more scripting
This commit is contained in:
+245
-30
@@ -1,9 +1,11 @@
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use crate::log::LogLine;
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use crate::script::ScriptHost;
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use crate::script::{Direction, GameCommand, ScriptHost};
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use color::Rgba8;
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use serde::{Deserialize, Serialize};
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use std::cell::{Ref, RefCell, RefMut};
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use std::collections::HashMap;
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use std::hash::{Hash, Hasher};
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use std::rc::Rc;
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use std::time::Duration;
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/// The visual representation of a single board cell.
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@@ -43,6 +45,7 @@ impl Glyph {
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/// This is the only hardcoded glyph; all other glyphs come from the map
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/// file palette. It will be removed once the player becomes a scripted
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/// object with its own palette entry.
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#[rustfmt::skip]
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pub const fn player() -> Self {
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Self {
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tile: 64,
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@@ -145,6 +148,7 @@ impl Archetype {
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///
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/// This glyph is used only for new cells created in the editor; existing
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/// cells retain their own per-cell glyph.
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#[rustfmt::skip]
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pub fn default_glyph(&self) -> Glyph {
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match self {
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Archetype::Empty => Glyph {
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@@ -229,6 +233,7 @@ pub struct ObjectDef {
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impl ObjectDef {
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/// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black.
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#[rustfmt::skip]
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pub fn default_glyph() -> Glyph {
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Glyph {
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tile: 63,
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@@ -368,7 +373,9 @@ impl Board {
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/// Panics if `x` or `y` are out of bounds.
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pub fn is_passable(&self, x: usize, y: usize) -> bool {
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// An object on this cell blocks if it's unpassable
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if let Some(obj) = self.object_at(x, y) && !obj.passable {
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if let Some(obj) = self.object_at(x, y)
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&& !obj.passable
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{
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false
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} else {
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self.get(x, y).1.behavior().passable
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@@ -386,16 +393,30 @@ impl Board {
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}
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}
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/// Holds the active game board and provides game-logic operations.
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/// The scriptable world: the current [`Board`] plus (in the future) runtime-only
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/// state such as a shared variable blackboard.
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///
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/// `BoardState` is a sibling of the [`ScriptHost`] inside [`GameState`] and is
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/// held behind an `Rc<RefCell<…>>`. Keeping it separate from the script engine is
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/// what lets host functions hold a shared handle to the world without aliasing the
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/// borrow that is currently running the engine.
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pub struct BoardState {
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/// The active game board.
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pub board: Board,
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}
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/// Holds the active game world and provides game-logic operations.
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///
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/// `GameState` is the boundary between the engine (rendering, input) and the
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/// game data ([`Board`]). It owns the current board, the message log, and the
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/// [`ScriptHost`] driving the board's object scripts, and exposes methods for
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/// actions that involve game rules: player movement, the per-frame
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/// [`tick`](GameState::tick), and the one-time [`run_init`](GameState::run_init).
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/// game data. It owns the world ([`BoardState`], behind a shared `Rc<RefCell>`),
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/// the message log, and the [`ScriptHost`] driving object scripts. Front-ends and
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/// internal logic reach the board through [`board`](GameState::board) /
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/// [`board_mut`](GameState::board_mut). Scripts read the board directly and
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/// request mutations as commands, applied by [`apply_commands`](GameState::apply_commands)
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/// after each script batch.
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pub struct GameState {
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/// The currently active board.
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pub board: Board,
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/// The scriptable world, shared with the script host's read getters.
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board_state: Rc<RefCell<BoardState>>,
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/// The in-game message log, oldest first (newest pushed at the end).
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pub log: Vec<LogLine>,
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/// The Rhai scripting runtime driving this board's scripted objects.
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@@ -409,42 +430,89 @@ impl GameState {
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/// call [`GameState::run_init`] once the game is ready to start. Any script
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/// compile errors are surfaced into the log here.
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pub fn new(board: Board) -> Self {
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let scripts = ScriptHost::new(&board);
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let board_state = Rc::new(RefCell::new(BoardState { board }));
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let scripts = ScriptHost::new(&board_state);
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let mut state = Self {
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board,
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board_state,
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log: Vec::new(),
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scripts,
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};
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// Surface any compile-time script errors collected during ScriptHost::new.
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state.flush_script_log();
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state.apply_commands();
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state
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}
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/// Borrows the active board for reading (e.g. by a front-end renderer).
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pub fn board(&self) -> Ref<'_, Board> {
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Ref::map(self.board_state.borrow(), |bs| &bs.board)
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}
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/// Borrows the active board for mutation.
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pub fn board_mut(&self) -> RefMut<'_, Board> {
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RefMut::map(self.board_state.borrow_mut(), |bs| &mut bs.board)
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}
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/// Appends a styled message to the log.
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pub fn log(&mut self, line: LogLine) {
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self.log.push(line);
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}
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/// Runs the `init()` hook of every scripted object. Call once, after the
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/// whole map is loaded and the game is about to start — never during map
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/// deserialization, since a script may inspect the board.
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/// Runs the `init()` hook of every scripted object, then applies the commands
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/// they queued. Call once, after the whole map is loaded and the game is about
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/// to start — never during map deserialization, since a script may inspect the
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/// board.
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pub fn run_init(&mut self) {
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self.scripts.run_init();
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self.flush_script_log();
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self.apply_commands();
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}
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/// Advances real-time game state by `dt` (the elapsed time since the last
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/// tick). Called once per frame by the front-end's game loop; drives every
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/// scripted object's `tick(dt)` hook.
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/// scripted object's `tick(dt)` hook, then applies the commands they queued.
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pub fn tick(&mut self, dt: Duration) {
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self.scripts.run_tick(dt.as_secs_f64());
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self.flush_script_log();
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self.apply_commands();
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}
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/// Moves any messages queued by scripts (via the `log` host function) into
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/// the real game log.
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fn flush_script_log(&mut self) {
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self.log.extend(self.scripts.take_pending());
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/// Drains the script command queue and applies each command. Runs *after* a
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/// script batch, when nothing holds a borrow of the board — so the mutations
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/// here can't conflict with the read getters scripts use during execution.
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fn apply_commands(&mut self) {
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for cmd in self.scripts.take_commands() {
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match cmd.kind {
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GameCommand::Log(line) => self.log.push(line),
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// TODO: errors are only logged for now. This is the place to halt
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// execution / set an error state when a script faults.
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GameCommand::Error(msg) => self.log.push(LogLine::raw(msg)),
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GameCommand::SetTile(tile) => {
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if let Some(obj) = self.board_mut().objects.get_mut(cmd.source) {
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obj.glyph.tile = tile;
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}
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}
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GameCommand::Move(dir) => self.move_object(cmd.source, dir),
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}
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}
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}
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/// Moves object `idx` one cell in `dir`, if the target is in bounds and
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/// passable. This is where movement rules live (a no-op when blocked).
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fn move_object(&mut self, idx: usize, dir: Direction) {
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let (dx, dy): (i32, i32) = dir.into();
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let mut board = self.board_mut();
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let Some((ox, oy)) = board.objects.get(idx).map(|o| (o.x, o.y)) else {
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return;
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};
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let nx = ox as i32 + dx;
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let ny = oy as i32 + dy;
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if nx < 0 || ny < 0 {
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return;
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}
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let (nx, ny) = (nx as usize, ny as usize);
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if nx < board.width && ny < board.height && board.is_passable(nx, ny) {
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let obj = &mut board.objects[idx];
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obj.x = nx;
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obj.y = ny;
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}
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}
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/// Attempts to move the player by `(dx, dy)` cells.
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@@ -452,14 +520,15 @@ impl GameState {
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/// The move is ignored if the target cell is out of bounds or its behavior
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/// is not passable. No-ops silently (the caller does not need to check).
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pub fn try_move(&mut self, dx: i32, dy: i32) {
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let nx = self.board.player.x + dx;
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let ny = self.board.player.y + dy;
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let mut board = self.board_mut();
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let nx = board.player.x + dx;
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let ny = board.player.y + dy;
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if nx >= 0 && ny >= 0 {
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let nx = nx as usize;
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let ny = ny as usize;
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if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) {
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self.board.player.x = nx as i32;
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self.board.player.y = ny as i32;
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if nx < board.width && ny < board.height && board.is_passable(nx, ny) {
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board.player.x = nx as i32;
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board.player.y = ny as i32;
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}
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}
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}
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@@ -492,6 +561,44 @@ mod tests {
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}
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}
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/// An `ObjectDef` at `(x, y)` bound to the named script.
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fn scripted_object(x: usize, y: usize, script: &str) -> ObjectDef {
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let mut o = ObjectDef::new(x, y);
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o.script_name = Some(script.to_string());
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o
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}
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/// Builds an all-empty (passable) `w×h` board with the given player position,
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/// objects, and `(name, source)` scripts — room for movement, unlike the 1×1
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/// `board_with_object`.
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fn open_board(
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w: usize,
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h: usize,
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player: (i32, i32),
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objects: Vec<ObjectDef>,
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scripts: &[(&str, &str)],
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) -> Board {
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Board {
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name: "test".into(),
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width: w,
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height: h,
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cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty); w * h],
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player: Player {
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x: player.0,
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y: player.1,
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},
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objects,
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portals: Vec::new(),
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font: None,
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zoom: 1,
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scripts: scripts
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.iter()
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.map(|(k, v)| (k.to_string(), v.to_string()))
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.collect(),
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board_script_name: None,
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}
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}
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/// Flattens each log line into a single string for easy assertions.
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fn log_texts(game: &GameState) -> Vec<String> {
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game.log
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@@ -502,7 +609,10 @@ mod tests {
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#[test]
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fn init_runs_only_on_run_init_not_at_construction() {
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let board = board_with_object(Some("greet"), &[("greet", r#"fn init() { log("hello"); }"#)]);
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let board = board_with_object(
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Some("greet"),
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&[("greet", r#"fn init() { log("hello"); }"#)],
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);
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let mut game = GameState::new(board);
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// init must not fire during construction / deserialization.
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assert!(game.log.is_empty());
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@@ -538,8 +648,10 @@ mod tests {
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assert!(game.log.is_empty());
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// Script defines neither init nor tick: also a no-op.
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let mut game =
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GameState::new(board_with_object(Some("e"), &[("e", "fn other() { log(\"x\"); }")]));
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let mut game = GameState::new(board_with_object(
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Some("e"),
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&[("e", "fn other() { log(\"x\"); }")],
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));
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game.run_init();
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game.tick(Duration::from_millis(33));
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assert!(game.log.is_empty());
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@@ -555,4 +667,107 @@ mod tests {
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let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")]));
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assert!(log_texts(&game)[0].contains("failed to compile"));
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}
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#[test]
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fn script_reads_board_through_view() {
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let board = open_board(
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5,
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3,
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(3, 1),
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vec![scripted_object(2, 1, "r")],
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&[("r", "fn init() { log(board.player_x.to_string()); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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// The view reported the player's x (3).
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assert_eq!(log_texts(&game), vec!["3"]);
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}
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#[test]
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fn move_command_relocates_the_source_object() {
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(2, 1, "m")],
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&[("m", "fn init() { move(east); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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let b = game.board();
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// East increments x by one; the object started at (2, 1).
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assert_eq!((b.objects[0].x, b.objects[0].y), (3, 1));
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}
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#[test]
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fn move_into_a_wall_or_edge_is_a_noop() {
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// Object at the west edge moving west: out of bounds, ignored.
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(0, 1, "m")],
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&[("m", "fn init() { move(west); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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assert_eq!(game.board().objects[0].x, 0);
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}
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#[test]
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fn set_tile_command_changes_the_source_glyph() {
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(2, 1, "s")],
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&[("s", "fn init() { set_tile(7); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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assert_eq!(game.board().objects[0].glyph.tile, 7);
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}
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#[test]
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fn start_map_greeter_runs_init() {
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// End-to-end against the shipped example map: load it, run init, and
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// confirm the greeter read the board (interpolated message) and wrote to
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// itself (set_tile). Also guards the example from drifting out of sync.
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let path = concat!(env!("CARGO_MANIFEST_DIR"), "/../maps/start.toml");
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let board = crate::map_file::load(path).expect("load start.toml");
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let mut game = GameState::new(board);
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game.run_init();
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assert!(
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log_texts(&game)
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.iter()
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.any(|t| t.contains("hello from object")),
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"greeter init should log a greeting"
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);
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assert!(
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game.board().objects.iter().any(|o| o.glyph.tile == 2),
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"greeter set_tile(2) should change its glyph"
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);
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}
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#[test]
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fn commands_are_routed_to_their_own_source_object() {
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// Two objects with different scripts move in opposite directions; each
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// must affect only itself (the per-call tag routes the command source).
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// Targets are kept apart so the impassable objects don't block each other.
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(0, 1, "e"), scripted_object(4, 1, "w")],
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&[
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("e", "fn init() { move(east); }"),
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("w", "fn init() { move(west); }"),
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],
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);
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let mut game = GameState::new(board);
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game.run_init();
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let b = game.board();
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assert_eq!(b.objects[0].x, 1); // moved east from 0
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assert_eq!(b.objects[1].x, 3); // moved west from 4
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}
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}
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+49
-10
@@ -152,16 +152,27 @@ pub(crate) struct MapFileObjectEntry {
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script_name: Option<String>,
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}
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fn default_true() -> bool { true }
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fn default_zoom() -> u32 { 1 }
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fn is_zoom_default(z: &u32) -> bool { *z == 1 }
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fn default_true() -> bool {
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true
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}
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fn default_zoom() -> u32 {
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1
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}
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fn is_zoom_default(z: &u32) -> bool {
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*z == 1
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}
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/// Parses an `"#RRGGBB"` hex color string into an [`Rgba8`].
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/// Returns opaque black on any parse failure.
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fn parse_color(hex: &str) -> Rgba8 {
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let hex = hex.trim_start_matches('#');
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if hex.len() != 6 {
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return Rgba8 { r: 0, g: 0, b: 0, a: 255 };
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return Rgba8 {
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r: 0,
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g: 0,
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b: 0,
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a: 255,
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};
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}
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let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0);
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let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0);
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@@ -475,8 +486,14 @@ content = """
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assert!(result.is_err());
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// Use .err().unwrap() instead of .unwrap_err() to avoid requiring Board: Debug.
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let msg = result.err().unwrap();
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assert!(msg.contains("2 rows"), "expected row count in error, got: {msg}");
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assert!(msg.contains("height = 3"), "expected declared height in error, got: {msg}");
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assert!(
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msg.contains("2 rows"),
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"expected row count in error, got: {msg}"
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);
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assert!(
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msg.contains("height = 3"),
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"expected declared height in error, got: {msg}"
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);
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}
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#[test]
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@@ -487,8 +504,14 @@ content = """
|
||||
let result = Board::try_from(mf);
|
||||
assert!(result.is_err());
|
||||
let msg = result.err().unwrap();
|
||||
assert!(msg.contains("3 characters"), "expected col count in error, got: {msg}");
|
||||
assert!(msg.contains("width = 4"), "expected declared width in error, got: {msg}");
|
||||
assert!(
|
||||
msg.contains("3 characters"),
|
||||
"expected col count in error, got: {msg}"
|
||||
);
|
||||
assert!(
|
||||
msg.contains("width = 4"),
|
||||
"expected declared width in error, got: {msg}"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -549,8 +572,24 @@ bg = "#000000"
|
||||
assert_eq!(obj.x, 1);
|
||||
assert_eq!(obj.y, 1);
|
||||
assert_eq!(obj.glyph.tile, 64);
|
||||
assert_eq!(obj.glyph.fg, Rgba8 { r: 0x00, g: 0xFF, b: 0xFF, a: 255 });
|
||||
assert_eq!(obj.glyph.bg, Rgba8 { r: 0, g: 0, b: 0, a: 255 });
|
||||
assert_eq!(
|
||||
obj.glyph.fg,
|
||||
Rgba8 {
|
||||
r: 0x00,
|
||||
g: 0xFF,
|
||||
b: 0xFF,
|
||||
a: 255
|
||||
}
|
||||
);
|
||||
assert_eq!(
|
||||
obj.glyph.bg,
|
||||
Rgba8 {
|
||||
r: 0,
|
||||
g: 0,
|
||||
b: 0,
|
||||
a: 255
|
||||
}
|
||||
);
|
||||
|
||||
// Save back to TOML and reload; glyph must survive.
|
||||
let map_file = MapFile::from(&board);
|
||||
|
||||
+217
-54
@@ -7,21 +7,84 @@
|
||||
//! - `init()` — run once after the whole map is loaded (see [`ScriptHost::run_init`]).
|
||||
//! - `tick(dt)` — run every frame with the elapsed seconds (see [`ScriptHost::run_tick`]).
|
||||
//!
|
||||
//! Scripts have one host function for now: `log(s)`, which appends `s` to the
|
||||
//! game log. Because Rhai's registered closures must be `'static`, `log` writes
|
||||
//! into a shared [`LogSink`] that [`ScriptHost::take_pending`] drains; the caller
|
||||
//! ([`crate::game::GameState`]) then moves those lines into the real log. This
|
||||
//! keeps script execution from needing a mutable borrow of the game state.
|
||||
//! ## Reads vs. writes
|
||||
//!
|
||||
//! Scripts **read** the world directly through a read-only [`BoardView`] (getters
|
||||
//! only) pushed into each scope as `board`, e.g. `board.player_x`. The view holds
|
||||
//! an `Rc<RefCell<BoardState>>` and borrows it briefly per getter.
|
||||
//!
|
||||
//! Scripts **write** by enqueuing [`Command`]s: host functions (`move`,
|
||||
//! `set_tile`, `log`) push into a shared queue that [`GameState`] drains and
|
||||
//! applies *after* each batch ([`ScriptHost::take_commands`]). This keeps script
|
||||
//! execution from ever needing a mutable borrow of the game state, and makes
|
||||
//! structural/ordering effects deterministic. Which object issued a command is
|
||||
//! read from the per-call **tag** (set to the object index in [`ScriptHost::run`]),
|
||||
//! so scripts write `move(north)` without naming themselves.
|
||||
//!
|
||||
//! [`GameState`]: crate::game::GameState
|
||||
|
||||
use crate::game::Board;
|
||||
use crate::game::BoardState;
|
||||
use crate::log::LogLine;
|
||||
use rhai::{Engine, FuncArgs, ImmutableString, Scope, AST};
|
||||
use rhai::{AST, CallFnOptions, Engine, FuncArgs, ImmutableString, NativeCallContext, Scope};
|
||||
use std::cell::RefCell;
|
||||
use std::collections::HashMap;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
use std::rc::Rc;
|
||||
|
||||
/// Shared buffer the Rhai `log` function appends to, drained into the game log.
|
||||
type LogSink = Rc<RefCell<Vec<LogLine>>>;
|
||||
/// Shared queue the write host functions push into; drained by [`ScriptHost::take_commands`].
|
||||
type CommandQueue = Rc<RefCell<Vec<Command>>>;
|
||||
|
||||
/// A mutation requested by a script, applied by [`crate::game::GameState`] after
|
||||
/// the script batch finishes.
|
||||
pub struct Command {
|
||||
/// The object that issued the command.
|
||||
// TODO: `source` is an index into `Board::objects`, which is a stopgap — it
|
||||
// breaks under object spawn/destroy/reorder. Replace with a monotonically
|
||||
// increasing unique object id, with objects stored keyed by it (e.g.
|
||||
// `BTreeMap<ObjectId, ObjectDef>`). Mirrored on `ObjectRuntime::object_index`.
|
||||
pub source: usize,
|
||||
/// What the command does.
|
||||
pub kind: GameCommand,
|
||||
}
|
||||
|
||||
/// The kinds of mutation a script can request.
|
||||
pub enum GameCommand {
|
||||
/// Move the source object one cell in a direction (subject to passability).
|
||||
Move(Direction),
|
||||
/// Set the source object's glyph tile index.
|
||||
SetTile(u32),
|
||||
/// Append a plain (uncolored) line to the game log.
|
||||
Log(LogLine),
|
||||
/// A script/engine failure. Applying it logs the message for now; kept a
|
||||
/// distinct variant so execution can later be halted on error.
|
||||
Error(String),
|
||||
}
|
||||
|
||||
/// A cardinal movement direction.
|
||||
#[derive(Clone, Copy)]
|
||||
pub enum Direction {
|
||||
North,
|
||||
South,
|
||||
East,
|
||||
West,
|
||||
}
|
||||
|
||||
impl From<Direction> for (i32, i32) {
|
||||
/// The `(dx, dy)` cell delta for a direction (screen coordinates: +y down).
|
||||
fn from(d: Direction) -> Self {
|
||||
match d {
|
||||
Direction::North => (0, -1),
|
||||
Direction::South => (0, 1),
|
||||
Direction::East => (1, 0),
|
||||
Direction::West => (-1, 0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A read-only handle to the world, exposed to scripts as `board`. Holds a shared
|
||||
/// reference to the [`BoardState`]; only getters are registered, so it is
|
||||
/// read-only by construction.
|
||||
#[derive(Clone)]
|
||||
struct BoardView(Rc<RefCell<BoardState>>);
|
||||
|
||||
/// A compiled script plus which lifecycle hooks it defines.
|
||||
struct CompiledScript {
|
||||
@@ -36,49 +99,54 @@ struct CompiledScript {
|
||||
/// The runtime state of one scripted object: which script it runs and its own
|
||||
/// persistent Rhai scope.
|
||||
struct ObjectRuntime {
|
||||
/// Index into [`Board::objects`]. Unused for now; kept as the seam for
|
||||
/// giving scripts access to their own object.
|
||||
#[allow(dead_code)]
|
||||
/// Index into [`crate::game::Board::objects`]; passed to scripts as the
|
||||
/// per-call tag so host functions know which object issued a command.
|
||||
// TODO: see [`Command::source`] — array indices should become stable ids.
|
||||
object_index: usize,
|
||||
/// Key into [`ScriptHost::scripts`] naming this object's compiled script.
|
||||
script_name: String,
|
||||
/// Per-object scope, so injected/object-local state can persist across calls.
|
||||
/// Per-object scope (holds the `board` view + direction constants, and can
|
||||
/// hold object-local state in the future). Persists across calls.
|
||||
scope: Scope<'static>,
|
||||
}
|
||||
|
||||
/// Owns the Rhai engine and per-object script state for a board.
|
||||
pub struct ScriptHost {
|
||||
/// The Rhai engine, with host functions (`log`) registered.
|
||||
/// The Rhai engine, with the read getters and write host functions registered.
|
||||
engine: Engine,
|
||||
/// Compiled scripts, keyed by script name; compiled once per referenced name.
|
||||
scripts: HashMap<String, CompiledScript>,
|
||||
/// One entry per object that has a successfully compiled script.
|
||||
objects: Vec<ObjectRuntime>,
|
||||
/// Buffer the `log` host function writes to; drained by [`Self::take_pending`].
|
||||
log_sink: LogSink,
|
||||
/// Queue the write host functions push into; drained by [`Self::take_commands`].
|
||||
commands: CommandQueue,
|
||||
}
|
||||
|
||||
impl ScriptHost {
|
||||
/// Builds a host for `board`: registers host functions, compiles every script
|
||||
/// referenced by an object (once each), and creates a fresh scope per scripted
|
||||
/// object. Compile errors and references to unknown scripts are reported as
|
||||
/// log lines (retrievable via [`Self::take_pending`]); no script is run here.
|
||||
pub fn new(board: &Board) -> Self {
|
||||
let log_sink: LogSink = Rc::new(RefCell::new(Vec::new()));
|
||||
/// Builds a host for the board behind `state`: registers the read/write API,
|
||||
/// compiles every script referenced by an object (once each), and creates a
|
||||
/// fresh scope per scripted object. Compile errors and references to unknown
|
||||
/// scripts are queued as [`GameCommand::Error`] (retrievable via
|
||||
/// [`Self::take_commands`]); no script is run here.
|
||||
pub fn new(state: &Rc<RefCell<BoardState>>) -> Self {
|
||||
let commands: CommandQueue = Rc::new(RefCell::new(Vec::new()));
|
||||
|
||||
let mut engine = Engine::new();
|
||||
// `log(s)` — append a plain (uncolored) message to the game log.
|
||||
{
|
||||
let sink = log_sink.clone();
|
||||
engine.register_fn("log", move |msg: ImmutableString| {
|
||||
sink.borrow_mut().push(LogLine::raw(msg.to_string()));
|
||||
});
|
||||
}
|
||||
register_read_api(&mut engine);
|
||||
register_write_api(&mut engine, &commands);
|
||||
|
||||
// Compile each script that an object actually references, once.
|
||||
let board_state = state.borrow();
|
||||
let board = &board_state.board;
|
||||
|
||||
// Compile each referenced script once; attribute failures to the first
|
||||
// object that references the script.
|
||||
let mut scripts: HashMap<String, CompiledScript> = HashMap::new();
|
||||
for name in board.objects.iter().filter_map(|o| o.script_name.as_ref()) {
|
||||
if scripts.contains_key(name) {
|
||||
let mut failed: HashSet<String> = HashSet::new();
|
||||
for (i, obj) in board.objects.iter().enumerate() {
|
||||
let Some(name) = obj.script_name.as_ref() else {
|
||||
continue;
|
||||
};
|
||||
if scripts.contains_key(name) || failed.contains(name) {
|
||||
continue;
|
||||
}
|
||||
match board.scripts.get(name) {
|
||||
@@ -100,13 +168,25 @@ impl ScriptHost {
|
||||
},
|
||||
);
|
||||
}
|
||||
Err(err) => log_sink.borrow_mut().push(LogLine::raw(format!(
|
||||
"script '{name}' failed to compile: {err}"
|
||||
))),
|
||||
Err(err) => {
|
||||
failed.insert(name.clone());
|
||||
commands.borrow_mut().push(Command {
|
||||
source: i,
|
||||
kind: GameCommand::Error(format!(
|
||||
"script '{name}' failed to compile: {err}"
|
||||
)),
|
||||
});
|
||||
}
|
||||
},
|
||||
None => log_sink
|
||||
.borrow_mut()
|
||||
.push(LogLine::raw(format!("object references unknown script '{name}'"))),
|
||||
None => {
|
||||
failed.insert(name.clone());
|
||||
commands.borrow_mut().push(Command {
|
||||
source: i,
|
||||
kind: GameCommand::Error(format!(
|
||||
"object references unknown script '{name}'"
|
||||
)),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,21 +195,23 @@ impl ScriptHost {
|
||||
.objects
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter_map(|(i, o)| {
|
||||
let name = o.script_name.as_ref()?;
|
||||
.filter_map(|(i, obj)| {
|
||||
let name = obj.script_name.as_ref()?;
|
||||
scripts.contains_key(name).then(|| ObjectRuntime {
|
||||
object_index: i,
|
||||
script_name: name.clone(),
|
||||
scope: Scope::new(),
|
||||
scope: new_object_scope(state),
|
||||
})
|
||||
})
|
||||
.collect();
|
||||
|
||||
drop(board_state);
|
||||
|
||||
Self {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
log_sink,
|
||||
commands,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,14 +226,15 @@ impl ScriptHost {
|
||||
self.run("tick", |c| c.has_tick, (dt,));
|
||||
}
|
||||
|
||||
/// Removes and returns the messages queued by `log` since the last drain.
|
||||
pub fn take_pending(&mut self) -> Vec<LogLine> {
|
||||
std::mem::take(&mut *self.log_sink.borrow_mut())
|
||||
/// Removes and returns the commands queued by scripts since the last drain.
|
||||
pub fn take_commands(&mut self) -> Vec<Command> {
|
||||
std::mem::take(&mut self.commands.borrow_mut())
|
||||
}
|
||||
|
||||
/// Shared driver for the lifecycle hooks: for each object whose script
|
||||
/// `defined` reports the hook, call it with `args`. Runtime errors are
|
||||
/// captured into the log sink rather than aborting the batch.
|
||||
/// `defined` reports the hook, call it with `args`, tagging the call with the
|
||||
/// object index so host functions know the command source. Runtime errors are
|
||||
/// captured as [`GameCommand::Error`] rather than aborting the batch.
|
||||
fn run<A: FuncArgs + Copy>(
|
||||
&mut self,
|
||||
hook: &str,
|
||||
@@ -163,7 +246,7 @@ impl ScriptHost {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
log_sink,
|
||||
commands,
|
||||
} = self;
|
||||
for obj in objects.iter_mut() {
|
||||
let Some(compiled) = scripts.get(&obj.script_name) else {
|
||||
@@ -172,12 +255,92 @@ impl ScriptHost {
|
||||
if !defined(compiled) {
|
||||
continue;
|
||||
}
|
||||
if let Err(err) = engine.call_fn::<()>(&mut obj.scope, &compiled.ast, hook, args) {
|
||||
log_sink.borrow_mut().push(LogLine::raw(format!(
|
||||
"script '{}' {hook} error: {err}",
|
||||
obj.script_name
|
||||
)));
|
||||
// The tag carries this object's index to the host functions.
|
||||
let options = CallFnOptions::default().with_tag(obj.object_index as i64);
|
||||
if let Err(err) = engine.call_fn_with_options::<()>(
|
||||
options,
|
||||
&mut obj.scope,
|
||||
&compiled.ast,
|
||||
hook,
|
||||
args,
|
||||
) {
|
||||
commands.borrow_mut().push(Command {
|
||||
source: obj.object_index,
|
||||
kind: GameCommand::Error(format!(
|
||||
"script '{}' {hook} error: {err}",
|
||||
obj.script_name
|
||||
)),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Registers the read-only `board` API: a [`BoardView`] type with getters that
|
||||
/// borrow the shared state briefly.
|
||||
fn register_read_api(engine: &mut Engine) {
|
||||
engine.register_type_with_name::<BoardView>("BoardView");
|
||||
engine.register_get("player_x", |b: &mut BoardView| {
|
||||
b.0.borrow().board.player.x as i64
|
||||
});
|
||||
engine.register_get("player_y", |b: &mut BoardView| {
|
||||
b.0.borrow().board.player.y as i64
|
||||
});
|
||||
engine.register_get("width", |b: &mut BoardView| b.0.borrow().board.width as i64);
|
||||
engine.register_get("height", |b: &mut BoardView| {
|
||||
b.0.borrow().board.height as i64
|
||||
});
|
||||
}
|
||||
|
||||
/// Registers the write API: the `Direction` type and the `move`/`set_tile`/`log`
|
||||
/// host functions, each enqueuing a [`Command`] tagged with its source object.
|
||||
fn register_write_api(engine: &mut Engine, commands: &CommandQueue) {
|
||||
engine.register_type_with_name::<Direction>("Direction");
|
||||
|
||||
let q = commands.clone();
|
||||
engine.register_fn("move", move |ctx: NativeCallContext, dir: Direction| {
|
||||
q.borrow_mut().push(Command {
|
||||
source: source_of(&ctx),
|
||||
kind: GameCommand::Move(dir),
|
||||
});
|
||||
});
|
||||
|
||||
let q = commands.clone();
|
||||
engine.register_fn("set_tile", move |ctx: NativeCallContext, tile: i64| {
|
||||
q.borrow_mut().push(Command {
|
||||
source: source_of(&ctx),
|
||||
kind: GameCommand::SetTile(tile as u32),
|
||||
});
|
||||
});
|
||||
|
||||
let q = commands.clone();
|
||||
engine.register_fn(
|
||||
"log",
|
||||
move |ctx: NativeCallContext, msg: ImmutableString| {
|
||||
q.borrow_mut().push(Command {
|
||||
source: source_of(&ctx),
|
||||
kind: GameCommand::Log(LogLine::raw(msg.to_string())),
|
||||
});
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
/// Reads the issuing object's index from the call tag (set in [`ScriptHost::run`]).
|
||||
fn source_of(ctx: &NativeCallContext) -> usize {
|
||||
ctx.tag()
|
||||
.and_then(|t| t.as_int().ok())
|
||||
.and_then(|n| usize::try_from(n).ok())
|
||||
.unwrap_or(0)
|
||||
}
|
||||
|
||||
/// Builds a fresh per-object scope, seeded with the read-only `board` view and
|
||||
/// the four direction constants (`north`/`south`/`east`/`west`).
|
||||
fn new_object_scope(state: &Rc<RefCell<BoardState>>) -> Scope<'static> {
|
||||
let mut scope = Scope::new();
|
||||
scope.push_constant("board", BoardView(state.clone()));
|
||||
scope.push_constant("north", Direction::North);
|
||||
scope.push_constant("south", Direction::South);
|
||||
scope.push_constant("east", Direction::East);
|
||||
scope.push_constant("west", Direction::West);
|
||||
scope
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user