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kiln/kiln-core/src/game.rs
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use crate::action::{apply_push, apply_shift, apply_teleport, Action, BoardAction, Consequence, SendArg};
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use crate::board::Board;
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use crate::log::LogLine;
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use crate::script::ScriptHost;
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use crate::utils::{Direction, ObjectId};
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use crate::world::World;
use std::cell::{Ref, RefMut};
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use std::collections::{BTreeSet, HashSet, VecDeque};
use std::hash::Hash;
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use std::time::Duration;
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/// A single `send` to an object, with an arg.
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///
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/// Most things (bump, etc) are only triggered by player actions now.
/// However, sends still might trigger other sends! So we need to keep a
/// list of sends that we trigger in the process of resolving a list of
/// actions. When we resolve these sends, we'll keep a list of things we've
/// resolved, so we refuse to do the same send twice in a tick: this prevents
/// us from accidentally doing an infinite recursion.
#[derive(Clone, Debug)]
struct SendAction(ObjectId, String, SendArg);
impl Hash for SendAction {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.0.hash(state);
self.1.hash(state);
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}
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}
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impl PartialEq for SendAction {
fn eq(&self, other: &Self) -> bool {
self.1 == other.1 && self.0 == other.0
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}
}
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impl Eq for SendAction {}
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/// How long a `say()` speech bubble stays on screen, in seconds.
pub const SAY_DURATION: f64 = 3.0;
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// Re-export ScrollLine so kiln-tui can pattern-match scroll content without
// accessing the private `action` module directly.
pub use crate::action::ScrollLine;
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use crate::player::{Player, PlayerRef};
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use crate::portal::Portal;
use crate::tile::{EnterResponse, LocatedObject, Tile};
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/// An active scroll overlay opened by a scripted object via `scroll()`.
///
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/// While a `Scroll` is present on [`GameState`], the front-end should display
/// the overlay and pause ticks. When the player selects a choice (or dismisses),
/// the front-end sets [`choice`](Scroll::choice); [`GameState::tick`] calls
/// [`GameState::handle_scroll`] at the start of each tick to dispatch and clear it.
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pub struct Scroll {
/// The object whose `scroll()` call opened this overlay.
pub source: ObjectId,
/// The lines of content to display.
pub lines: Vec<ScrollLine>,
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/// The choice key the player selected, or `None` if dismissed without a choice.
/// Set by the front-end; consumed by [`GameState::handle_scroll`].
pub choice: Option<String>,
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}
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/// An active speech bubble emitted by a scripted object via `say()`.
pub struct SpeechBubble {
/// The object whose `say()` call created this bubble.
pub object_id: ObjectId,
/// The text to display.
pub text: String,
/// Seconds remaining before the bubble disappears.
pub remaining: f64,
}
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/// Holds the active game world and provides game-logic operations.
///
/// `GameState` is the boundary between the engine (rendering, input) and the
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/// game data. It owns a [`World`] (all boards + world scripts) and tracks which
/// board is currently active. Front-ends reach the active board through
/// [`board`](GameState::board) / [`board_mut`](GameState::board_mut). Scripts
/// read the board and queue mutations via commands applied by `resolve` after
/// each script batch.
pub struct GameState {
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/// All boards and world-level scripts.
world: World,
/// Key of the currently active board in [`world.boards`](World::boards).
current_board_name: String,
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/// The in-game message log, oldest first (newest pushed at the end).
pub log: Vec<LogLine>,
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/// The Rhai scripting runtime for the active board's objects.
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scripts: ScriptHost,
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/// Active speech bubbles from `say()` calls, displayed by the front-end over the board.
pub speech_bubbles: Vec<SpeechBubble>,
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/// An active scroll overlay opened by `scroll()`. `Some` while the overlay is
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/// visible; the front-end pauses ticks and sets [`Scroll::choice`] before resuming.
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pub active_scroll: Option<Scroll>,
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/// Remaining seconds for the board-entry transition animation, set to `1.0`
/// by [`enter_board`](GameState::enter_board). Front-ends tick this down and
/// may block input or show a visual effect while it is `Some(t)` where `t > 0`.
pub board_transition: Option<f64>,
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/// The game-global player state (health, gems, keys) — see [`Player`]. Not
/// per-board: it persists across board transitions, unlike the per-board
/// position in [`Board::player`](crate::board::Board::player). Scripts mutate
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/// it via `alter_gems`/`alter_health`/`set_key` and read a snapshot of it.
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pub player: PlayerRef,
}
impl GameState {
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/// Creates a [`GameState`] from a loaded [`World`], starting on `world.start`.
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///
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/// The starting board's objects are compiled and registered with the
/// [`ScriptHost`] using `world.scripts`. No lifecycle hooks are run here;
/// call [`run_init`](GameState::run_init) once the game is ready to start.
/// Compile errors are surfaced into the log immediately.
pub fn from_world(world: World) -> Self {
let name = world.start.clone();
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let player = Player::new_ref();
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let host = ScriptHost::new(
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world
.boards
.get(&name)
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.expect("world::load guarantees start board exists").clone(),
player.clone(),
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&world.scripts,
);
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let mut state = Self {
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world,
current_board_name: name,
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log: Vec::new(),
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scripts: host,
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speech_bubbles: Vec::new(),
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active_scroll: None,
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board_transition: None,
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player
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};
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state.drain_log();
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state
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}
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/// Creates a `GameState` from a single [`Board`] with no scripts.
///
/// Test-only convenience. Use [`from_world`](GameState::from_world) in production.
#[cfg(test)]
pub fn new(board: Board) -> Self {
Self::with_scripts(board, std::collections::HashMap::new())
}
/// Creates a `GameState` from a single [`Board`] and an explicit script pool.
///
/// Test-only convenience. Use [`from_world`](GameState::from_world) in production.
#[cfg(test)]
pub fn with_scripts(board: Board, scripts: std::collections::HashMap<String, String>) -> Self {
// Wrap the bare board in Rc<RefCell<Board>> to match World::boards storage.
let board_ref = std::rc::Rc::new(std::cell::RefCell::new(board));
let world = World {
name: String::new(),
start: "board".to_string(),
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torch: crate::fov::SIGHT_RADIUS as u32,
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scripts,
boards: std::collections::HashMap::from([("board".to_string(), board_ref)]),
};
Self::from_world(world)
}
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/// Borrows the active board for reading (e.g. by a front-end renderer).
pub fn board(&self) -> Ref<'_, Board> {
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self.world.boards[&self.current_board_name].borrow()
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}
/// Borrows the active board for mutation.
pub fn board_mut(&self) -> RefMut<'_, Board> {
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self.world.boards[&self.current_board_name].borrow_mut()
}
/// The name (key) of the currently active board within the world.
pub fn current_board_name(&self) -> &str {
&self.current_board_name
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}
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/// The player's torch radius (world-wide config; see [`World::torch`]),
/// passed to [`Board::lighting`] when rendering a dark board.
pub fn torch(&self) -> u32 {
self.world.torch
}
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/// Returns a clone of the `Rc` for the active board.
///
/// Lets a front-end hold a reference to the current board across a board
/// transition — the old board stays alive in `world.boards`, so the clone
/// keeps it reachable even after `current_board_name` changes.
pub fn board_rc(&self) -> std::rc::Rc<std::cell::RefCell<Board>> {
self.world.boards[&self.current_board_name].clone()
}
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/// Appends a styled message to the log.
pub fn log(&mut self, line: LogLine) {
self.log.push(line);
}
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/// Runs the `init()` hook of every scripted object, pumps their queues, and
/// resolves the resulting actions. Call once, after the whole map is loaded and
/// the game is about to start — never during map deserialization, since a script
/// may inspect the board.
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pub fn run_init(&mut self) {
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// Run each object's init hook in ascending id order, applying its actions
// immediately so a later object's init sees what an earlier one did.
let ids = self.board().all_ids();
for id in ids {
let actions = self.scripts.run_init_on(id);
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self.apply_actions(actions);
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}
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}
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/// Advances real-time game state by `dt` (the elapsed time since the last tick).
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/// Called once per frame by the front-end's game loop. First processes any active
/// scroll (dispatching the player's choice if set), then drives object tick hooks
/// and resolves queued actions.
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pub fn tick(&mut self, dt: Duration) {
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// Process any pending scroll choice before running scripts; ticks are
// suppressed by the front-end while a scroll overlay is visible, so
// this runs exactly once per player interaction with a scroll.
self.handle_scroll();
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let secs = dt.as_secs_f64();
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// Expire speech bubbles once per frame, before applying new actions so a
// fresh say() this frame isn't immediately culled.
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self.speech_bubbles.retain_mut(|b| {
b.remaining -= secs;
b.remaining > 0.0
});
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// Run each object's tick in ascending id order, applying its drained
// actions immediately so the next object sees the updated board.
let ids = self.board().all_ids();
for id in ids {
let actions = self.scripts.run_tick_on(id, secs);
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self.apply_actions(actions);
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}
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}
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/// Drains the log lines collected by the script host — script `log()` output
/// plus engine/runtime errors — into the game log.
fn drain_log(&mut self) {
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// TODO: errors are only logged for now. This is the place to halt execution /
// set an error state when a script faults.
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let lines = self.scripts.take_logs();
self.log.extend(lines);
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}
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/// Applies one object's drained `actions` to the board
fn apply_actions(&mut self, actions: Vec<BoardAction>) {
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// Application-time errors (teleport/push/shift failures) go straight onto
// the shared LogSink — the same immediate channel as script `log()` output,
// so everything lands in the log in one emission order and is flushed by
// `drain_log`. A cheap Rc clone lets us push while the board borrow (which
// also borrows `self`) is held.
let log_sink = self.scripts.log_sink().clone();
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for ba in actions {
match ba.action {
Action::Move(dir) => {
step_object(&mut self.board_mut(), ba.source, dir);
}
Action::SetTile(tile) => {
if let Some(scr) = self.board_mut().scripting_mut(ba.source) {
scr.glyph.tile = tile;
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}
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}
Action::SetLight(radius) => {
if let Some(obj) = self.board_mut().scripting_mut(ba.source) {
obj.optics.glow = radius;
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}
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}
Action::SetTag {
target,
tag,
present,
} => {
if let Some(obj) = self.board_mut().scripting_mut(target) {
if present {
obj.tags.insert(tag);
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} else {
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obj.tags.remove(&tag);
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}
}
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}
// Replace any existing bubble from this object so repeated say() calls
// don't stack visually — the new text resets the timer.
Action::Say(text, duration) => {
// One bubble per object: replace the existing one if present.
self.speech_bubbles
.retain(|b| b.object_id != ba.source);
self.speech_bubbles.push(
SpeechBubble {
object_id: ba.source,
text,
remaining: duration,
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}
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);
},
// Delays are consumed by ScriptHost::drain and never reach the board queue.
Action::Delay(_) => {}
Action::SetColor { fg, bg } => {
if let Some(obj) = self.board_mut().scripting_mut(ba.source) {
if let Some(c) = fg {
obj.glyph.fg = c;
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}
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if let Some(c) = bg {
obj.glyph.bg = c;
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}
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}
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}
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Action::Send { target, fn_name, arg} => {
self.scripts.run_send(target, &fn_name, arg);
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}
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Action::Scroll(lines) => {
self.active_scroll.replace(Scroll {
source: ba.source,
lines,
choice: None,
});
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}
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Action::Teleport { target, x, y } => {
apply_teleport(&mut self.board_mut(), target, x, y).unwrap_or_else(|e| log_sink.error(e))
}
Action::Push { x, y, dir } => {
apply_push(&mut self.board_mut(), x, y, dir).unwrap_or_else(|e| log_sink.error(e))
}
Action::Shift(cells) => {
apply_shift(&mut self.board_mut(), &cells).unwrap_or_else(|e| log_sink.error(e))
}
Action::AddGems(n) => {
self.player.borrow_mut().alter_gems(n);
},
Action::AlterHealth(dh) => {
self.player.borrow_mut().alter_health(dh)
},
Action::SetKey(color, present) => {
if !self.player.borrow_mut().keys.set_by_name(&color, present) {
log_sink.error(format!("set_key: unknown color {color:?}"));
}
},
Action::Die => {
self.board_mut().remove_object(ba.source);
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}
}
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}
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self.drain_log();
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}
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/// Consumes the active scroll, dispatching the player's choice (if any) back
/// to the source object via `send`.
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///
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/// Called automatically by [`tick`](GameState::tick) as its first step. The
/// front-end sets [`Scroll::choice`] before resuming ticks; if no choice was
/// made (player dismissed), `choice` stays `None` and the scroll is cleared
/// without dispatching.
pub fn handle_scroll(&mut self) {
if let Some(scroll) = self.active_scroll.take()
&& let Some(choice) = scroll.choice
{
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// Dispatch the choice back to the source object and apply whatever it
// queues (plus any bump/send cascade), the same as a tick.
let actions = self.scripts.run_send(scroll.source, &choice, SendArg::None);
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}
}
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/// Switches the active board, placing the player at the named arrival portal,
/// rebuilding the script host, and running `init()` hooks on the new board's objects.
///
/// Called automatically by [`try_move`](GameState::try_move) when the player
/// steps onto a portal. Front-ends may check [`board_transition`](GameState::board_transition)
/// to play a visual effect during the switch.
pub fn enter_board(&mut self, target_map: &str, target_entry: &str) {
if !self.world.boards.contains_key(target_map) {
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self.log.push(LogLine::error(format!(
"portal target board {target_map:?} not found"
)));
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return;
}
// Find the named arrival portal on the target board (borrow then release).
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let arrival = self.world.boards[target_map]
.borrow()
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.named_portal(target_entry).map(Portal::location);
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let (ax, ay) = match arrival {
Some(pos) => pos,
None => {
self.log.push(LogLine::error(format!(
"portal entry {target_entry:?} not found on board {target_map:?}"
)));
return;
}
};
// Clear per-board transient state.
self.speech_bubbles.clear();
self.active_scroll = None;
// Switch to the new board and place the player at the arrival portal.
self.current_board_name = target_map.to_string();
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self.board_mut().get_mut(ax, ay).replace(Tile::Player);
self.board_mut().clear_all_queues();
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// Rebuild the script host for the new board's objects.
self.scripts = ScriptHost::new(
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self.world.boards[&self.current_board_name].clone(),
self.player.clone(),
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&self.world.scripts,
);
// Stub hook for the front-end transition animation (1 second).
self.board_transition = Some(1.0);
// Run init hooks and resolve their queued actions.
self.run_init();
}
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/// Attempts to move the player one cell in `dir`.
///
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/// The move is ignored if the target cell is out of bounds, or it is neither
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/// passable nor a pushable solid that can be shoved aside. No-ops silently (the
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/// caller does not need to check). If a solid object lies in the path — directly
/// or at the end of a chain of crates the player is shoving — its `bump` hook
/// fires with the direction the bump came from (whether or not the player moves).
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pub fn try_move(&mut self, dir: Direction) {
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let (dx, dy): (i64, i64) = dir.into();
let player_loc = self.board().player_pos();
let target = (player_loc.0 as i64 + dx, player_loc.1 as i64 + dy);
if !self.board().in_bounds(target) {
return;
}
let (nx, ny) = (target.0 as usize, target.1 as usize);
// We need to be able to call hooks on objects, so we can't hold a mut reference to the
// board going into this match
let obj_data = {
if let Some(Tile::Object(b)) = self.board_mut().get(nx, ny) && let def = b.as_ref() {
Some((def.scripting.id, def.enter_response))
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} else {
None
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}
};
if let Some((id, enter_response)) = obj_data {
let actions = match enter_response {
EnterResponse::Block => {
// Call the bump hook
self.scripts.run_bump(id, dir.opposite())
}
EnterResponse::Grab => {
// Call the hook to get the actions and then stamp the player on top
let a = self.scripts.run_grab(id);
{
let mut board = self.board_mut();
board.get_mut(player_loc.0, player_loc.1).take();
board.get_mut(nx, ny).replace(Tile::Player);
}
a
}
EnterResponse::Push(pushable) => {
// First, can we push?
if self.board().can_push(nx, ny, dir) {
// The player is pushable, so, this amounts to the same thing and saves a
// couple replace()s
self.board_mut().push(player_loc.0, player_loc.1, dir);
vec![] // There's no push hook, just pushing doesn't call scripts
} else {
// This is actually not pushable in this way, so we're gonna bump instead:
self.scripts.run_bump(id, dir.opposite())
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}
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}
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EnterResponse::Hook => {
vec![] // TODO this hook needs to exist and work. It's documented in tile.rb. Has implications for push as well
// plan: get rid of can_push in board. Make a board::pushes_into_hook or something, find the hook-enter
// object at the end of this chain. Trying to push calls that, if there's no hook object then it pushes, if
// that returns false then it bumps. If there is a hook object, call the hook, run the actions. If it _leaves
// the cell empty,_ then call push. Otherwise bump.
// Maybe have a pushresult enum or something that board::push returns, "hook(id, bumpid)" or "bump(id)" or "moved".
// If the situation is: `@b++h` then moving to the east, the bumpid would be b (the thing you actually touched),
// hook id would be h (the thing with the hook enterresponse). Board can identify object chains but not actually
// call hooks.
}
EnterResponse::Swap => {
let mut board = self.board_mut();
// Swap the two
let tgt = board.get_mut(nx, ny).replace(Tile::Player);
*board.get_mut(player_loc.0, player_loc.1) = tgt;
vec![]
}
EnterResponse::Squish => {
let mut board = self.board_mut();
// Stamp over it, squishing it
board.get_mut(player_loc.0, player_loc.1).take();
board.get_mut(nx, ny).replace(Tile::Player);
vec![]
}
};
self.apply_actions(actions);
} else {
// There's not an object there, we can just move the player
let mut board = self.board_mut();
board.get_mut(player_loc.0, player_loc.1).take();
board.get_mut(nx, ny).replace(Tile::Player);
}
// Check if we actually moved
let new_loc = self.board().player_pos();
if new_loc != player_loc {
// Portals take priority: if we're on a portal it doesn't matter what else we entered:
let portal_info = {
if let Some(Portal { target_board, target_name, ..}) = self.board().portal_at(new_loc.0, new_loc.1) {
Some((target_board.clone(), target_name.clone()))
} else { None }
};
if let Some((target_board, target_name)) = portal_info {
self.enter_board(&target_board, &target_name)
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} else {
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// We're still on the board, so see if we stepped on any sensors:
let sensor_ids = self.board().sensor_ids_at(new_loc.0, new_loc.1);
for id in sensor_ids {
let actions = self.scripts.run_enter(id, dir.opposite());
self.apply_actions(actions)
}
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}
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}
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self.drain_log();
}
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}
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/// What a [`step_object`] call produced, for the caller to resolve after the board
/// borrow drops.
struct StepOutcome {
/// The solid object the move pressed into (directly or at a crate-chain's end),
/// which receives a `bump`.
bumped: Option<ObjectId>,
/// Non-solid objects a solid landed on this move — the mover itself (only if it
/// is solid) and every crate it shoved — each of which receives an `enter`.
entered: Vec<ObjectId>,
}
/// Moves object `id` one cell in `dir` on `board`, reporting the `bump`/`enter`
/// reactions for the caller to resolve after the board borrow drops.
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///
/// The move itself proceeds only if the target is in bounds and either passable or a
/// pushable solid the object can shove out of the way (see [`Board::can_push`]). The
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/// bump is recorded for the solid object the move presses into — directly, or at the
/// end of a chain of crates being shoved (see [`Board::bump_target`]) — whether it
/// gets pushed aside or blocks the move. Walls and crates carry no script, so only
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/// solid objects yield a bump. An `enter` is recorded for every non-solid object a
/// solid lands on: the mover's destination cell (only when the mover is itself solid)
/// and each cell a pushed crate moved into (crates are always solid entrants).
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fn step_object(board: &mut Board, id: ObjectId, dir: Direction) {
// TODO when an object pushes the player, it should still trigger actions on
// what the player is pushed into. But, for right now, just call board::push
let (loc, solid) = if let Some(obj) = board.get_hookable(id) {
(obj.location(), obj.solid())
} else { return };
if solid {
// This is a real object on the board, try and push it
board.push(loc.0, loc.1, dir);
} else {
// This is a sensor, we can just teleport it
board.move_sensor(id, dir);
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}
}
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#[cfg(test)]
mod tests {
use super::GameState;
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use crate::Direction;
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use crate::board::tests::{
builtin_at, crate_at, gem_at, is_builtin, open_board, sensor_at, wall_at,
};
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use std::collections::HashMap;
use std::time::Duration;
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#[test]
fn walking_onto_a_gem_grabs_it() {
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// A gem builtin object at (1,0), running scripts/gem.rhai. Its
// EnterResponse::Grab means the player's step fires grab() rather than being
// blocked. The player starts at (0,0).
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let mut board = open_board(3, 1, (0, 0));
gem_at(&mut board, 1, 0);
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let mut game = GameState::new(board);
game.run_init();
game.try_move(Direction::East);
// The gem was grabbed: gem count up, gem object gone, player on its cell.
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assert_eq!(game.player.borrow().gems, 1);
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assert!(game.board().all_ids().is_empty());
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assert_eq!(game.board().player_pos(), (1, 0));
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}
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/// Builds a `GameState` with a script-only sensor at (0,0) running `src`, a crate
/// at (2,0), and the player parked against the right-hand edge.
///
/// The script host is a [`Sensor`](crate::tile::Sensor) rather than an object:
/// every grid object is solid now, so a scripted thing that must not interfere
/// with movement has to live off-grid.
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fn game_with_object_script(board_w: usize, src: &str) -> GameState {
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let mut board = open_board(board_w, 1, (board_w - 1, 0));
sensor_at(&mut board, 0, 0, "s");
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crate_at(&mut board, 2, 0);
let scripts = HashMap::from([("s".to_string(), src.to_string())]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
game
}
#[test]
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fn script_shift_rotates_crates() {
// Rotate the crate at (2,0) with the empty cell at (3,0) in a two-cell cycle:
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// crate moves to (3,0), empty moves back to (2,0). No queue guard is needed —
// the host only calls `tick` when the object's queue has drained.
let mut game = game_with_object_script(5, "fn tick(me, dt) { shift([[2, 0], [3, 0]]); }");
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game.tick(Duration::from_millis(16));
let b = game.board();
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assert!(b.get(2, 0).is_none());
assert!(is_builtin(&b, 3, 0, "crate"));
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}
#[test]
fn script_passable_distinguishes_empty_solid_and_offboard() {
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// (1,0) empty, (2,0) a solid crate, (9,0) off the 4-wide board. The script
// sensor sits at (0,0) — sensors never occupy a cell, so it does not make its
// own cell impassable; the player is at (3,0). `passable` should report only
// the genuinely empty in-bounds cell.
let mut board = open_board(4, 1, (3, 0));
sensor_at(&mut board, 0, 0, "s");
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crate_at(&mut board, 2, 0);
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let src = "fn init(me) { \
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log(if Board.passable(1, 0) { \"empty:yes\" } else { \"empty:no\" }); \
log(if Board.passable(2, 0) { \"crate:yes\" } else { \"crate:no\" }); \
log(if Board.passable(9, 0) { \"off:yes\" } else { \"off:no\" }); }";
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let scripts = HashMap::from([("s".to_string(), src.to_string())]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
let lines: Vec<String> = game
.log
.iter()
.map(|l| l.spans.first().map(|s| s.text.clone()).unwrap_or_default())
.collect();
assert_eq!(lines, vec!["empty:yes", "crate:no", "off:no"]);
}
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#[test]
fn log_is_immediate_and_not_paced_by_the_queue() {
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// `delay(5.0)` parks the sensor's action queue for 5 seconds, then `log()`
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// fires. Because logging bypasses the queue entirely, the line must appear
// right after run_init (dt = 0) — under the old queued-Action behavior it
// would have been stuck behind the delay and absent here.
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let mut board = open_board(4, 1, (3, 0));
sensor_at(&mut board, 0, 0, "s");
let src = "fn init(me) { delay(5.0); log(\"immediate\"); }";
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let scripts = HashMap::from([("s".to_string(), src.to_string())]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
assert!(
game.log
.iter()
.any(|l| l.spans.iter().any(|s| s.text == "immediate")),
"log() should hit the game log immediately, even behind a delay"
);
}
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/// Builds a board with a clockwise `spinner_cw` builtin at (1,1), plus crates and
/// walls at the given ring cells.
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fn spinner_board(crates: &[(usize, usize)], walls: &[(usize, usize)]) -> GameState {
spinner_board_dir(crates, walls, false)
}
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/// Like [`spinner_board`] but `ccw` stamps the `spinner_ccw` alias instead, so the
/// shared `scripts/spinner.rhai` reads its `BUILTIN_spinner_ccw` tag and spins the
/// other way (clockwise is the default when the tag is absent).
///
/// The board is 4×3, not 3×3: the spinner is a solid object now, so the player
/// needs a cell of its own at (3,1) instead of being parked on the spinner, and
/// the 8-cell ring around (1,1) must stay fully in bounds or `apply_shift`
/// rejects the whole rotation. Ring coordinates are unchanged from the 3×3
/// layout — N(1,0) NE(2,0) E(2,1) SE(2,2) S(1,2) SW(0,2) W(0,1) NW(0,0).
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fn spinner_board_dir(
crates: &[(usize, usize)],
walls: &[(usize, usize)],
ccw: bool,
) -> GameState {
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let mut board = open_board(4, 3, (3, 1));
// Stamped first, so the spinner holds the lowest id and ticks before anything else.
builtin_at(&mut board, 1, 1, if ccw { "spinner_ccw" } else { "spinner_cw" });
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for &(x, y) in crates {
crate_at(&mut board, x, y);
}
for &(x, y) in walls {
wall_at(&mut board, x, y);
}
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// No world script pool: a builtin carries its own ScriptKey and source.
let mut game = GameState::new(board);
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game.run_init();
game
}
#[test]
fn spinner_does_not_destroy_a_blocked_neighbour() {
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// Crates at N(1,0) and NE(2,0), a wall at E(2,1). The wall is immobile, and
// `apply_shift` cascades that backward over the contiguous run of solids
// behind it, so N must not rotate onto NE — an earlier one-cell-lookahead
// version overwrote and destroyed NE's crate. Everything stays put.
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let mut game = spinner_board(&[(1, 0), (2, 0)], &[(2, 1)]);
game.tick(Duration::from_millis(16));
let b = game.board();
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assert!(is_builtin(&b, 1, 0, "crate")); // N kept
assert!(is_builtin(&b, 2, 0, "crate")); // NE kept (not destroyed)
assert!(is_builtin(&b, 2, 1, "wall")); // wall kept
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}
#[test]
fn spinner_rotates_an_arc_into_a_hole() {
// An arc W(0,1) -> NW(0,0) -> N(1,0) draining into the hole at NE(2,0).
// Clockwise, every crate advances one slot and the hole ends up at W.
let mut game = spinner_board(&[(0, 1), (0, 0), (1, 0)], &[]);
game.tick(Duration::from_millis(16));
let b = game.board();
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assert!(is_builtin(&b, 2, 0, "crate")); // NE: filled by N
assert!(is_builtin(&b, 1, 0, "crate")); // N: filled by NW
assert!(is_builtin(&b, 0, 0, "crate")); // NW: filled by W
assert!(b.get(0, 1).is_none()); // W: vacated (hole moved here)
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}
#[test]
fn spinner_ccw_rotates_the_other_way() {
// A lone crate at N(1,0) with both diagonal holes open. Clockwise it would
// go to NE(2,0); counter-clockwise it goes to NW(0,0) instead.
let mut game = spinner_board_dir(&[(1, 0)], &[], true);
game.tick(Duration::from_millis(16));
let b = game.board();
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assert!(is_builtin(&b, 0, 0, "crate")); // NW: crate rotated counter-clockwise
assert!(b.get(2, 0).is_none()); // NE: untouched
assert!(b.get(1, 0).is_none()); // N: vacated
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}
#[test]
fn spinner_animates_its_glyph_without_recoloring() {
// The glyph character cycles '/'(47) '─'(0xC4) '\'(92) '│'(0xB3) one frame
// per 0.5s rotation, while the colours stay put.
let mut game = spinner_board(&[], &[]);
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// With no crates or walls the spinner is the board's only object; the player
// is a `Tile::Player`, which carries no id.
let id = game.board().all_ids()[0];
let glyph_of = |game: &GameState| {
game.board()
.get_hookable(id)
.expect("the spinner stays on the board")
.glyph()
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};
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let base = glyph_of(&game);
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let mut seq = Vec::new();
for _ in 0..5 {
game.tick(Duration::from_secs_f64(0.5));
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let g = glyph_of(&game);
seq.push(g.tile);
assert_eq!(g.fg, base.fg, "fg unchanged");
assert_eq!(g.bg, base.bg, "bg unchanged");
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}
assert_eq!(seq, vec![47, 0xC4, 92, 0xB3, 47]);
}
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#[test]
fn set_key_gives_and_takes_keys() {
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let mut board = open_board(2, 1, (1, 0));
sensor_at(&mut board, 0, 0, "s");
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let scripts = HashMap::from([(
"s".to_string(),
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r#"fn init(me) { set_key("blue", true); set_key("red", true); }"#.to_string(),
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)]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
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let keys = game.player.borrow().keys;
assert!(keys.blue);
assert!(keys.red);
assert!(!keys.cyan); // cyan was not set by the script
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// A second script can take a key.
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let mut board2 = open_board(2, 1, (1, 0));
sensor_at(&mut board2, 0, 0, "t");
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let scripts2 = HashMap::from([(
"t".to_string(),
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r#"fn init(me) { set_key("blue", true); set_key("blue", false); }"#.to_string(),
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)]);
let mut game2 = GameState::with_scripts(board2, scripts2);
game2.run_init();
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assert!(!game2.player.borrow().keys.blue);
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}
#[test]
fn set_key_unknown_color_logs_error() {
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let mut board = open_board(2, 1, (1, 0));
sensor_at(&mut board, 0, 0, "s");
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let scripts = HashMap::from([(
"s".to_string(),
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r#"fn init(me) { set_key("chartreuse", true); }"#.to_string(),
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)]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
assert!(game.log.iter().any(|l| l.spans.iter().any(|s| s.text.contains("set_key"))));
}
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}