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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project
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`viberogue` is a ZZT-inspired game-making system written in Rust (edition 2024). The goal is a system where players can create games using a scripting language, similar to the classic DOS game ZZT. It uses **Rhai** for scripting (WASM-compatible, sandboxed, pure Rust).
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## Code style
- Add `///` rustdoc comments to every `pub` type, field, and function. The user reads rustdoc in their IDE to understand the code while making changes.
- Add inline `//` comments inside non-trivial function bodies to explain the *why* of each logical step — especially in `update` loops, rendering math, and conversion logic.
- Keep comments accurate: update them when the code they describe changes.
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## Commands
```bash
cargo build # compile
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cargo run # build and run (loads maps/start.toml)
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cargo test # run all tests
cargo test <name> # run a single test by name (substring match)
cargo clippy # lint
cargo fmt # format
```
## Architecture
The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI. eframe drives a retained-mode UI: the `App::update` method is called every frame and is responsible for both drawing and responding to input.
`update` is structured in phases:
- Input handling — arrow keys move the player (Play mode only)
- `egui::TopBottomPanel::top` — menu bar (File → Exit, Play/Edit mode toggle)
- `egui::SidePanel::right` — archetype palette panel (Edit mode only; declared before CentralPanel)
- `egui::CentralPanel::default` — game viewport; rendered with `ui.painter()`; click-to-paint in Edit mode
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### Modules
**`src/game.rs`** — all core game types:
- `Glyph` (`Copy`) — per-cell visual: `ch: char`, `fg/bg: Color32`. `Glyph::player()` is the only constructor used at runtime (colors for board tiles come from the map file).
- `Behavior` — plain data struct of runtime behavioral properties: `passable: bool`, `opaque: bool`. Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere.
- `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `Object`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red.
- `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`).
- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`. `cells` is `pub(crate)`.
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- `Player``x: i32, y: i32`
- `ObjectDef` / `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
- `GameState` — holds `board: Board`; `try_move(dx, dy)` checks passability before moving the player
**`src/map_file.rs`** — map file loading:
- `MapFile` and friends — serde `Deserialize` types for TOML map files
- `impl From<MapFile> for Board` — converts a parsed file into a ready-to-use `Board`
- `pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>>` — reads and converts a `.toml` map file
**`src/main.rs`** — app entry point:
- `AppMode` enum (`Play` | `Edit`) — gates arrow-key input; toggles the palette panel
- `EditorState` — holds `selected: Archetype` (the archetype to paint on click)
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- Loads `maps/start.toml` before creating the window (so board dimensions drive window size)
- Window min-size = `board.width * CELL_W + 2*PANEL_MARGIN` × `board.height * CELL_H + MENU_H + 2*PANEL_MARGIN` (sized for Play mode; Edit mode panel may clip at minimum size)
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- Board is centered in the CentralPanel when the window is larger than minimum
- `draw_glyph(painter, origin, x, y, glyph)` draws one cell: filled rect (bg) + monospace char (fg)
- Player is rendered on top of the board using `Glyph::player()`
- Click-to-paint converts `mouse_pos - origin` to cell coordinates using the same math as rendering
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### Map file format (`maps/*.toml`)
XPM-inspired: a `[palette]` maps single characters to `(Glyph, Archetype)` definitions; `[grid] content` is a TOML multi-line string where each character indexes the palette.
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```toml
[map]
name = "Room Name"
width = 60
height = 25
player_start = [30, 12]
[palette]
" " = { archetype = "empty", ch = " ", fg = "#000000", bg = "#000000" }
"#" = { archetype = "wall", ch = "#", fg = "#808080", bg = "#606060" }
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[grid]
content = """
############################################################
# #
############################################################
"""
[[objects]] # optional; parsed but not yet runtime-wired
x = 10
y = 5
script = """
on_touch(|| { send_message("open"); });
"""
[[portals]] # optional; parsed but not yet runtime-wired
x = 59
y = 12
target_map = "cave"
target_entry = "west_door"
```
Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The grid multi-line string's leading newline is trimmed by TOML; trailing newline is handled correctly by `str::lines()`. Unknown archetype names produce an `ErrorBlock` cell and a logged warning.
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### Key design decisions
- **`Behavior` and `Archetype` are separate types** — `Archetype` is the named class of a thing (`Wall`, `Empty`, `Object`); `Behavior` is its runtime properties (`passable`, `opaque`). Adding a new property means adding a field to `Behavior`, not a match arm at every call site.
- **`cells: Vec<(Glyph, Archetype)>`** — each cell owns its visual and behavioral class directly; there is no per-board element palette or integer indirection. `Archetype` is `Copy` so this is efficient.
- **Archetypes are referenced by name in map files** — so `ALL_ARCHETYPES` can be reordered or extended without breaking saved games.
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- **`Board` is the complete unit** — grid, player, objects, and portals all live on `Board`, matching how ZZT treats a "board". No separate wrapper struct.
- **Glyph (visual) and Archetype (behavior) are decoupled** — each cell has its own `Glyph` (so colors can vary per-cell, e.g. fire flickering) while sharing an `Archetype` with other cells of the same type.
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- **File loading happens in `main()`** before the window is created, so board dimensions are available for window sizing.
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eframe runs on its own event loop thread; do not assume single-threaded execution.