Update CLAUDE.md with current architecture
Documents all implemented modules, data structures, map file format, and key design decisions made during this session. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -4,13 +4,13 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project
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`viberogue` is a roguelike game written in Rust (edition 2024). It is in early development with no dependencies yet.
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`viberogue` is a ZZT-inspired game-making system written in Rust (edition 2024). The goal is a system where players can create games using a scripting language, similar to the classic DOS game ZZT. It uses **Rhai** for scripting (WASM-compatible, sandboxed, pure Rust).
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## Commands
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```bash
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cargo build # compile
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cargo run # build and run
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cargo run # build and run (loads maps/start.toml)
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cargo test # run all tests
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cargo test <name> # run a single test by name (substring match)
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cargo clippy # lint
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@@ -23,8 +23,74 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
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`update` is structured in two panels:
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- `egui::TopBottomPanel::top` — menu bar (File → Exit)
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- `egui::CentralPanel::default` — game viewport; use `ui.painter()` to draw directly
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- `egui::CentralPanel::default` — game viewport; rendered with `ui.painter()`
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As the codebase grows, game state will live on the `App` struct and game logic will be split into modules under `src/` (map generation, entities, etc.). Keep game logic separate from the egui drawing calls in `update`.
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### Modules
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**`src/game.rs`** — all core game types:
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- `Glyph` (`Copy`) — per-cell visual: `ch: char`, `fg/bg: Color32`. `Glyph::player()` is the only constructor used at runtime (colors for board tiles come from the map file).
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- `Element` — behavior: `passable: bool` (future: `opaque`, etc.)
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- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `elements: Vec<Element>` (behavior palette), `cells: Vec<(Glyph, usize)>` (row-major; usize indexes into `elements`), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`. `cells` is `pub(crate)`.
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- `Player` — `x: i32, y: i32`
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- `ObjectDef` / `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
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- `GameState` — holds `board: Board`; `try_move(dx, dy)` checks passability before moving the player
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**`src/map_file.rs`** — map file loading:
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- `MapFile` and friends — serde `Deserialize` types for TOML map files
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- `impl From<MapFile> for Board` — converts a parsed file into a ready-to-use `Board`
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- `pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>>` — reads and converts a `.toml` map file
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**`src/main.rs`** — app entry point:
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- Loads `maps/start.toml` before creating the window (so board dimensions drive window size)
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- Window min-size = `board.width * CELL_W + 2*PANEL_MARGIN` × `board.height * CELL_H + MENU_H + 2*PANEL_MARGIN`
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- Board is centered in the CentralPanel when the window is larger than minimum
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- `draw_glyph(painter, origin, x, y, glyph)` draws one cell: filled rect (bg) + monospace char (fg)
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- Player is rendered on top of the board using `Glyph::player()`
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- Arrow key input handled via `ctx.input(|i| ...)` before panel rendering
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### Map file format (`maps/*.toml`)
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XPM-inspired: a `[palette]` maps single characters to `(Glyph, Element)` definitions; `[grid] content` is a TOML multi-line string where each character indexes the palette.
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```toml
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[map]
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name = "Room Name"
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width = 60
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height = 25
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player_start = [30, 12]
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[palette]
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" " = { passable = true, ch = " ", fg = "#000000", bg = "#000000" }
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"#" = { passable = false, ch = "#", fg = "#808080", bg = "#606060" }
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[grid]
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content = """
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############################################################
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# #
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############################################################
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"""
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[[objects]] # optional; parsed but not yet runtime-wired
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x = 10
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y = 5
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script = """
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on_touch(|| { send_message("open"); });
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"""
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[[portals]] # optional; parsed but not yet runtime-wired
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x = 59
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y = 12
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target_map = "cave"
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target_entry = "west_door"
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```
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Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. The grid multi-line string's leading newline is trimmed by TOML; trailing newline is handled correctly by `str::lines()`.
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### Key design decisions
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- **`cells: Vec<(Glyph, usize)>`** — the `usize` element index is intentionally an anonymous tuple field; it only has meaning relative to a specific `Board`'s `elements` palette and cannot be misused as a standalone value.
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- **`Board` is the complete unit** — grid, player, objects, and portals all live on `Board`, matching how ZZT treats a "board". No separate wrapper struct.
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- **Glyph (visual) and Element (behavior) are decoupled** — each cell has its own `Glyph` (so colors can vary per-cell, e.g. fire flickering) but shares `Element` definitions from the palette.
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- **File loading happens in `main()`** before the window is created, so board dimensions are available for window sizing.
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eframe runs on its own event loop thread; do not assume single-threaded execution.
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