more scripting

This commit is contained in:
2026-06-04 23:52:33 -05:00
parent e0477a12b8
commit 4f21f7fa8a
8 changed files with 558 additions and 121 deletions
+17 -11
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@@ -92,8 +92,8 @@ An earlier design had `cells: Vec<(Glyph, usize)>` where the `usize` indexed a p
**Why `Board` is the complete unit (no wrapper struct):** **Why `Board` is the complete unit (no wrapper struct):**
An earlier design had `GameMap { board: Board, player: Player, ... }`. This was eliminated because the split was artificial: there's no meaningful use of a `Board` without a player position, and no meaningful use of a player without a `Board`. ZZT itself treats a board as containing everything — the grid, the objects, and the player entry point. Collapsing to a single struct matches the domain model. An earlier design had `GameMap { board: Board, player: Player, ... }`. This was eliminated because the split was artificial: there's no meaningful use of a `Board` without a player position, and no meaningful use of a player without a `Board`. ZZT itself treats a board as containing everything — the grid, the objects, and the player entry point. Collapsing to a single struct matches the domain model.
**`GameState`** **`BoardState` / `GameState`**
Owns the `Board`, the message `log: Vec<LogLine>`, and a `ScriptHost`. It keeps mutation logic (collision checking, movement) separate from the data and is where event processing/scripting dispatch lives: `try_move` for movement, `run_init()` to run object `init()` hooks once at startup, and `tick(dt)` to run object `tick(dt)` hooks every frame. After each script batch it flushes script-emitted log lines into `log`. `BoardState` is the scriptable world — currently just `{ board: Board }`, with room for runtime-only state (e.g. a shared variable blackboard). `GameState` holds it behind an `Rc<RefCell<BoardState>>`, alongside the message `log` and a `ScriptHost`. Keeping the world a **sibling** of the script host (rather than owned by it) is the key ownership move: host functions capture a clone of that `Rc` — a `'static` handle to a *different* `RefCell` than the running engine — so they can read/queue writes without aliasing the borrow that's executing scripts. Front-ends and internal logic reach the board only through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (no `pub board`). `try_move` moves the player; `run_init()` / `tick(dt)` run object hooks; `apply_commands()` drains the script command queue *after* each batch — the deferred apply is when `&mut` is finally free of any outstanding borrow.
--- ---
@@ -103,11 +103,13 @@ Owns the `Board`, the message `log: Vec<LogLine>`, and a `ScriptHost`. It keeps
### `script.rs` — Rhai scripting runtime ### `script.rs` — Rhai scripting runtime
`ScriptHost` owns the Rhai `Engine`, the scripts referenced by a board's objects (compiled once per name via `Engine::compile`), a persistent per-object `Scope`, and a shared **log sink**. Built with `ScriptHost::new(&board)`, which compiles scripts and records each object's available hooks (detected with `AST::iter_functions()` by name/arity) but **runs nothing** — compile errors and unknown-script references are reported into the log. `ScriptHost` owns the Rhai `Engine`, the scripts referenced by a board's objects (compiled once per name via `Engine::compile`), a persistent per-object `Scope`, and a shared **command queue**. Built with `ScriptHost::new(&Rc<RefCell<BoardState>>)`, which registers the API, compiles scripts, and records each object's available hooks (detected with `AST::iter_functions()` by name/arity) but **runs nothing** — compile/unknown-script failures are queued as `GameCommand::Error`.
Two optional lifecycle hooks per object: `init()` (zero-arg, run once) and `tick(dt)` (elapsed seconds as `f64`, run per frame), driven by `run_init()` / `run_tick(dt)`. Runtime errors are logged, not fatal. Two optional lifecycle hooks per object: `init()` (zero-arg, run once) and `tick(dt)` (elapsed seconds as `f64`, run per frame), driven by `run_init()` / `run_tick(dt)`. Runtime errors become `Error` commands, not fatal.
The one host function so far is `log(s)`, which appends an uncolored `LogLine`. The borrow problem — Rhai's registered closures must be `'static`, yet `log` must reach the game log — is solved by writing into an `Rc<RefCell<Vec<LogLine>>>` sink cloned into the closure; `GameState` drains it with `take_pending()` after each batch, so running scripts never needs a mutable borrow of `GameState`. (Default `call_fn` rewinds the scope per call, so script-local persistence across ticks is future work; the per-object `Scope` is the seam for that and for injecting object state.) `Engine`/`Scope` are not `Send` — fine for the single-threaded kiln-tui. **Reads vs writes.** Scripts **read** the world directly: a read-only `BoardView` (a registered type with getters only — read-only by construction) is pushed into each scope as `board`, so a script writes `board.player_x`; the getter briefly borrows the shared `BoardState`. Scripts **write** by enqueuing `Command { source, kind }` where `kind: GameCommand` is `Move(Direction)` / `SetTile(u32)` / `Log(LogLine)` / `Error(String)`. The host fns `move`/`set_tile`/`log` push into a shared `Rc<RefCell<Vec<Command>>>` cloned into each closure (the same `'static`-closure trick the old log sink used, generalized); `GameState::apply_commands` drains and applies them after the batch. Reads-are-live, writes-are-deferred gives frame-coherent semantics and keeps script execution free of any `&mut GameState` borrow.
**Sender identity** (which object issued a command) rides Rhai's per-call **tag**: `run` calls `call_fn_with_options(...with_tag(object_index)...)` and the host fns read it via `NativeCallContext::tag()`, so scripts write `move(north)` without a `this` argument (`north`/`south`/`east`/`west` are `Direction` constants in scope; `impl From<Direction> for (i32,i32)` yields the delta). The object's identity is currently its index into `Board::objects` — a stopgap (a `// TODO` flags replacing it with stable unique ids that survive spawn/destroy). Default `call_fn` rewinds the scope per call, so script-local persistence across ticks is still future work; the per-object `Scope` is the seam for that. `Engine`/`Scope` are not `Send` — fine for the single-threaded kiln-tui.
--- ---
@@ -306,8 +308,11 @@ target_entry = "west_door"
[scripts] [scripts]
greeter = """ greeter = """
fn init() { log("hello world"); } fn init() {
fn tick(dt) { } log(`player at ${board.player_x}, ${board.player_y}`); # read
set_tile(2); # write
}
fn tick(dt) { move(north); } # dt = elapsed seconds; dir ∈ north/south/east/west
""" """
``` ```
@@ -331,11 +336,12 @@ A direct mapping from palette character → `(Glyph, Archetype)` means the map f
## What's not yet implemented ## What's not yet implemented
**Object scripting** — the runtime exists (`script.rs`): objects run optional `init()`/`tick(dt)` hooks and can call `log(s)`. Still to come: **Object scripting** — the runtime exists (`script.rs`): objects run optional `init()`/`tick(dt)` hooks, **read** the world via `board.*`, and **write** via queued commands (`move`, `set_tile`, `log`). Still to come:
1. More event hooks beyond lifecycle — e.g. fire `on_touch` when the player moves onto an object's cell 1. More event hooks beyond lifecycle — e.g. fire `on_touch` when the player moves onto an object's cell
2. Grow the Rhai API surface (movement, board queries, `send_message`, randomness) and give a script a handle to *its own* object 2. Grow the command vocabulary and read API (`send_message`, randomness, board queries, more glyph setters)
3. Persist script-local state across ticks (needs `call_fn_raw` so the per-object `Scope` isn't rewound each call) 3. **Stable object ids**`Command.source` / `ObjectRuntime.object_index` are array indices into `Board::objects`, which break under spawn/destroy/reorder; replace with monotonically-increasing unique ids and key objects by them (a `// TODO` marks this in code)
4. `PortalDef` is still parsed-only — no multi-board navigation yet 4. Persist script-local state across ticks (needs `call_fn_raw` so the per-object `Scope` isn't rewound each call)
5. `PortalDef` is still parsed-only — no multi-board navigation yet
**Object behavior from scripts**`ObjectDef.passable` and `ObjectDef.opaque` are live and editable in the editor, but they are static author-set values. Eventually they should be overridable by the object's Rhai script at runtime (e.g. a door script that flips `passable` when opened). `Board::is_passable` already has the right shape for this; the script runtime just needs to be wired in. **Object behavior from scripts**`ObjectDef.passable` and `ObjectDef.opaque` are live and editable in the editor, but they are static author-set values. Eventually they should be overridable by the object's Rhai script at runtime (e.g. a door script that flips `passable` when opened). `Board::is_passable` already has the right shape for this; the script runtime just needs to be wired in.
+14 -7
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@@ -53,16 +53,20 @@ Root `Cargo.toml`: `members = ["kiln-core", "kiln-tui"]`.
- `Player``x: i32, y: i32` - `Player``x: i32, y: i32`
- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Its `init()`/`tick(dt)` hooks are run by the scripting runtime (see `script.rs`). - `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Its `init()`/`tick(dt)` hooks are run by the scripting runtime (see `script.rs`).
- `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired - `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
- `GameState`holds `board: Board`, the message `log: Vec<LogLine>`, and a `ScriptHost`. `try_move(dx, dy)` checks passability before moving the player; `run_init()` runs object `init()` hooks once at startup; `tick(dt)` runs object `tick(dt)` hooks every frame. Script-emitted log lines are flushed into `log` after each call. - `BoardState`the scriptable world: currently just `board: Board` (room to grow, e.g. a shared variable blackboard). Held by `GameState` behind `Rc<RefCell<BoardState>>` so script host functions can share a handle to it without aliasing the running engine.
- `GameState` — holds `board_state: Rc<RefCell<BoardState>>`, the message `log: Vec<LogLine>`, and a `ScriptHost`. Front-ends/logic reach the board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (there is no `pub board` field). `try_move` moves the player; `run_init()` runs object `init()` hooks once at startup; `tick(dt)` runs object `tick(dt)` hooks every frame. After each script batch, `apply_commands()` drains the script command queue: `Log`/`Error``log`, `SetTile` → the source object's glyph, `Move(dir)``move_object` (bounds + `is_passable`). This deferred apply (writes after the batch) is what keeps script execution borrow-safe.
**`kiln-core/src/log.rs`** — styled log messages: **`kiln-core/src/log.rs`** — styled log messages:
- `LogSpan { text, fg: Option<Rgba8>, bg: Option<Rgba8> }` and `LogLine { spans: Vec<LogSpan> }` — a UI-agnostic styled message (colors are core `Rgba8`, not a front-end type). `LogLine::raw()`, a chainable `push()`, and `append()` build messages; each front-end converts a `LogLine` to its own styled text at render time. - `LogSpan { text, fg: Option<Rgba8>, bg: Option<Rgba8> }` and `LogLine { spans: Vec<LogSpan> }` — a UI-agnostic styled message (colors are core `Rgba8`, not a front-end type). `LogLine::raw()`, a chainable `push()`, and `append()` build messages; each front-end converts a `LogLine` to its own styled text at render time.
**`kiln-core/src/script.rs`** — Rhai scripting runtime: **`kiln-core/src/script.rs`** — Rhai scripting runtime:
- `ScriptHost` — owns the Rhai `Engine`, the compiled scripts referenced by a board's objects (compiled once per name), a per-object persistent `Scope`, and a shared log sink. Built with `ScriptHost::new(&board)` (compiles scripts, reports compile/unknown-script errors to the log; runs nothing). - `ScriptHost` — owns the Rhai `Engine`, the compiled scripts referenced by a board's objects (compiled once per name), a per-object persistent `Scope`, and a shared command queue. Built with `ScriptHost::new(&Rc<RefCell<BoardState>>)` (registers the API, compiles scripts, reports compile/unknown-script failures as `GameCommand::Error`; runs nothing).
- Lifecycle hooks per object: `init()` (zero-arg) and `tick(dt)` (elapsed seconds as `f64`), both optional — detected via `AST::iter_functions()` by name and arity. Driven by `run_init()` / `run_tick(dt)`; runtime errors are logged, not fatal. - Lifecycle hooks per object: `init()` (zero-arg) and `tick(dt)` (elapsed seconds as `f64`), both optional — detected via `AST::iter_functions()` by name and arity. Driven by `run_init()` / `run_tick(dt)`; runtime errors become `Error` commands, not fatal.
- Host function: `log(s)` appends an uncolored `LogLine` to the shared sink, drained by `GameState` via `take_pending()`. The sink (an `Rc<RefCell<Vec<LogLine>>>`) is how scripts write to the log without a mutable borrow of `GameState`. - **Reads (direct):** scripts read through `BoardView` — a read-only handle (getters only, so read-only by construction) pushed into each scope as `board`, e.g. `board.player_x`, `board.player_y`, `board.width`, `board.height`. Each getter briefly borrows the shared `BoardState`.
- **Writes (command queue):** host fns `move(dir)`, `set_tile(n)`, `log(s)` push a `Command { source, kind: GameCommand }` (`GameCommand` = `Move(Direction)` / `SetTile(u32)` / `Log(LogLine)` / `Error(String)`) into a shared `Rc<RefCell<Vec<Command>>>`, drained by `GameState::take_commands` and applied after the batch. This is how scripts mutate without a `&mut GameState` borrow.
- **Sender identity:** `source` (which object issued a command) rides the per-call **tag**`run` calls `call_fn_with_options(...with_tag(object_index)...)` and the host fns read it via `NativeCallContext::tag()`. Scripts write `move(north)` without naming themselves; `north`/`south`/`east`/`west` are `Direction` constants in scope, and `impl From<Direction> for (i32,i32)` gives the delta.
- `GameState` (hence the `Engine`/`Scope`) is single-threaded / not `Send`; fine for kiln-tui. - `GameState` (hence the `Engine`/`Scope`) is single-threaded / not `Send`; fine for kiln-tui.
- **TODO in-code:** `Command.source` (and `ObjectRuntime.object_index`) are array indices into `Board::objects` — a stopgap that breaks under object spawn/destroy/reorder; should become a monotonically-increasing unique object id with objects keyed by it.
**`kiln-core/src/map_file.rs`** — map file loading: **`kiln-core/src/map_file.rs`** — map file loading:
- `MapFile` and friends — serde `Deserialize` types for TOML map files - `MapFile` and friends — serde `Deserialize` types for TOML map files
@@ -196,12 +200,15 @@ target_entry = "west_door"
# Named Rhai scripts, referenced by objects via `script_name`. # Named Rhai scripts, referenced by objects via `script_name`.
[scripts] [scripts]
greeter = """ greeter = """
fn init() { log("hello world"); } # optional, run once at startup fn init() { # optional, run once at startup
fn tick(dt) { } # optional, run every frame with elapsed seconds log(`player at ${board.player_x}, ${board.player_y}`); # read the world
set_tile(2); # write: change my glyph
}
fn tick(dt) { move(north); } # optional, run every frame; dt = elapsed seconds
""" """
``` ```
Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The `tile` field accepts either a single-character string (`tile = " "`) or an integer (`tile = 35`); both are valid and existing char-style map files continue to work. 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. Script source lives in the `[scripts]` table (name → Rhai source); objects reference a script by `script_name`. Scripts may define optional `init()`/`tick(dt)` functions and call the host function `log(s)`. Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The `tile` field accepts either a single-character string (`tile = " "`) or an integer (`tile = 35`); both are valid and existing char-style map files continue to work. 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. Script source lives in the `[scripts]` table (name → Rhai source); objects reference a script by `script_name`. Scripts may define optional `init()`/`tick(dt)` functions; they **read** the world through `board.*` (e.g. `board.player_x`) and **write** via host functions `move(dir)` (`dir``north`/`south`/`east`/`west`), `set_tile(n)`, and `log(s)`.
### Key design decisions ### Key design decisions
+245 -30
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@@ -1,9 +1,11 @@
use crate::log::LogLine; use crate::log::LogLine;
use crate::script::ScriptHost; use crate::script::{Direction, GameCommand, ScriptHost};
use color::Rgba8; use color::Rgba8;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::cell::{Ref, RefCell, RefMut};
use std::collections::HashMap; use std::collections::HashMap;
use std::hash::{Hash, Hasher}; use std::hash::{Hash, Hasher};
use std::rc::Rc;
use std::time::Duration; use std::time::Duration;
/// The visual representation of a single board cell. /// The visual representation of a single board cell.
@@ -43,6 +45,7 @@ impl Glyph {
/// This is the only hardcoded glyph; all other glyphs come from the map /// 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 /// file palette. It will be removed once the player becomes a scripted
/// object with its own palette entry. /// object with its own palette entry.
#[rustfmt::skip]
pub const fn player() -> Self { pub const fn player() -> Self {
Self { Self {
tile: 64, tile: 64,
@@ -145,6 +148,7 @@ impl Archetype {
/// ///
/// This glyph is used only for new cells created in the editor; existing /// This glyph is used only for new cells created in the editor; existing
/// cells retain their own per-cell glyph. /// cells retain their own per-cell glyph.
#[rustfmt::skip]
pub fn default_glyph(&self) -> Glyph { pub fn default_glyph(&self) -> Glyph {
match self { match self {
Archetype::Empty => Glyph { Archetype::Empty => Glyph {
@@ -229,6 +233,7 @@ pub struct ObjectDef {
impl ObjectDef { impl ObjectDef {
/// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black. /// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black.
#[rustfmt::skip]
pub fn default_glyph() -> Glyph { pub fn default_glyph() -> Glyph {
Glyph { Glyph {
tile: 63, tile: 63,
@@ -368,7 +373,9 @@ impl Board {
/// Panics if `x` or `y` are out of bounds. /// Panics if `x` or `y` are out of bounds.
pub fn is_passable(&self, x: usize, y: usize) -> bool { pub fn is_passable(&self, x: usize, y: usize) -> bool {
// An object on this cell blocks if it's unpassable // An object on this cell blocks if it's unpassable
if let Some(obj) = self.object_at(x, y) && !obj.passable { if let Some(obj) = self.object_at(x, y)
&& !obj.passable
{
false false
} else { } else {
self.get(x, y).1.behavior().passable self.get(x, y).1.behavior().passable
@@ -386,16 +393,30 @@ impl Board {
} }
} }
/// Holds the active game board and provides game-logic operations. /// The scriptable world: the current [`Board`] plus (in the future) runtime-only
/// state such as a shared variable blackboard.
///
/// `BoardState` is a sibling of the [`ScriptHost`] inside [`GameState`] and is
/// held behind an `Rc<RefCell<…>>`. Keeping it separate from the script engine is
/// what lets host functions hold a shared handle to the world without aliasing the
/// borrow that is currently running the engine.
pub struct BoardState {
/// The active game board.
pub board: Board,
}
/// Holds the active game world and provides game-logic operations.
/// ///
/// `GameState` is the boundary between the engine (rendering, input) and the /// `GameState` is the boundary between the engine (rendering, input) and the
/// game data ([`Board`]). It owns the current board, the message log, and the /// game data. It owns the world ([`BoardState`], behind a shared `Rc<RefCell>`),
/// [`ScriptHost`] driving the board's object scripts, and exposes methods for /// the message log, and the [`ScriptHost`] driving object scripts. Front-ends and
/// actions that involve game rules: player movement, the per-frame /// internal logic reach the board through [`board`](GameState::board) /
/// [`tick`](GameState::tick), and the one-time [`run_init`](GameState::run_init). /// [`board_mut`](GameState::board_mut). Scripts read the board directly and
/// request mutations as commands, applied by [`apply_commands`](GameState::apply_commands)
/// after each script batch.
pub struct GameState { pub struct GameState {
/// The currently active board. /// The scriptable world, shared with the script host's read getters.
pub board: Board, board_state: Rc<RefCell<BoardState>>,
/// The in-game message log, oldest first (newest pushed at the end). /// The in-game message log, oldest first (newest pushed at the end).
pub log: Vec<LogLine>, pub log: Vec<LogLine>,
/// The Rhai scripting runtime driving this board's scripted objects. /// The Rhai scripting runtime driving this board's scripted objects.
@@ -409,42 +430,89 @@ impl GameState {
/// call [`GameState::run_init`] once the game is ready to start. Any script /// call [`GameState::run_init`] once the game is ready to start. Any script
/// compile errors are surfaced into the log here. /// compile errors are surfaced into the log here.
pub fn new(board: Board) -> Self { pub fn new(board: Board) -> Self {
let scripts = ScriptHost::new(&board); let board_state = Rc::new(RefCell::new(BoardState { board }));
let scripts = ScriptHost::new(&board_state);
let mut state = Self { let mut state = Self {
board, board_state,
log: Vec::new(), log: Vec::new(),
scripts, scripts,
}; };
// Surface any compile-time script errors collected during ScriptHost::new. // Surface any compile-time script errors collected during ScriptHost::new.
state.flush_script_log(); state.apply_commands();
state state
} }
/// Borrows the active board for reading (e.g. by a front-end renderer).
pub fn board(&self) -> Ref<'_, Board> {
Ref::map(self.board_state.borrow(), |bs| &bs.board)
}
/// Borrows the active board for mutation.
pub fn board_mut(&self) -> RefMut<'_, Board> {
RefMut::map(self.board_state.borrow_mut(), |bs| &mut bs.board)
}
/// Appends a styled message to the log. /// Appends a styled message to the log.
pub fn log(&mut self, line: LogLine) { pub fn log(&mut self, line: LogLine) {
self.log.push(line); self.log.push(line);
} }
/// Runs the `init()` hook of every scripted object. Call once, after the /// Runs the `init()` hook of every scripted object, then applies the commands
/// whole map is loaded and the game is about to start — never during map /// they queued. Call once, after the whole map is loaded and the game is about
/// deserialization, since a script may inspect the board. /// to start — never during map deserialization, since a script may inspect the
/// board.
pub fn run_init(&mut self) { pub fn run_init(&mut self) {
self.scripts.run_init(); self.scripts.run_init();
self.flush_script_log(); self.apply_commands();
} }
/// Advances real-time game state by `dt` (the elapsed time since the last /// 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; drives every /// tick). Called once per frame by the front-end's game loop; drives every
/// scripted object's `tick(dt)` hook. /// scripted object's `tick(dt)` hook, then applies the commands they queued.
pub fn tick(&mut self, dt: Duration) { pub fn tick(&mut self, dt: Duration) {
self.scripts.run_tick(dt.as_secs_f64()); self.scripts.run_tick(dt.as_secs_f64());
self.flush_script_log(); self.apply_commands();
} }
/// Moves any messages queued by scripts (via the `log` host function) into /// Drains the script command queue and applies each command. Runs *after* a
/// the real game log. /// script batch, when nothing holds a borrow of the board — so the mutations
fn flush_script_log(&mut self) { /// here can't conflict with the read getters scripts use during execution.
self.log.extend(self.scripts.take_pending()); fn apply_commands(&mut self) {
for cmd in self.scripts.take_commands() {
match cmd.kind {
GameCommand::Log(line) => self.log.push(line),
// TODO: errors are only logged for now. This is the place to halt
// execution / set an error state when a script faults.
GameCommand::Error(msg) => self.log.push(LogLine::raw(msg)),
GameCommand::SetTile(tile) => {
if let Some(obj) = self.board_mut().objects.get_mut(cmd.source) {
obj.glyph.tile = tile;
}
}
GameCommand::Move(dir) => self.move_object(cmd.source, dir),
}
}
}
/// Moves object `idx` one cell in `dir`, if the target is in bounds and
/// passable. This is where movement rules live (a no-op when blocked).
fn move_object(&mut self, idx: usize, dir: Direction) {
let (dx, dy): (i32, i32) = dir.into();
let mut board = self.board_mut();
let Some((ox, oy)) = board.objects.get(idx).map(|o| (o.x, o.y)) else {
return;
};
let nx = ox as i32 + dx;
let ny = oy as i32 + dy;
if nx < 0 || ny < 0 {
return;
}
let (nx, ny) = (nx as usize, ny as usize);
if nx < board.width && ny < board.height && board.is_passable(nx, ny) {
let obj = &mut board.objects[idx];
obj.x = nx;
obj.y = ny;
}
} }
/// Attempts to move the player by `(dx, dy)` cells. /// Attempts to move the player by `(dx, dy)` cells.
@@ -452,14 +520,15 @@ impl GameState {
/// The move is ignored if the target cell is out of bounds or its behavior /// 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). /// is not passable. No-ops silently (the caller does not need to check).
pub fn try_move(&mut self, dx: i32, dy: i32) { pub fn try_move(&mut self, dx: i32, dy: i32) {
let nx = self.board.player.x + dx; let mut board = self.board_mut();
let ny = self.board.player.y + dy; let nx = board.player.x + dx;
let ny = board.player.y + dy;
if nx >= 0 && ny >= 0 { if nx >= 0 && ny >= 0 {
let nx = nx as usize; let nx = nx as usize;
let ny = ny as usize; let ny = ny as usize;
if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) { if nx < board.width && ny < board.height && board.is_passable(nx, ny) {
self.board.player.x = nx as i32; board.player.x = nx as i32;
self.board.player.y = ny as i32; board.player.y = ny as i32;
} }
} }
} }
@@ -492,6 +561,44 @@ mod tests {
} }
} }
/// An `ObjectDef` at `(x, y)` bound to the named script.
fn scripted_object(x: usize, y: usize, script: &str) -> ObjectDef {
let mut o = ObjectDef::new(x, y);
o.script_name = Some(script.to_string());
o
}
/// Builds an all-empty (passable) `w×h` board with the given player position,
/// objects, and `(name, source)` scripts — room for movement, unlike the 1×1
/// `board_with_object`.
fn open_board(
w: usize,
h: usize,
player: (i32, i32),
objects: Vec<ObjectDef>,
scripts: &[(&str, &str)],
) -> Board {
Board {
name: "test".into(),
width: w,
height: h,
cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty); w * h],
player: Player {
x: player.0,
y: player.1,
},
objects,
portals: Vec::new(),
font: None,
zoom: 1,
scripts: scripts
.iter()
.map(|(k, v)| (k.to_string(), v.to_string()))
.collect(),
board_script_name: None,
}
}
/// Flattens each log line into a single string for easy assertions. /// Flattens each log line into a single string for easy assertions.
fn log_texts(game: &GameState) -> Vec<String> { fn log_texts(game: &GameState) -> Vec<String> {
game.log game.log
@@ -502,7 +609,10 @@ mod tests {
#[test] #[test]
fn init_runs_only_on_run_init_not_at_construction() { fn init_runs_only_on_run_init_not_at_construction() {
let board = board_with_object(Some("greet"), &[("greet", r#"fn init() { log("hello"); }"#)]); let board = board_with_object(
Some("greet"),
&[("greet", r#"fn init() { log("hello"); }"#)],
);
let mut game = GameState::new(board); let mut game = GameState::new(board);
// init must not fire during construction / deserialization. // init must not fire during construction / deserialization.
assert!(game.log.is_empty()); assert!(game.log.is_empty());
@@ -538,8 +648,10 @@ mod tests {
assert!(game.log.is_empty()); assert!(game.log.is_empty());
// Script defines neither init nor tick: also a no-op. // Script defines neither init nor tick: also a no-op.
let mut game = let mut game = GameState::new(board_with_object(
GameState::new(board_with_object(Some("e"), &[("e", "fn other() { log(\"x\"); }")])); Some("e"),
&[("e", "fn other() { log(\"x\"); }")],
));
game.run_init(); game.run_init();
game.tick(Duration::from_millis(33)); game.tick(Duration::from_millis(33));
assert!(game.log.is_empty()); assert!(game.log.is_empty());
@@ -555,4 +667,107 @@ mod tests {
let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")])); let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")]));
assert!(log_texts(&game)[0].contains("failed to compile")); assert!(log_texts(&game)[0].contains("failed to compile"));
} }
#[test]
fn script_reads_board_through_view() {
let board = open_board(
5,
3,
(3, 1),
vec![scripted_object(2, 1, "r")],
&[("r", "fn init() { log(board.player_x.to_string()); }")],
);
let mut game = GameState::new(board);
game.run_init();
// The view reported the player's x (3).
assert_eq!(log_texts(&game), vec!["3"]);
}
#[test]
fn move_command_relocates_the_source_object() {
let board = open_board(
5,
3,
(0, 0),
vec![scripted_object(2, 1, "m")],
&[("m", "fn init() { move(east); }")],
);
let mut game = GameState::new(board);
game.run_init();
let b = game.board();
// East increments x by one; the object started at (2, 1).
assert_eq!((b.objects[0].x, b.objects[0].y), (3, 1));
}
#[test]
fn move_into_a_wall_or_edge_is_a_noop() {
// Object at the west edge moving west: out of bounds, ignored.
let board = open_board(
5,
3,
(0, 0),
vec![scripted_object(0, 1, "m")],
&[("m", "fn init() { move(west); }")],
);
let mut game = GameState::new(board);
game.run_init();
assert_eq!(game.board().objects[0].x, 0);
}
#[test]
fn set_tile_command_changes_the_source_glyph() {
let board = open_board(
5,
3,
(0, 0),
vec![scripted_object(2, 1, "s")],
&[("s", "fn init() { set_tile(7); }")],
);
let mut game = GameState::new(board);
game.run_init();
assert_eq!(game.board().objects[0].glyph.tile, 7);
}
#[test]
fn start_map_greeter_runs_init() {
// End-to-end against the shipped example map: load it, run init, and
// confirm the greeter read the board (interpolated message) and wrote to
// itself (set_tile). Also guards the example from drifting out of sync.
let path = concat!(env!("CARGO_MANIFEST_DIR"), "/../maps/start.toml");
let board = crate::map_file::load(path).expect("load start.toml");
let mut game = GameState::new(board);
game.run_init();
assert!(
log_texts(&game)
.iter()
.any(|t| t.contains("hello from object")),
"greeter init should log a greeting"
);
assert!(
game.board().objects.iter().any(|o| o.glyph.tile == 2),
"greeter set_tile(2) should change its glyph"
);
}
#[test]
fn commands_are_routed_to_their_own_source_object() {
// Two objects with different scripts move in opposite directions; each
// must affect only itself (the per-call tag routes the command source).
// Targets are kept apart so the impassable objects don't block each other.
let board = open_board(
5,
3,
(0, 0),
vec![scripted_object(0, 1, "e"), scripted_object(4, 1, "w")],
&[
("e", "fn init() { move(east); }"),
("w", "fn init() { move(west); }"),
],
);
let mut game = GameState::new(board);
game.run_init();
let b = game.board();
assert_eq!(b.objects[0].x, 1); // moved east from 0
assert_eq!(b.objects[1].x, 3); // moved west from 4
}
} }
+49 -10
View File
@@ -152,16 +152,27 @@ pub(crate) struct MapFileObjectEntry {
script_name: Option<String>, script_name: Option<String>,
} }
fn default_true() -> bool { true } fn default_true() -> bool {
fn default_zoom() -> u32 { 1 } true
fn is_zoom_default(z: &u32) -> bool { *z == 1 } }
fn default_zoom() -> u32 {
1
}
fn is_zoom_default(z: &u32) -> bool {
*z == 1
}
/// Parses an `"#RRGGBB"` hex color string into an [`Rgba8`]. /// Parses an `"#RRGGBB"` hex color string into an [`Rgba8`].
/// Returns opaque black on any parse failure. /// Returns opaque black on any parse failure.
fn parse_color(hex: &str) -> Rgba8 { fn parse_color(hex: &str) -> Rgba8 {
let hex = hex.trim_start_matches('#'); let hex = hex.trim_start_matches('#');
if hex.len() != 6 { if hex.len() != 6 {
return Rgba8 { r: 0, g: 0, b: 0, a: 255 }; return Rgba8 {
r: 0,
g: 0,
b: 0,
a: 255,
};
} }
let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0); let r = u8::from_str_radix(&hex[0..2], 16).unwrap_or(0);
let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0); let g = u8::from_str_radix(&hex[2..4], 16).unwrap_or(0);
@@ -475,8 +486,14 @@ content = """
assert!(result.is_err()); assert!(result.is_err());
// Use .err().unwrap() instead of .unwrap_err() to avoid requiring Board: Debug. // Use .err().unwrap() instead of .unwrap_err() to avoid requiring Board: Debug.
let msg = result.err().unwrap(); let msg = result.err().unwrap();
assert!(msg.contains("2 rows"), "expected row count in error, got: {msg}"); assert!(
assert!(msg.contains("height = 3"), "expected declared height in error, got: {msg}"); msg.contains("2 rows"),
"expected row count in error, got: {msg}"
);
assert!(
msg.contains("height = 3"),
"expected declared height in error, got: {msg}"
);
} }
#[test] #[test]
@@ -487,8 +504,14 @@ content = """
let result = Board::try_from(mf); let result = Board::try_from(mf);
assert!(result.is_err()); assert!(result.is_err());
let msg = result.err().unwrap(); let msg = result.err().unwrap();
assert!(msg.contains("3 characters"), "expected col count in error, got: {msg}"); assert!(
assert!(msg.contains("width = 4"), "expected declared width in error, got: {msg}"); msg.contains("3 characters"),
"expected col count in error, got: {msg}"
);
assert!(
msg.contains("width = 4"),
"expected declared width in error, got: {msg}"
);
} }
#[test] #[test]
@@ -549,8 +572,24 @@ bg = "#000000"
assert_eq!(obj.x, 1); assert_eq!(obj.x, 1);
assert_eq!(obj.y, 1); assert_eq!(obj.y, 1);
assert_eq!(obj.glyph.tile, 64); assert_eq!(obj.glyph.tile, 64);
assert_eq!(obj.glyph.fg, Rgba8 { r: 0x00, g: 0xFF, b: 0xFF, a: 255 }); assert_eq!(
assert_eq!(obj.glyph.bg, Rgba8 { r: 0, g: 0, b: 0, a: 255 }); 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. // Save back to TOML and reload; glyph must survive.
let map_file = MapFile::from(&board); let map_file = MapFile::from(&board);
+217 -54
View File
@@ -7,21 +7,84 @@
//! - `init()` — run once after the whole map is loaded (see [`ScriptHost::run_init`]). //! - `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`]). //! - `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 //! ## Reads vs. writes
//! game log. Because Rhai's registered closures must be `'static`, `log` writes //!
//! into a shared [`LogSink`] that [`ScriptHost::take_pending`] drains; the caller //! Scripts **read** the world directly through a read-only [`BoardView`] (getters
//! ([`crate::game::GameState`]) then moves those lines into the real log. This //! only) pushed into each scope as `board`, e.g. `board.player_x`. The view holds
//! keeps script execution from needing a mutable borrow of the game state. //! 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 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::cell::RefCell;
use std::collections::HashMap; use std::collections::{HashMap, HashSet};
use std::rc::Rc; use std::rc::Rc;
/// Shared buffer the Rhai `log` function appends to, drained into the game log. /// Shared queue the write host functions push into; drained by [`ScriptHost::take_commands`].
type LogSink = Rc<RefCell<Vec<LogLine>>>; 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. /// A compiled script plus which lifecycle hooks it defines.
struct CompiledScript { struct CompiledScript {
@@ -36,49 +99,54 @@ struct CompiledScript {
/// The runtime state of one scripted object: which script it runs and its own /// The runtime state of one scripted object: which script it runs and its own
/// persistent Rhai scope. /// persistent Rhai scope.
struct ObjectRuntime { struct ObjectRuntime {
/// Index into [`Board::objects`]. Unused for now; kept as the seam for /// Index into [`crate::game::Board::objects`]; passed to scripts as the
/// giving scripts access to their own object. /// per-call tag so host functions know which object issued a command.
#[allow(dead_code)] // TODO: see [`Command::source`] — array indices should become stable ids.
object_index: usize, object_index: usize,
/// Key into [`ScriptHost::scripts`] naming this object's compiled script. /// Key into [`ScriptHost::scripts`] naming this object's compiled script.
script_name: String, 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>, scope: Scope<'static>,
} }
/// Owns the Rhai engine and per-object script state for a board. /// Owns the Rhai engine and per-object script state for a board.
pub struct ScriptHost { 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, engine: Engine,
/// Compiled scripts, keyed by script name; compiled once per referenced name. /// Compiled scripts, keyed by script name; compiled once per referenced name.
scripts: HashMap<String, CompiledScript>, scripts: HashMap<String, CompiledScript>,
/// One entry per object that has a successfully compiled script. /// One entry per object that has a successfully compiled script.
objects: Vec<ObjectRuntime>, objects: Vec<ObjectRuntime>,
/// Buffer the `log` host function writes to; drained by [`Self::take_pending`]. /// Queue the write host functions push into; drained by [`Self::take_commands`].
log_sink: LogSink, commands: CommandQueue,
} }
impl ScriptHost { impl ScriptHost {
/// Builds a host for `board`: registers host functions, compiles every script /// Builds a host for the board behind `state`: registers the read/write API,
/// referenced by an object (once each), and creates a fresh scope per scripted /// compiles every script referenced by an object (once each), and creates a
/// object. Compile errors and references to unknown scripts are reported as /// fresh scope per scripted object. Compile errors and references to unknown
/// log lines (retrievable via [`Self::take_pending`]); no script is run here. /// scripts are queued as [`GameCommand::Error`] (retrievable via
pub fn new(board: &Board) -> Self { /// [`Self::take_commands`]); no script is run here.
let log_sink: LogSink = Rc::new(RefCell::new(Vec::new())); pub fn new(state: &Rc<RefCell<BoardState>>) -> Self {
let commands: CommandQueue = Rc::new(RefCell::new(Vec::new()));
let mut engine = Engine::new(); let mut engine = Engine::new();
// `log(s)` — append a plain (uncolored) message to the game log. register_read_api(&mut engine);
{ register_write_api(&mut engine, &commands);
let sink = log_sink.clone();
engine.register_fn("log", move |msg: ImmutableString| {
sink.borrow_mut().push(LogLine::raw(msg.to_string()));
});
}
// 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(); let mut scripts: HashMap<String, CompiledScript> = HashMap::new();
for name in board.objects.iter().filter_map(|o| o.script_name.as_ref()) { let mut failed: HashSet<String> = HashSet::new();
if scripts.contains_key(name) { 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; continue;
} }
match board.scripts.get(name) { match board.scripts.get(name) {
@@ -100,13 +168,25 @@ impl ScriptHost {
}, },
); );
} }
Err(err) => log_sink.borrow_mut().push(LogLine::raw(format!( Err(err) => {
"script '{name}' failed to compile: {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 None => {
.borrow_mut() failed.insert(name.clone());
.push(LogLine::raw(format!("object references unknown script '{name}'"))), commands.borrow_mut().push(Command {
source: i,
kind: GameCommand::Error(format!(
"object references unknown script '{name}'"
)),
});
}
} }
} }
@@ -115,21 +195,23 @@ impl ScriptHost {
.objects .objects
.iter() .iter()
.enumerate() .enumerate()
.filter_map(|(i, o)| { .filter_map(|(i, obj)| {
let name = o.script_name.as_ref()?; let name = obj.script_name.as_ref()?;
scripts.contains_key(name).then(|| ObjectRuntime { scripts.contains_key(name).then(|| ObjectRuntime {
object_index: i, object_index: i,
script_name: name.clone(), script_name: name.clone(),
scope: Scope::new(), scope: new_object_scope(state),
}) })
}) })
.collect(); .collect();
drop(board_state);
Self { Self {
engine, engine,
scripts, scripts,
objects, objects,
log_sink, commands,
} }
} }
@@ -144,14 +226,15 @@ impl ScriptHost {
self.run("tick", |c| c.has_tick, (dt,)); self.run("tick", |c| c.has_tick, (dt,));
} }
/// Removes and returns the messages queued by `log` since the last drain. /// Removes and returns the commands queued by scripts since the last drain.
pub fn take_pending(&mut self) -> Vec<LogLine> { pub fn take_commands(&mut self) -> Vec<Command> {
std::mem::take(&mut *self.log_sink.borrow_mut()) std::mem::take(&mut self.commands.borrow_mut())
} }
/// Shared driver for the lifecycle hooks: for each object whose script /// Shared driver for the lifecycle hooks: for each object whose script
/// `defined` reports the hook, call it with `args`. Runtime errors are /// `defined` reports the hook, call it with `args`, tagging the call with the
/// captured into the log sink rather than aborting the batch. /// 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>( fn run<A: FuncArgs + Copy>(
&mut self, &mut self,
hook: &str, hook: &str,
@@ -163,7 +246,7 @@ impl ScriptHost {
engine, engine,
scripts, scripts,
objects, objects,
log_sink, commands,
} = self; } = self;
for obj in objects.iter_mut() { for obj in objects.iter_mut() {
let Some(compiled) = scripts.get(&obj.script_name) else { let Some(compiled) = scripts.get(&obj.script_name) else {
@@ -172,12 +255,92 @@ impl ScriptHost {
if !defined(compiled) { if !defined(compiled) {
continue; continue;
} }
if let Err(err) = engine.call_fn::<()>(&mut obj.scope, &compiled.ast, hook, args) { // The tag carries this object's index to the host functions.
log_sink.borrow_mut().push(LogLine::raw(format!( let options = CallFnOptions::default().with_tag(obj.object_index as i64);
"script '{}' {hook} error: {err}", if let Err(err) = engine.call_fn_with_options::<()>(
obj.script_name 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
}
+12 -6
View File
@@ -21,13 +21,13 @@ use ratatui::crossterm::event::{
use ratatui::crossterm::execute; use ratatui::crossterm::execute;
use ratatui::layout::{Constraint, Layout, Spacing}; use ratatui::layout::{Constraint, Layout, Spacing};
use ratatui::style::{Color, Style}; use ratatui::style::{Color, Style};
use ratatui::symbols::merge::MergeStrategy;
use ratatui::text::{Line, Span}; use ratatui::text::{Line, Span};
use ratatui::widgets::{Block, Paragraph, Wrap}; use ratatui::widgets::{Block, Paragraph, Wrap};
use render::{BoardWidget, logline_to_line}; use render::{BoardWidget, logline_to_line};
use std::io; use std::io;
use std::process::ExitCode; use std::process::ExitCode;
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
use ratatui::symbols::merge::MergeStrategy;
use term::TerminalCaps; use term::TerminalCaps;
/// View-only UI state for the log panel. This is presentation state, so it lives /// View-only UI state for the log panel. This is presentation state, so it lives
@@ -197,7 +197,9 @@ fn scroll_log(ui: &mut Ui, game: &GameState, delta: i32) {
/// panel across the bottom. When the panel is closed the latest log message is /// panel across the bottom. When the panel is closed the latest log message is
/// previewed in the board's bottom-left border after a `[l]og:` label. /// previewed in the board's bottom-left border after a `[l]og:` label.
fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) { fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
let board = &game.board; // Borrow the board for the duration of the frame (no script runs during draw).
let board = game.board();
let board = &*board;
if ui.log_open { if ui.log_open {
// Split the screen: board on top, log panel of `log_height` at the bottom. // Split the screen: board on top, log panel of `log_height` at the bottom.
@@ -206,14 +208,19 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
.spacing(Spacing::Overlap(1)) .spacing(Spacing::Overlap(1))
.areas(frame.area()); .areas(frame.area());
let block = Block::bordered().title(format!(" {} ", board.name)).merge_borders(MergeStrategy::Exact); let block = Block::bordered()
.title(format!(" {} ", board.name))
.merge_borders(MergeStrategy::Exact);
let inner = block.inner(board_area); let inner = block.inner(board_area);
frame.render_widget(block, board_area); frame.render_widget(block, board_area);
frame.render_widget(BoardWidget::new(board), inner); frame.render_widget(BoardWidget::new(board), inner);
// Newest message on top: reverse the log into ratatui lines. // Newest message on top: reverse the log into ratatui lines.
let log_block = Block::bordered() let log_block = Block::bordered()
.title(Span::styled(" [l]og: ", Style::default().fg(Color::DarkGray))) .title(Span::styled(
" [l]og: ",
Style::default().fg(Color::DarkGray),
))
.merge_borders(MergeStrategy::Exact); .merge_borders(MergeStrategy::Exact);
let lines: Vec<Line> = game.log.iter().rev().map(logline_to_line).collect(); let lines: Vec<Line> = game.log.iter().rev().map(logline_to_line).collect();
let paragraph = Paragraph::new(lines) let paragraph = Paragraph::new(lines)
@@ -223,8 +230,7 @@ fn draw(frame: &mut Frame, game: &GameState, ui: &Ui) {
frame.render_widget(paragraph, log_area); frame.render_widget(paragraph, log_area);
} else { } else {
// Panel closed: board fills the screen, latest message in the border. // Panel closed: board fills the screen, latest message in the border.
let mut block = let mut block = Block::bordered().title(format!(" {} ", board.name));
Block::bordered().title(format!(" {} ", board.name));
block = block.title_bottom(log_preview(game).left_aligned()); block = block.title_bottom(log_preview(game).left_aligned());
let inner = block.inner(frame.area()); let inner = block.inner(frame.area());
frame.render_widget(block, frame.area()); frame.render_widget(block, frame.area());
+2 -2
View File
@@ -6,11 +6,11 @@
//! available. The detected [`TerminalCaps`] are intended to be handed to scripts //! available. The detected [`TerminalCaps`] are intended to be handed to scripts
//! so they can pick key bindings that actually work on this terminal. //! so they can pick key bindings that actually work on this terminal.
use color::Rgba8;
use kiln_core::log::LogLine;
use ratatui::crossterm::event::{ use ratatui::crossterm::event::{
KeyboardEnhancementFlags, PopKeyboardEnhancementFlags, PushKeyboardEnhancementFlags, KeyboardEnhancementFlags, PopKeyboardEnhancementFlags, PushKeyboardEnhancementFlags,
}; };
use color::Rgba8;
use kiln_core::log::LogLine;
use ratatui::crossterm::execute; use ratatui::crossterm::execute;
use ratatui::crossterm::terminal::supports_keyboard_enhancement; use ratatui::crossterm::terminal::supports_keyboard_enhancement;
use std::io; use std::io;
+2 -1
View File
@@ -50,6 +50,7 @@ script_name = "greeter"
[scripts] [scripts]
greeter = """ greeter = """
fn init() { fn init() {
log("hello world"); log(`hello from object player at ${board.player_x}, ${board.player_y}`);
set_tile(2); // change my glyph to proves the write path
} }
""" """