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kiln/kiln-core/src/game.rs
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use crate::log::LogLine;
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use color::Rgba8;
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use serde::{Deserialize, Serialize};
use std::collections::HashMap;
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use std::hash::{Hash, Hasher};
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use std::time::{Duration, SystemTime, UNIX_EPOCH};
use tinyrand::{Rand, Seeded, StdRand};
/// The visual representation of a single board cell.
///
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/// `Glyph` holds everything needed to draw one cell on screen: which tile
/// index to display and what colors to use. It is stored per-cell (not per
/// archetype), so individual cells can vary their appearance independently.
///
/// `tile` is a left-to-right, top-to-bottom index into the board's bitmap
/// font. For the default CP437 font this matches the ASCII/CP437 code point.
///
/// `Glyph` values come from the map file palette and are set at load time.
/// The player is the only entity whose glyph is hardcoded at runtime
/// (see [`Glyph::player`]).
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#[derive(Clone, Copy, PartialEq, Eq)]
pub struct Glyph {
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/// Tile index into the board's bitmap font (left-to-right, top-to-bottom).
pub tile: u32,
/// Foreground color, applied to non-background pixels of the tile.
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pub fg: Rgba8,
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/// Background color, drawn as a filled rectangle behind the tile.
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pub bg: Rgba8,
}
impl Hash for Glyph {
/// Hash via packed u32 representations so the impl stays in sync with Eq.
fn hash<H: Hasher>(&self, state: &mut H) {
self.tile.hash(state);
self.fg.to_u32().hash(state);
self.bg.to_u32().hash(state);
}
}
impl Glyph {
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/// Returns the glyph used to render the player: tile 64 (`@`) in white on dark blue.
///
/// This is the only hardcoded glyph; all other glyphs come from the map
/// file palette. It will be removed once the player becomes a scripted
/// object with its own palette entry.
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pub const fn player() -> Self {
Self {
tile: 64,
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fg: Rgba8 { r: 255, g: 255, b: 255, a: 255 }, // white
bg: Rgba8 { r: 0, g: 0, b: 200, a: 255 }, // dark blue
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}
}
}
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/// Specifies a bitmap font for a board.
///
/// Each board can optionally specify a font image and tile dimensions.
/// When absent, the app's default embedded CP437 font is used.
#[derive(Clone, PartialEq, Eq)]
pub struct FontSpec {
/// Path to the PNG font image, relative to the working directory.
pub path: String,
/// Width of each tile in the font image, in pixels.
pub tile_w: u32,
/// Height of each tile in the font image, in pixels.
pub tile_h: u32,
}
/// The behavioral properties of a board cell at runtime.
///
/// `Behavior` is a plain data struct returned by [`Archetype::behavior`]. It
/// contains the properties the engine needs to simulate a cell — currently
/// passability and opacity. Future properties (pushable, shootable, etc.) can
/// be added here without changing call sites.
///
/// For scripted objects, passability and opacity are stored directly on
/// [`ObjectDef`] and will eventually be overridable by Rhai scripts at runtime.
#[derive(Copy, Clone, Debug)]
pub struct Behavior {
/// Whether an entity can walk through this cell.
pub passable: bool,
/// Whether this cell blocks line of sight (reserved for future rendering).
pub opaque: bool,
}
/// A class of board cell, encoding its default behavior and appearance.
///
/// `Archetype` is an enum of the element types the engine knows about. Each
/// variant provides a default [`Behavior`] (via [`Archetype::behavior`]) and a
/// default [`Glyph`] (via [`Archetype::default_glyph`]) used when the editor
/// stamps a cell.
///
/// Map files reference archetypes by [`name`](Archetype::name) (e.g. `"wall"`),
/// so the list of variants can be reordered without breaking saved games.
///
/// ## Object special case
///
/// `Archetype::Object` currently returns a static default `Behavior`.
/// TODO: In the future, Object passability and opacity will come from the cell's Rhai script
/// rather than from this enum. [`Board::is_passable`] will need a special branch
/// at that point. `ErrorBlock` is used as a sentinel for unrecognized archetype
/// names in map files — it should never appear in a valid board.
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum Archetype {
/// An open cell; the player and other entities can pass through it.
Empty,
/// A solid wall; impassable and opaque.
Wall,
/// Sentinel for map files that reference an unknown archetype name.
/// Renders as a yellow `?` on red to make the error visible in-game.
ErrorBlock,
}
impl Archetype {
/// Returns the default [`Behavior`] for this archetype.
///
/// For `Object`, this is a placeholder until Rhai scripts drive the behavior.
pub fn behavior(&self) -> Behavior {
match self {
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Archetype::Empty => Behavior {
passable: true,
opaque: false,
},
Archetype::Wall => Behavior {
passable: false,
opaque: true,
},
Archetype::ErrorBlock => Behavior {
passable: false,
opaque: true,
},
}
}
/// Returns the canonical name used to reference this archetype in map files.
pub fn name(&self) -> &'static str {
match self {
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Archetype::Empty => "empty",
Archetype::Wall => "wall",
Archetype::ErrorBlock => "error_block",
}
}
/// Returns the default glyph painted when the editor stamps this archetype.
///
/// This glyph is used only for new cells created in the editor; existing
/// cells retain their own per-cell glyph.
pub fn default_glyph(&self) -> Glyph {
match self {
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Archetype::Empty => Glyph {
tile: 32,
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fg: Rgba8 { r: 0, g: 0, b: 0, a: 255 },
bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 },
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},
Archetype::Wall => Glyph {
tile: 35,
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fg: Rgba8 { r: 0x80, g: 0x80, b: 0x80, a: 255 },
bg: Rgba8 { r: 0x60, g: 0x60, b: 0x60, a: 255 },
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},
// Visually distinct so malformed map files are immediately obvious.
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Archetype::ErrorBlock => Glyph {
tile: 63,
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fg: Rgba8 { r: 255, g: 255, b: 0, a: 255 }, // yellow on red
bg: Rgba8 { r: 255, g: 0, b: 0, a: 255 },
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},
}
}
}
impl TryFrom<&str> for Archetype {
type Error = String;
/// Parses an archetype by its map-file name.
///
/// Returns an error for unrecognized names; the caller should substitute
/// [`Archetype::ErrorBlock`] and log the error so the problem is visible.
fn try_from(name: &str) -> Result<Self, Self::Error> {
match name {
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"empty" => Ok(Archetype::Empty),
"wall" => Ok(Archetype::Wall),
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// "object" is intentionally absent: objects are not valid palette
// entries in map files. They live in [[objects]] with their own glyph.
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_ => Err(format!("unknown archetype: {name}")),
}
}
}
/// The archetypes available for placement in the editor, in display order.
///
/// `ErrorBlock` is excluded — it is a sentinel for load errors, not a valid
/// editing choice.
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pub const ALL_ARCHETYPES: &[Archetype] = &[Archetype::Empty, Archetype::Wall];
/// A scripted object placed on the board, loaded from a map file.
///
/// `ObjectDef` represents a tile that has Rhai script attached to it.
/// Scripts can respond to events like the player touching or shooting the
/// tile. Objects are parsed from `[[objects]]` entries in `.toml` map files
/// and stored on [`Board`].
///
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/// Objects are rendered as an overlay on top of the board grid — the grid
/// cell at `(x, y)` holds the background (floor) that is revealed if the
/// object moves away. `glyph` is owned by the object itself and may be
/// mutated by its Rhai script at runtime.
///
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/// Script text lives in [`Board::scripts`]; this struct holds only the name
/// used to look it up. Two `ObjectDef`s with the same `script_name` share
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/// source text but will run with independent Rhai scopes when the scripting
/// runtime is wired.
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///
/// **Not yet runtime-wired.** Objects are loaded and stored but their scripts
/// are not yet executed. Scripting dispatch is a future feature.
pub struct ObjectDef {
/// Column of this object on the board (0-indexed).
pub x: usize,
/// Row of this object on the board (0-indexed).
pub y: usize,
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/// Visual representation of this object. Owned by the object (not derived
/// from the grid cell), so scripts can change tile, fg, and bg at runtime.
pub glyph: Glyph,
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/// Whether the object blocks movement, of players or other objects
pub passable: bool,
/// Whether the object blocks line of sight / FOV for the player
pub opaque: bool,
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/// Name of the Rhai script in [`Board::scripts`] that drives this object.
/// `None` means this object has no script yet.
pub script_name: Option<String>,
}
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impl ObjectDef {
/// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black.
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pub fn default_glyph() -> Glyph {
Glyph {
tile: 63,
fg: Rgba8 { r: 255, g: 255, b: 0, a: 255 }, // yellow
bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 },
}
}
/// Creates a new object at `(x, y)` with default glyph and blocking behavior.
///
/// Defaults: `passable = false`, `opaque = true`, no script. These match
/// the serde defaults in the map file format so new objects round-trip correctly.
pub fn new(x: usize, y: usize) -> Self {
Self {
x,
y,
glyph: Self::default_glyph(),
passable: false,
opaque: true,
script_name: None,
}
}
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}
/// A portal that teleports the player to a named entry point on another board.
///
/// Portals are loaded from `[[portals]]` entries in `.toml` map files and
/// stored on [`Board`]. When the player steps onto a portal's cell, they
/// should be moved to `target_entry` on the board named by `target_map`.
///
/// **Not yet runtime-wired.** Portal navigation (multi-board loading and
/// switching) is a future feature.
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#[derive(Deserialize, Serialize)]
pub struct PortalDef {
/// Column of this portal on the board (0-indexed).
pub x: usize,
/// Row of this portal on the board (0-indexed).
pub y: usize,
/// File name (without extension) of the target board, e.g. `"cave"`.
pub target_map: String,
/// Named entry point on the target board where the player arrives.
pub target_entry: String,
}
/// The player's current position on the board.
///
/// The player is currently a special entity rendered on top of the board
/// rather than being stored as a board cell. This is expected to change:
/// the player will eventually become a scripted object that responds to
/// input events, at which point this struct may be removed or made optional.
/// See `ARCHITECTURE.md` for details.
#[derive(Copy, Clone)]
pub struct Player {
/// Column position (0-indexed, increasing rightward).
pub x: i32,
/// Row position (0-indexed, increasing downward).
pub y: i32,
}
/// The complete state of one game board (a single room or screen).
///
/// `Board` is the central data structure of the engine, equivalent to a
/// "board" in ZZT. It contains everything needed to represent and run one
/// self-contained area of the game world:
///
/// - A grid of cells, each with a visual representation ([`Glyph`]) and an [`Archetype`]
/// - The current player position
/// - Scripted objects and portals (loaded but not yet active)
///
/// ## Cell storage
///
/// Cells are stored as `(Glyph, Archetype)` tuples in a row-major `Vec`.
/// Each cell directly owns its visual and behavioral class — there is no
/// separate element palette or index indirection. Access cells with
/// [`Board::get`] and [`Board::get_mut`] using `(x, y)` coordinates.
/// Use [`Board::is_passable`] for collision checks.
pub struct Board {
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/// Human-readable name for this board, loaded from the map file and round-tripped on save.
pub name: String,
/// Width of the board in cells.
pub width: usize,
/// Height of the board in cells.
pub height: usize,
/// Row-major grid of `(Glyph, Archetype)` pairs. Use [`Board::get`] to
/// access by `(x, y)` coordinates.
pub(crate) cells: Vec<(Glyph, Archetype)>,
/// Current player position. See [`Player`] for caveats about its future.
pub player: Player,
/// Scripted objects on this board. Parsed from the map file; not yet active.
pub objects: Vec<ObjectDef>,
/// Portals on this board. Parsed from the map file; not yet active.
pub portals: Vec<PortalDef>,
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/// Optional font override for this board. When `None`, the app default is used.
pub font: Option<FontSpec>,
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/// Integer scale factor applied to tiles when rendering this board. 1 = natural size.
pub zoom: u32,
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/// Named Rhai scripts available on this board: script name → source text.
///
/// All script source lives here; [`ObjectDef`]s and [`Board::board_script_name`]
/// reference entries by name. This means multiple objects can share the same
/// source while each running instance gets its own Rhai scope at runtime.
pub scripts: HashMap<String, String>,
/// Name of the board-level script in [`Board::scripts`], if any.
///
/// A board script runs on the board as a whole (e.g. `on_enter`, `on_tick`)
/// rather than being tied to a specific object cell.
pub board_script_name: Option<String>,
}
impl Board {
/// Returns a reference to the cell at `(x, y)`.
///
/// The cell is a `(Glyph, Archetype)` tuple. Panics if `x` or `y` are
/// out of bounds.
pub fn get(&self, x: usize, y: usize) -> &(Glyph, Archetype) {
&self.cells[y * self.width + x]
}
/// Returns a mutable reference to the cell at `(x, y)`.
///
/// Panics if `x` or `y` are out of bounds.
#[allow(dead_code)]
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, Archetype) {
&mut self.cells[y * self.width + x]
}
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/// Returns a slice of all cells in row-major order.
///
/// Useful for iterating over the full board (e.g. to collect unique glyphs).
pub fn cells(&self) -> &[(Glyph, Archetype)] {
&self.cells
}
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/// Returns `true` if the cell at `(x, y)` allows entities to pass through.
///
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/// Objects block movement before the grid cell archetype is consulted.
/// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool {
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// An object on this cell blocks if it's unpassable
if let Some(obj) = self.object_at(x, y) && !obj.passable {
false
} else {
self.get(x, y).1.behavior().passable
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}
}
/// Returns the index into [`Board::objects`] of the object at `(x, y)`, if any.
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pub fn object_index_at(&self, x: usize, y: usize) -> Option<usize> {
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self.objects.iter().position(|o| o.x == x && o.y == y)
}
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/// Returns a borrow of the actual object at `(x, y)` if any
pub fn object_at(&self, x: usize, y: usize) -> Option<&ObjectDef> {
self.object_index_at(x, y).map(|idx| &self.objects[idx])
}
}
/// Holds the active game board and provides game-logic operations.
///
/// `GameState` is the boundary between the engine (rendering, input) and the
/// game data ([`Board`]). It owns the current board and exposes methods for
/// actions that involve game rules — currently just player movement.
///
/// As scripting and event dispatch are added, `GameState` will grow to handle
/// routing input events to the appropriate Rhai scripts.
pub struct GameState {
/// The currently active board.
pub board: Board,
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/// The in-game message log, oldest first (newest pushed at the end).
pub log: Vec<LogLine>,
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/// Elapsed real time not yet consumed by [`GameState::tick`], used to fire
/// once-per-second events regardless of the actual frame rate.
tick_accum: Duration,
/// The engine's random-number generator (currently used for tick colors).
rng: StdRand,
}
impl GameState {
/// Creates a `GameState` from a pre-loaded [`Board`].
pub fn new(board: Board) -> Self {
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// Seed the RNG from the wall clock so colors differ run-to-run.
let seed = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0);
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Self {
board,
log: Vec::new(),
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tick_accum: Duration::ZERO,
rng: StdRand::seed(seed),
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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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/// Advances real-time game state by `dt` (the elapsed time since the last
/// tick). Called once per frame by the front-end's game loop.
///
/// For now this is a demo: it logs the word "tick" once per elapsed second,
/// each in a random bright color. A `while` loop (rather than `if`) keeps the
/// count correct even if a frame ran long enough to span multiple seconds.
pub fn tick(&mut self, dt: Duration) {
self.tick_accum += dt;
while self.tick_accum >= Duration::from_secs(1) {
self.tick_accum -= Duration::from_secs(1);
let color = self.random_color();
self.log(LogLine::new().push("tick", Some(color), None));
}
}
/// Returns a random fully-saturated, full-value color by picking a random
/// hue — bright enough to stay readable against dark backgrounds.
fn random_color(&mut self) -> Rgba8 {
let hue = self.rng.next_lim_u32(360) as f32;
let (r, g, b) = hue_to_rgb(hue);
Rgba8 { r, g, b, a: 255 }
}
/// Attempts to move the player by `(dx, dy)` cells.
///
/// The move is ignored if the target cell is out of bounds or its behavior
/// is not passable. No-ops silently (the caller does not need to check).
pub fn try_move(&mut self, dx: i32, dy: i32) {
let nx = self.board.player.x + dx;
let ny = self.board.player.y + dy;
if nx >= 0 && ny >= 0 {
let nx = nx as usize;
let ny = ny as usize;
if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) {
self.board.player.x = nx as i32;
self.board.player.y = ny as i32;
}
}
}
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}
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/// Converts a hue in degrees to an RGB triple at full saturation and value.
///
/// Standard 6-segment HSV→RGB conversion (S = V = 1). Kept here rather than
/// shared with the front-end because kiln-core does not depend on any UI crate;
/// `kiln-tui` has its own copy for the terminal-status badge.
fn hue_to_rgb(hue: f32) -> (u8, u8, u8) {
let h = (hue % 360.0) / 60.0;
// `x` ramps the secondary channel up/down within each 60° segment.
let x = 1.0 - (h % 2.0 - 1.0).abs();
let (r, g, b) = match h as u32 {
0 => (1.0, x, 0.0),
1 => (x, 1.0, 0.0),
2 => (0.0, 1.0, x),
3 => (0.0, x, 1.0),
4 => (x, 0.0, 1.0),
_ => (1.0, 0.0, x),
};
((r * 255.0) as u8, (g * 255.0) as u8, (b * 255.0) as u8)
}
#[cfg(test)]
mod tests {
use super::*;
/// A minimal 1×1 empty board for exercising `GameState` logic.
fn empty_board() -> Board {
Board {
name: "test".into(),
width: 1,
height: 1,
cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty)],
player: Player { x: 0, y: 0 },
objects: Vec::new(),
portals: Vec::new(),
font: None,
zoom: 1,
scripts: HashMap::new(),
board_script_name: None,
}
}
#[test]
fn tick_logs_one_message_per_elapsed_second() {
let mut game = GameState::new(empty_board());
assert_eq!(game.log.len(), 0);
// Under a second of accumulated time logs nothing yet.
game.tick(Duration::from_millis(500));
assert_eq!(game.log.len(), 0);
// Crossing the one-second mark logs exactly one "tick".
game.tick(Duration::from_millis(600));
assert_eq!(game.log.len(), 1);
assert_eq!(game.log[0].spans[0].text, "tick");
// A single long frame logs one message per whole second it spans.
game.tick(Duration::from_secs(3));
assert_eq!(game.log.len(), 4);
}
}