This commit is contained in:
2026-07-11 12:40:35 -05:00
parent f1eaaae5d0
commit 6dccf5fc23
14 changed files with 363 additions and 40 deletions
Generated
+8
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@@ -420,6 +420,12 @@ dependencies = [
"litrs", "litrs",
] ]
[[package]]
name = "doryen-fov"
version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2a8e6ef8177b52d581c728655ff05fe03a6634ed496fc2c6642bb17b91d27aa9"
[[package]] [[package]]
name = "downcast-rs" name = "downcast-rs"
version = "1.2.1" version = "1.2.1"
@@ -754,6 +760,7 @@ name = "kiln-core"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"color", "color",
"doryen-fov",
"log", "log",
"rhai", "rhai",
"serde", "serde",
@@ -769,6 +776,7 @@ dependencies = [
"kiln-core", "kiln-core",
"kiln-ui", "kiln-ui",
"ratatui", "ratatui",
"toml",
] ]
[[package]] [[package]]
+1
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@@ -5,6 +5,7 @@ edition = "2024"
[dependencies] [dependencies]
color = "0.3.3" color = "0.3.3"
doryen-fov = "0.1"
rhai = "1" rhai = "1"
serde = { version = "1", features = ["derive"] } serde = { version = "1", features = ["derive"] }
tinyrand = "0.5" tinyrand = "0.5"
+85
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@@ -1,6 +1,8 @@
use crate::archetype::Archetype; use crate::archetype::Archetype;
use crate::floor::Floor; use crate::floor::Floor;
use crate::fov::{SIGHT_RADIUS, Visibility};
use crate::glyph::Glyph; use crate::glyph::Glyph;
use doryen_fov::{FovAlgorithm, FovRecursiveShadowCasting, MapData};
use crate::log::LogLine; use crate::log::LogLine;
use crate::object_def::ObjectDef; use crate::object_def::ObjectDef;
use crate::utils::Direction; use crate::utils::Direction;
@@ -102,6 +104,12 @@ pub struct Board {
/// rather than being tied to a specific object cell. Scripts live in /// rather than being tied to a specific object cell. Scripts live in
/// [`World::scripts`](crate::world::World) and are looked up by this name. /// [`World::scripts`](crate::world::World) and are looked up by this name.
pub board_script_name: Option<String>, pub board_script_name: Option<String>,
/// When `true`, this board is "dark": front-ends reveal only the cells
/// within the player's field of view (see [`Board::player_fov`]) and draw
/// everything else as unlit darkness. Sight is blocked by opaque cells.
/// Loaded from / saved to the `dark` key in the map file's `[map]` header;
/// defaults to `false` (fully lit).
pub dark: bool,
/// Nonfatal problems collected while loading this map (e.g. unknown /// Nonfatal problems collected while loading this map (e.g. unknown
/// archetypes, dropped objects, recovered placement chars), as red-on-black /// archetypes, dropped objects, recovered placement chars), as red-on-black
/// [`LogLine`]s. Empty for a clean load; see [`Board::is_valid`]. Not part of /// [`LogLine`]s. Empty for a clean load; see [`Board::is_valid`]. Not part of
@@ -267,6 +275,50 @@ impl Board {
self.solid_at(x, y).is_none() self.solid_at(x, y).is_none()
} }
/// Returns `true` if cell `(x, y)` blocks line of sight.
///
/// A cell is sight-blocking if its grid terrain is opaque (e.g. a `Wall`)
/// **or** any object on it is opaque. This is the input to field-of-view on
/// [`dark`](Board::dark) boards; see [`Board::player_fov`].
/// Panics if `x` or `y` are out of bounds.
pub fn is_opaque_at(&self, x: usize, y: usize) -> bool {
self.get(x, y).1.behavior().opaque
|| self.objects.values().any(|o| o.x == x && o.y == y && o.opaque)
}
/// Computes the player's field of view on this board.
///
/// Returns `None` unless the board is [`dark`](Board::dark) — a lit board
/// needs no FOV, and front-ends draw every cell. On a dark board it builds a
/// [`doryen_fov`] transparency map (opaque cells from [`is_opaque_at`](Board::is_opaque_at)
/// block sight), casts recursive shadow-casting from the player out to
/// [`SIGHT_RADIUS`](crate::fov::SIGHT_RADIUS), and returns the resulting
/// [`Visibility`] for the front-end to query per cell.
pub fn player_fov(&self) -> Option<Visibility> {
if !self.dark {
return None;
}
// Seed every cell's transparency; MapData defaults to all-transparent, so
// we only need to knock out the opaque ones — but set all to stay explicit.
let mut map = MapData::new(self.width, self.height);
for y in 0..self.height {
for x in 0..self.width {
map.set_transparent(x, y, !self.is_opaque_at(x, y));
}
}
// `light_walls = true` lights opaque cells at the edge of sight (the wall
// you're looking *at* is visible), rather than only the open cells before it.
let mut algo = FovRecursiveShadowCasting::new();
algo.compute_fov(
&mut map,
self.player.x as usize,
self.player.y as usize,
SIGHT_RADIUS,
true,
);
Some(Visibility::new(map))
}
/// Whether the cell's single solid occupant (if any) can be pushed in `dir`. /// Whether the cell's single solid occupant (if any) can be pushed in `dir`.
/// ///
/// Non-solid things are never pushable: `pushable` only matters for solids. /// Non-solid things are never pushable: `pushable` only matters for solids.
@@ -720,6 +772,7 @@ pub(crate) mod tests {
next_object_id, next_object_id,
portals: Vec::new(), portals: Vec::new(),
board_script_name: None, board_script_name: None,
dark: false,
load_errors: Vec::new(), load_errors: Vec::new(),
registry: HashMap::new(), registry: HashMap::new(),
} }
@@ -1130,4 +1183,36 @@ pub(crate) mod tests {
} }
} }
#[test]
fn player_fov_none_when_not_dark() {
// A lit board needs no FOV; front-ends draw every cell.
let board = open_board(5, 1, (0, 0), vec![]);
assert!(!board.dark);
assert!(board.player_fov().is_none());
}
#[test]
fn wall_is_opaque_empty_is_not() {
let mut board = open_board(3, 1, (0, 0), vec![]);
wall_at(&mut board, 1, 0);
assert!(board.is_opaque_at(1, 0)); // wall blocks sight
assert!(!board.is_opaque_at(2, 0)); // empty cell is transparent
}
#[test]
fn dark_board_hides_cells_behind_a_wall() {
// Player at the left end of a 1-wide corridor; a wall at x=2 occludes
// everything past it. Cells before the wall (and the wall itself) are
// visible; the cell behind the wall is not.
let mut board = open_board(5, 1, (0, 0), vec![]);
board.dark = true;
wall_at(&mut board, 2, 0);
let vis = board.player_fov().expect("dark board yields a Visibility");
assert!(vis.is_visible(0, 0)); // the player's own cell
assert!(vis.is_visible(1, 0)); // open cell before the wall
assert!(vis.is_visible(2, 0)); // the wall itself (light_walls = true)
assert!(!vis.is_visible(3, 0)); // occluded behind the wall
assert!(!vis.is_visible(4, 0)); // occluded behind the wall
}
} }
+41
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@@ -0,0 +1,41 @@
//! Field-of-view computation for "dark" boards.
//!
//! A [`Board`](crate::board::Board) marked `dark` only reveals cells the player
//! can actually see; everything else is drawn as unlit darkness by the
//! front-end. Visibility is computed with the [`doryen_fov`] crate's recursive
//! shadow-casting algorithm — pure Rust and WASM-safe, matching kiln's
//! WASM-first requirement.
//!
//! [`Board::player_fov`](crate::board::Board::player_fov) builds a [`Visibility`]
//! by marking each opaque cell as sight-blocking and casting from the player's
//! position; the front-end then queries [`Visibility::is_visible`] per cell.
use doryen_fov::MapData;
/// How far the player can see on a dark board, in cells.
pub const SIGHT_RADIUS: usize = 10;
/// The result of a field-of-view computation: which board cells are currently
/// visible to the player. Produced by
/// [`Board::player_fov`](crate::board::Board::player_fov) and queried per cell
/// by front-ends when rendering a dark board.
pub struct Visibility {
/// The `doryen_fov` map holding per-cell transparency + computed visibility.
map: MapData,
}
impl Visibility {
/// Wraps a finished [`MapData`] (visibility already computed) as a
/// [`Visibility`]. Called by [`Board::player_fov`](crate::board::Board::player_fov).
pub(crate) fn new(map: MapData) -> Self {
Self { map }
}
/// Is board cell `(x, y)` currently visible to the player?
///
/// Out-of-bounds coordinates are not expected (the caller iterates the
/// board grid) and would panic inside [`MapData::is_in_fov`].
pub fn is_visible(&self, x: usize, y: usize) -> bool {
self.map.is_in_fov(x, y)
}
}
+3
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@@ -8,6 +8,8 @@ pub mod colors;
pub mod cp437; pub mod cp437;
/// Procedural floor generators ([`floor::FloorGenerator`]). /// Procedural floor generators ([`floor::FloorGenerator`]).
pub mod floor; pub mod floor;
/// Field-of-view computation for dark boards ([`fov::Visibility`]).
pub mod fov;
/// Core game types: [`board::Board`], [`glyph::Glyph`], [`archetype::Archetype`], etc. /// Core game types: [`board::Board`], [`glyph::Glyph`], [`archetype::Archetype`], etc.
pub mod game; pub mod game;
pub mod glyph; pub mod glyph;
@@ -26,6 +28,7 @@ pub mod player;
pub mod keys; pub mod keys;
pub use archetype::{Archetype, Builtin}; pub use archetype::{Archetype, Builtin};
pub use board::Board; pub use board::Board;
pub use fov::{SIGHT_RADIUS, Visibility};
pub use utils::Direction; pub use utils::Direction;
#[cfg(test)] #[cfg(test)]
+13
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@@ -64,6 +64,17 @@ pub struct MapHeader {
/// Name of the board-level script in the `[scripts]` table, if any. /// Name of the board-level script in the `[scripts]` table, if any.
#[serde(default, skip_serializing_if = "Option::is_none")] #[serde(default, skip_serializing_if = "Option::is_none")]
pub board_script_name: Option<String>, pub board_script_name: Option<String>,
/// When `true`, this is a "dark" board: front-ends reveal only cells within
/// the player's field of view. Absent ⇒ `false` (fully lit); omitted from
/// the saved TOML when `false`. See [`Board::dark`](crate::board::Board::dark).
#[serde(default, skip_serializing_if = "is_false")]
pub dark: bool,
}
/// serde `skip_serializing_if` predicate: omit a `bool` field when it is `false`
/// (so the common non-dark board doesn't emit a `dark = false` line).
fn is_false(b: &bool) -> bool {
!*b
} }
/// Serde form of the board floor attribute (`floor = { … }` in `[map]`). /// Serde form of the board floor attribute (`floor = { … }` in `[map]`).
@@ -401,6 +412,7 @@ impl TryFrom<MapFile> for Board {
next_object_id, next_object_id,
portals, portals,
board_script_name: mf.map.board_script_name, board_script_name: mf.map.board_script_name,
dark: mf.map.dark,
load_errors, load_errors,
registry: HashMap::new(), registry: HashMap::new(),
}; };
@@ -671,6 +683,7 @@ impl From<&Board> for MapFile {
height: board.height, height: board.height,
floor: floor_to_spec(&board.floor), floor: floor_to_spec(&board.floor),
board_script_name: board.board_script_name.clone(), board_script_name: board.board_script_name.clone(),
dark: board.dark,
}, },
grid, grid,
triggers, triggers,
+1
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@@ -23,6 +23,7 @@ fn make_board(px: i64, py: i64, portals: Vec<PortalDef>) -> Board {
next_object_id: 1, next_object_id: 1,
portals, portals,
board_script_name: None, board_script_name: None,
dark: false,
load_errors: Vec::new(), load_errors: Vec::new(),
registry: HashMap::new(), registry: HashMap::new(),
} }
+1
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@@ -37,6 +37,7 @@ fn board_with_object(
next_object_id: 2, next_object_id: 2,
portals: Vec::new(), portals: Vec::new(),
board_script_name: None, board_script_name: None,
dark: false,
load_errors: Vec::new(), load_errors: Vec::new(),
registry: HashMap::new(), registry: HashMap::new(),
}; };
+4
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@@ -9,3 +9,7 @@ kiln-core = { path = "../kiln-core" }
kiln-ui = { git = "https://notpi.com/randrews/kiln-ui.git" } kiln-ui = { git = "https://notpi.com/randrews/kiln-ui.git" }
color = "0.3.3" color = "0.3.3"
ratatui = { workspace = true, features = ["unstable-rendered-line-info"] } ratatui = { workspace = true, features = ["unstable-rendered-line-info"] }
[dev-dependencies]
# Used only by rendering tests to build a Board from an inline map-file string.
toml = { version = "0.8", features = ["preserve_order"] }
+9 -2
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@@ -424,7 +424,14 @@ fn draw_board_area(frame: &mut Frame, inner: Rect, game: &GameState, ui: &mut Ui
); );
} else { } else {
let board = &game.board(); let board = &game.board();
frame.render_widget(BoardWidget::new(board), inner); // On a dark board this is the player's field of view; on a lit board it's
frame.render_widget(SpeechBubblesWidget::new(board, &game.speech_bubbles), inner); // None (draw everything). Computed once and shared by both widgets so the
// board and its speech bubbles agree on what's visible.
let fov = board.player_fov();
frame.render_widget(BoardWidget::new(board).fov(fov.as_ref()), inner);
frame.render_widget(
SpeechBubblesWidget::new(board, &game.speech_bubbles).fov(fov.as_ref()),
inner,
);
} }
} }
+117 -31
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@@ -6,12 +6,19 @@
//! player is drawn on top of everything. //! player is drawn on top of everything.
use crate::utils::rgba8_to_color; use crate::utils::rgba8_to_color;
use color::Rgba8;
use kiln_core::Board; use kiln_core::Board;
use kiln_core::Visibility;
use kiln_core::cp437::tile_to_char; use kiln_core::cp437::tile_to_char;
use ratatui::buffer::Buffer; use ratatui::buffer::Buffer;
use ratatui::layout::Rect; use ratatui::layout::Rect;
use ratatui::widgets::Widget; use ratatui::widgets::Widget;
/// The background color drawn for cells outside the field of view on a dark
/// board — a near-black gray, so unseen terrain reads as "dark" rather than
/// pure void (which is what the normal empty floor already is).
const DARKNESS_BG: Rgba8 = Rgba8 { r: 32, g: 32, b: 32, a: 255 };
/// A ratatui widget that draws a [`Board`] (with objects and the player) into a /// A ratatui widget that draws a [`Board`] (with objects and the player) into a
/// rectangular area, scrolled so a chosen focus cell stays visible on larger boards. /// rectangular area, scrolled so a chosen focus cell stays visible on larger boards.
pub struct BoardWidget<'a> { pub struct BoardWidget<'a> {
@@ -20,13 +27,17 @@ pub struct BoardWidget<'a> {
/// The board cell (x, y) the viewport scrolls to keep visible. Defaults to /// The board cell (x, y) the viewport scrolls to keep visible. Defaults to
/// the player position so play mode requires no extra setup. /// the player position so play mode requires no extra setup.
focus: (i32, i32), focus: (i32, i32),
/// The player's field of view on a [`dark`](Board::dark) board, if any. When
/// `Some`, cells not in view are drawn as darkness instead of their glyph.
/// `None` (a lit board) draws every cell normally.
fov: Option<&'a Visibility>,
} }
impl<'a> BoardWidget<'a> { impl<'a> BoardWidget<'a> {
/// Creates a widget that renders `board`, scrolling to follow the player. /// Creates a widget that renders `board`, scrolling to follow the player.
pub fn new(board: &'a Board) -> Self { pub fn new(board: &'a Board) -> Self {
let focus = (board.player.x as i32, board.player.y as i32); let focus = (board.player.x as i32, board.player.y as i32);
Self { board, focus } Self { board, focus, fov: None }
} }
/// Overrides the scroll focus to `(x, y)` — use in the editor to follow the /// Overrides the scroll focus to `(x, y)` — use in the editor to follow the
@@ -36,6 +47,13 @@ impl<'a> BoardWidget<'a> {
self self
} }
/// Supplies the player's field of view (see [`Board::player_fov`]). When
/// `Some`, cells outside it render as darkness; `None` renders everything.
pub fn fov(mut self, fov: Option<&'a Visibility>) -> Self {
self.fov = fov;
self
}
/// Lays out one axis of the board within a viewport `view` cells long. /// Lays out one axis of the board within a viewport `view` cells long.
/// ///
/// Returns `(off, pad, count)` where `off` is the first board cell to draw, /// Returns `(off, pad, count)` where `off` is the first board cell to draw,
@@ -113,9 +131,106 @@ pub fn screen_to_board(
Some((off_x + col as usize, off_y + row as usize)) Some((off_x + col as usize, off_y + row as usize))
} }
impl Widget for BoardWidget<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
let board = self.board;
// Resolve each axis independently: a small board is centered, a large
// one scrolls to keep the focus cell on screen.
let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
// Walk the visible board cells, placing each after the centering pad.
for row in 0..rows {
let by = off_y + row;
let sy = area.y + pad_y + row as u16;
for col in 0..cols {
let bx = off_x + col;
let sx = area.x + pad_x + col as u16;
// On a dark board, a cell outside the player's field of view is
// drawn as darkness (blank cell, dark-gray background) instead of
// its real glyph. A lit board (`fov == None`) shows every cell.
let visible = self.fov.is_none_or(|v| v.is_visible(bx, by));
if let Some(cell) = buf.cell_mut((sx, sy)) {
if visible {
let glyph = board.glyph_at(bx, by);
cell.set_char(tile_to_char(glyph.tile))
.set_fg(rgba8_to_color(glyph.fg))
.set_bg(rgba8_to_color(glyph.bg));
} else {
cell.set_char(' ')
.set_fg(rgba8_to_color(DARKNESS_BG))
.set_bg(rgba8_to_color(DARKNESS_BG));
}
}
}
}
}
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::BoardWidget; use super::{BoardWidget, DARKNESS_BG};
use crate::utils::rgba8_to_color;
use kiln_core::Board;
use kiln_core::map_file::MapFile;
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::widgets::Widget;
/// Builds a tiny dark board: a 5×1 corridor with the player at the left end
/// and a wall at x=2 occluding the two cells behind it.
fn dark_corridor() -> Board {
let toml = r##"
[map]
name = "corridor"
width = 5
height = 1
dark = true
[grid]
content = "@ # "
[grid.palette]
"@" = { kind = "player" }
"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#404040" }
"##;
let mf: MapFile = toml::from_str(toml).unwrap();
Board::try_from(mf).unwrap()
}
#[test]
fn dark_board_renders_occluded_cells_as_darkness() {
let board = dark_corridor();
let fov = board.player_fov();
assert!(fov.is_some(), "a dark board must produce a field of view");
let area = Rect::new(0, 0, 5, 1);
let mut buf = Buffer::empty(area);
BoardWidget::new(&board).fov(fov.as_ref()).render(area, &mut buf);
// The wall at x=2 is visible (light_walls); the cells behind it are drawn
// as darkness: a blank cell on the dark-gray background.
let dark = rgba8_to_color(DARKNESS_BG);
assert_eq!(buf[(2, 0)].symbol(), "#", "the wall itself is lit");
for x in [3u16, 4] {
let cell = &buf[(x, 0)];
assert_eq!(cell.symbol(), " ", "occluded cell is blank");
assert_eq!(cell.bg, dark, "occluded cell uses the darkness background");
}
}
#[test]
fn lit_board_renders_every_cell_normally() {
// The same board without `dark` gets no FOV, so nothing is hidden.
let mut board = dark_corridor();
board.dark = false;
assert!(board.player_fov().is_none());
let area = Rect::new(0, 0, 5, 1);
let mut buf = Buffer::empty(area);
BoardWidget::new(&board).fov(None).render(area, &mut buf);
// The far cell behind the wall is drawn from the board, not as darkness.
assert_ne!(buf[(4, 0)].bg, rgba8_to_color(DARKNESS_BG));
}
#[test] #[test]
fn axis_centers_a_small_board() { fn axis_centers_a_small_board() {
@@ -139,32 +254,3 @@ mod tests {
assert_eq!(BoardWidget::axis(100, 20, 99), (80, 0, 20)); assert_eq!(BoardWidget::axis(100, 20, 99), (80, 0, 20));
} }
} }
impl Widget for BoardWidget<'_> {
fn render(self, area: Rect, buf: &mut Buffer) {
let board = self.board;
// Resolve each axis independently: a small board is centered, a large
// one scrolls to keep the focus cell on screen.
let (off_x, pad_x, cols) = Self::axis(board.width, area.width as usize, self.focus.0);
let (off_y, pad_y, rows) = Self::axis(board.height, area.height as usize, self.focus.1);
// Walk the visible board cells, placing each after the centering pad.
for row in 0..rows {
let by = off_y + row;
let sy = area.y + pad_y + row as u16;
for col in 0..cols {
let bx = off_x + col;
let sx = area.x + pad_x + col as u16;
let glyph = board.glyph_at(bx, by);
// Paint the resolved glyph into the terminal cell.
if let Some(cell) = buf.cell_mut((sx, sy)) {
cell.set_char(tile_to_char(glyph.tile))
.set_fg(rgba8_to_color(glyph.fg))
.set_bg(rgba8_to_color(glyph.bg));
}
}
}
}
}
+17 -3
View File
@@ -1,7 +1,7 @@
use crate::render::BoardWidget; use crate::render::BoardWidget;
use crate::utils::rects_overlap; use crate::utils::rects_overlap;
use kiln_core::game::SpeechBubble; use kiln_core::game::SpeechBubble;
use kiln_core::{Board, Direction}; use kiln_core::{Board, Direction, Visibility};
use ratatui::buffer::Buffer; use ratatui::buffer::Buffer;
use ratatui::layout::Rect; use ratatui::layout::Rect;
use ratatui::prelude::{Color, Line, Style, Widget}; use ratatui::prelude::{Color, Line, Style, Widget};
@@ -19,6 +19,10 @@ pub struct SpeechBubblesWidget<'a> {
pub board: &'a Board, pub board: &'a Board,
/// The active speech bubbles to render. /// The active speech bubbles to render.
pub bubbles: &'a [SpeechBubble], pub bubbles: &'a [SpeechBubble],
/// The player's field of view on a dark board, if any. A speaker outside it
/// still gets a bubble, but with no tail (like an off-screen speaker) —
/// you hear the unseen thing without a line pointing to where it hides.
fov: Option<&'a Visibility>,
} }
/// A fully-resolved bubble placement ready for the three draw passes. /// A fully-resolved bubble placement ready for the three draw passes.
@@ -40,7 +44,14 @@ struct Placement<'a> {
impl<'a> SpeechBubblesWidget<'a> { impl<'a> SpeechBubblesWidget<'a> {
/// Creates a widget for the given board and bubble slice. /// Creates a widget for the given board and bubble slice.
pub fn new(board: &'a Board, bubbles: &'a [SpeechBubble]) -> Self { pub fn new(board: &'a Board, bubbles: &'a [SpeechBubble]) -> Self {
Self { board, bubbles } Self { board, bubbles, fov: None }
}
/// Supplies the player's field of view (see [`Board::player_fov`]). A speaker
/// outside it has its tail suppressed; `None` (a lit board) leaves tails as-is.
pub fn fov(mut self, fov: Option<&'a Visibility>) -> Self {
self.fov = fov;
self
} }
/// Places a bubble for a speaker at `(obj_sx, obj_sy)`. /// Places a bubble for a speaker at `(obj_sx, obj_sy)`.
@@ -117,7 +128,10 @@ impl Widget for SpeechBubblesWidget<'_> {
.filter_map(|b| { .filter_map(|b| {
let obj = self.board.objects.get(&b.object_id)?; let obj = self.board.objects.get(&b.object_id)?;
let (sx, sy, on_screen) = board_screen_pos(area, self.board, obj.x, obj.y); let (sx, sy, on_screen) = board_screen_pos(area, self.board, obj.x, obj.y);
Some((sx, sy, on_screen, b)) // On a dark board, a speaker the player can't see is treated like an
// off-screen speaker: the box still draws, but its tail is suppressed.
let visible = self.fov.is_none_or(|v| v.is_visible(obj.x, obj.y));
Some((sx, sy, on_screen && visible, b))
}) })
.collect(); .collect();
+59
View File
@@ -0,0 +1,59 @@
[world]
name = "Dark Maze"
start = "cave"
[scripts]
# An always-talking object. Placed behind a wall so it starts out of the player's
# field of view — its bubble should draw with NO tail until you can see it.
hidden = """
fn tick(me, dt) {
if !me.waiting {
say("Who's there?");
delay(2);
}
}
"""
# A talker placed in the open near the player, so its bubble keeps its tail.
lantern = """
fn init(me) {
say("A warm light\\nflickers here.");
}
fn bump(me, _dir) {
say("The lantern\\nglows steadily.");
}
"""
[boards.cave.map]
name = "The Cave"
width = 40
height = 15
dark = true
floor = { generator = "stone" }
# A room the player stands in, with a wall dividing it. The 'H' object sits in
# the far chamber behind the wall (out of sight until you walk around); the 'L'
# lantern sits in the open with the player.
[boards.cave.grid]
content = """
########################################
# #
# #
# ########### #
# # # #
# @ # H # L #
# # # #
# #### ###### #
# #
# #
# #
# #
# #
# #
########################################
"""
[boards.cave.grid.palette]
"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#404040" }
"@" = { kind = "player" }
"H" = { kind = "object", tile = 2, fg = "#cc66cc", bg = "#000000", solid = true, name = "hidden", script_name = "hidden" }
"L" = { kind = "object", tile = 15, fg = "#ffdd88", bg = "#000000", solid = true, name = "lantern", script_name = "lantern" }
+4 -4
View File
@@ -158,10 +158,8 @@ fn bump(me, _dir) {
yammerer = """ yammerer = """
fn tick(me, dt) { fn tick(me, dt) {
if !me.waiting { say("blahblahblah", 2.0);
say("blahblahblah"); delay(2);
delay(1);
}
} }
""" """
@@ -257,6 +255,8 @@ script_name = "tripwire"
name = "The House" name = "The House"
width = 60 width = 60
height = 25 height = 25
dark = true
# A single fixed floor glyph across the whole board. # A single fixed floor glyph across the whole board.
floor = { tile = 176, fg = "#888888", bg = "#444444" } floor = { tile = 176, fg = "#888888", bg = "#444444" }