floor's fixed parts.

- `cols: number` — Width of the plan in cells.
- `rows: number` — Height of the plan in cells.
- `tables: { id: string; col: number; row: number; seats: number }[]` — The tables in reading order (top to bottom, left to right): id (`t1`, `t2`...), cell and seat count.
- `kitchen: { col: number; row: number }` — Cell of the kitchen window (`K`).
- `bus: { col: number; row: number }` — Cell of the bus tub (`B`).
- `podium: { col: number; row: number }` — Cell of the podium (`P`) where the queue waits.
- `walls: { col: number; row: number }[]` — Cells that are wall (`#`).

### `DinerOptions`

```ts
interface DinerOptions
```

A diner's options.

- `seed?: number` — Default 1.
- `floor?: string[]` — The floor plan. Default `dinerFloor`.
- `speed?: number` — Cells a second the server walks; seconds a task takes once there. Default 4 and 0.35.
- `act?: number` — Seconds a task takes once the server is at it. Default 0.35.
- `cook?: number` — Seconds a ticket cooks, and more for each item on it. Default 3 and 0.8.
- `perItem?: number` — Extra seconds a ticket cooks for each item on it. Default 0.8.
- `hands?: number` — Hands. Default 2.
- `tasks?: number` — The most tasks waiting. Default 8.
- `combo?: number` — Bonus for each task in a combo of the same task. Default 5.
- `service?: Omit<ServiceOptions, 'places' | 'flow' | 'seed'>` — The guests' shift (kinds, menu, arrivals, duration, goal...): the places are the floor's tables.

### `DinerSave`

```ts
interface DinerSave
```

A diner saved as plain JSON.

- `diner: DinerState` — The server, tasks, kitchen queue and combo.
- `service: ServiceSave` — The guests' shift, as saved by the `customers` pack.
- `carry: number` — Seconds of `step` time not yet spent, under one 1/60 s tick.

### `DinerState`

```ts
interface DinerState
```

Where the diner stands.

- `server: Server` — The server's position, route, current task and load.
- `tasks: Task[]` — Tasks waiting, in order, not counting the one in progress; at most `options.tasks`.
- `cooking: { party: string; items: string[]; t: number; time: number }[]` — Tickets cooking, and food cooked waiting at the window.
- `ready: { party: string; items: string[] }[]` — Food cooked and waiting at the kitchen window for a `pickup` task.
- `combo: { kind: Task['kind'] | null; count: number }` — The combo running: its task, length and the bonus so far.
- `bonus: number` — Combo points earned so far; kept apart from the shift's money.

### `Hand`

```ts
type Hand = { kind: 'food'; party: string; items: string[] } | { kind: 'dishes'; table: string }
```

What the server carries in a hand: a table's food, or its dirty dishes.

### `Server`

```ts
interface Server
```

The server.

- `x: number` — Horizontal position in floor cells, fractional; a cell's centre is its column plus 0.5.
- `y: number` — Vertical position in floor cells, fractional; a cell's centre is its row plus 0.5.
- `path: { x: number; y: number }[]` — Waypoints still to walk to, in floor cells, nearest first; empty when not walking.
- `task: Task | null` — The task being walked to or done, or null when idle.
- `busy: number` — Seconds left on the task being done, once the server has reached it; 0 while walking.
- `hands: Hand[]` — What is being carried, at most `options.hands` items.
- `tickets: string[]` — Ids of the parties whose orders have been taken but not yet dropped at the kitchen.

### `Task`

```ts
type Task = | { kind: 'order'; table: string } | { kind: 'drop' } | { kind: 'pickup'; party: string } | { kind: 'deliver'; table: string } | { kind: 'check'; table: string } | { kind: 'clear'; table: string } | { kind: 'bus' }
```

Something to do. Tables are by id (`t1`, `t2`... in reading order).

### `WalkServeApi`

```ts
interface WalkServeApi
```

What the `walk-serve` pack adds to a game: `game.walkServe`.

- `create: typeof createDiner` — Open a diner.
- `validate: typeof validateDiner` — Check a diner's options.
- `floor: typeof dinerFloor` — The built-in floor plan.
- `autopilot: typeof createDinerAutopilot` — A player for an attract mode or a test.

---

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