more scripting, objects moving
This commit is contained in:
@@ -51,26 +51,27 @@ Root `Cargo.toml`: `members = ["kiln-core", "kiln-tui"]`.
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- `Glyph` (`Copy`, `Eq`, `Hash`) — per-cell visual: `tile: u32` (tilesheet index), `fg/bg: Color32`. `Glyph::player()` is a `const fn`; all other glyphs come from the map file. Derives `Hash` so boards can deduplicate glyphs into a palette.
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- `FontSpec` — optional per-board bitmap font override: `path: String`, `tile_w: u32`, `tile_h: u32`. When `None`, the app default font is used.
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- `Behavior` — plain data struct of runtime behavioral properties: `solid: bool` (blocks/participates in movement — inverse of the old `passable`), `opaque: bool`, `pushable: Pushable` (an enum `No`/`Any`/`Horizontal`/`Vertical` with `allows(dir)`; only meaningful for `solid` things). Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere. (`ObjectDef.pushable` is still a plain `bool` = any direction.)
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- `Solid<'a>` — the single solid occupant of a cell, returned by `Board::solid_at`: `Cell(Archetype)` (a solid grid archetype like a wall) or `Object(&ObjectDef)` (a solid object). At most one solid may occupy a cell — enforced at load time.
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- `Solid<'a>` — the single solid occupant of a cell, returned by `Board::solid_at`: `Player` (the player; pushable any direction), `Cell(Archetype)` (a solid grid archetype like a wall) or `Object(&ObjectDef)` (a solid object). At most one solid may occupy a cell — enforced at load time. The player is checked first, so its cell reports `Solid::Player` (and is impassable to movers).
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- `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `Crate`, `HCrate`, `VCrate`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `Crate` is solid and pushable any direction (CP437 ■, char 254, light gray on black); `HCrate`/`VCrate` are crates pushable only east/west (↔, char 29) / north/south (↕, char 18) respectively, same colors. `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red.
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- `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`).
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- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`, `font: Option<FontSpec>`. `cells` is `pub(crate)`. `solid_at(x, y) -> Option<Solid>` returns the cell's single solid occupant (object checked before grid archetype); `is_passable(x, y)` is the convenience inverse (`solid_at(...).is_none()`). `in_bounds((i32, i32))` bounds-checks a (possibly negative) coordinate. Push support is split into the read-only `can_push(x, y, dir)` (does the chain of pushable solids starting here end at open space?) and the mutating `push(x, y, dir)` (shoves that chain one cell, leaving `Empty` behind); the read-only half lets a mover answer "can I move here?" via `is_passable || can_push` before committing. `is_valid()` / `load_errors()` expose nonfatal problems collected while loading (a non-serialized `Vec<LogLine>`); `report_error(msg)` appends a red-on-black line and `is_valid()` is just "no load errors".
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- `Player` — `x: i32, y: i32`
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- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `solid: bool`, `opaque: bool`, `pushable: bool`, `script_name: Option<String>`. `solid` and `opaque` default `true`, `pushable` defaults `false` in map files. Its `init()`/`tick(dt)` hooks are run by the scripting runtime (see `script.rs`).
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- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `solid: bool`, `opaque: bool`, `pushable: bool`, `script_name: Option<String>`. `solid` and `opaque` default `true`, `pushable` defaults `false` in map files. Its `init()`/`tick(dt)`/`bump(id)` hooks are run by the scripting runtime (see `script.rs`).
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- `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
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- `GameState` — holds `board: Rc<RefCell<Board>>`, the message `log: Vec<LogLine>`, and a `ScriptHost`. The board sits behind `Rc<RefCell<…>>` as a sibling of the `ScriptHost` so script host functions can hold a shared handle to it without aliasing the borrow that's running the engine. Front-ends/logic reach the board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (there is no `pub board` field). `try_move(dir: Direction)` moves the player (pushing a crate/solid out of the way if possible); `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` (which gates on `in_bounds` then `is_passable || can_push`, pushing before it relocates). This deferred apply (writes after the batch) is what keeps script execution borrow-safe.
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- `GameState` — holds `board: Rc<RefCell<Board>>`, the message `log: Vec<LogLine>`, and a `ScriptHost`. The board sits behind `Rc<RefCell<…>>` as a sibling of the `ScriptHost` so script host functions can hold a shared handle to it without aliasing the borrow that's running the engine. Front-ends/logic reach the board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (there is no `pub board` field). `try_move(dir: Direction)` moves the player (pushing a crate/solid out of the way if possible) and fires `bump(-1)` on a solid object it walks into; `run_init()` runs object `init()` hooks once at startup; `tick(dt)` advances each object's cooldown then runs `tick(dt)` hooks every frame. Both end by calling `resolve()`, which drains the board queue (`take_board_queue()`) and applies each `Action`: `Log` → `log`, `SetTile` → the source object's glyph, `Move(dir)` → the free fn `step_object` (gates on `in_bounds` then `is_passable || can_push`, pushing before it relocates, and returns the index of any solid object it bumped). Resolution is two-phase — mutate the board collecting `(bumped, bumper)` pairs, then drop the board borrow and fire `run_bump` for each (a `bump` script reads `Board.*`, so no `board_mut` borrow may be held while it runs). A bumped object's own emitted actions wait for the next tick's pump (no same-tick cascade). `drain_errors()` moves the script error sink into `log`. This deferred apply (writes after the batch) is what keeps script execution borrow-safe.
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**`kiln-core/src/log.rs`** — styled log messages:
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- `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()`, `append()`, and `LogLine::error()` (a red-on-black single-span constructor used for nonfatal load errors) build messages; each front-end converts a `LogLine` to its own styled text at render time.
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**`kiln-core/src/script.rs`** — Rhai scripting runtime:
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- `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<Board>>)` (registers the API, compiles scripts, reports compile/unknown-script failures as `GameCommand::Error`; runs nothing).
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- 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.
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- **Reads (direct):** read getters (`player_x`, `player_y`, `width`, `height`) are registered directly on `Rc<RefCell<Board>>` (the `BoardRef` alias, exposed to Rhai under the type name `Board`) — getters only, so read-only by construction. A clone of the handle is pushed into each scope as the constant `Board`, so scripts write `Board.player_x` etc. Each getter briefly borrows the shared `Board`.
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- **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.
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- **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.
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- `ScriptHost` — owns the Rhai `Engine`, the compiled scripts referenced by a board's objects (compiled once per name), a per-object persistent `Scope` + output queue + ready timer, and the shared board queue. Built with `ScriptHost::new(&Rc<RefCell<Board>>)` (registers the API, compiles scripts, reports compile/unknown-script failures onto the error sink; runs nothing).
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- Lifecycle hooks per object: `init()` (zero-arg), `tick(dt)` (elapsed seconds as `f64`), and `bump(id)` (the bumper's object index, or `-1` for the player), all optional — detected via `AST::iter_functions()` by name and arity. Driven by `run_init()` / `run_tick(dt)` / `run_bump(idx, id)`; runtime errors go to the error sink (drained to the log), not fatal.
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- **Reads (direct):** read getters (`player_x`, `player_y`, `width`, `height`) are registered on `Rc<RefCell<Board>>` (the `BoardRef` alias, exposed to Rhai under the type name `Board`) — getters only, so read-only by construction. A clone of the handle is pushed into each scope as the constant `Board`. `blocked(dir) -> bool` is also a read fn: true if the caller's target cell is off-board, already solid, or the destination of a pending move on the board queue (an object never sees its *own* move, which is pumped only after its script returns). Each getter briefly borrows the shared `Board`.
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- **Actions & rate limiting (two-tier queues):** host fns `move(dir)`, `set_tile(n)`, `log(s)` append an `Action` (`Move`/`SetTile`/`Log`; `Action::time_cost()` is `MOVE_COST = 0.25` s for `Move`, else 0) to the *issuing object's* output queue (routed by the per-call tag via a `HashMap<usize, ObjQueue>`). `ScriptHost::pump(i)` promotes ready actions onto the shared **board queue** (`Vec<BoardAction { source, action }>`): the leading run of zero-cost actions plus at most one timed action, which arms that object's **ready timer** and ends the pump. While a ready timer is `> 0` nothing is pulled (this caps object speed); `advance_timers(dt)` counts them down each frame. `GameState` drains the board queue with `take_board_queue()` and applies it after the batch — so scripts mutate without a `&mut GameState` borrow. Errors (compile/runtime) bypass the queues via the error sink (`take_errors()`).
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- The `Queue` object (a handle to the calling object's output queue) is pushed into each scope; scripts call `Queue.length()` and `Queue.clear()`. Safe to mutate from script because the host only touches output queues between calls (during `pump`).
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- **Sender identity:** `source` (which object issued an action) 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.
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- `GameState` (hence the `Engine`/`Scope`) is single-threaded / not `Send`; fine for kiln-tui.
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- **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.
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- **TODO in-code:** `BoardAction.source` (and `ObjectRuntime.object_index`, and the `QueueMap` keys) 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.
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**`kiln-core/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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@@ -215,16 +216,25 @@ fn init() { # optional, run once at startup
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log(`player at ${Board.player_x}, ${Board.player_y}`); # read the world
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set_tile(2); # write: change my glyph
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}
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fn tick(dt) { move(North); } # optional, run every frame; dt = elapsed seconds
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# optional, run every frame; dt = elapsed seconds. move() costs 250 ms, so the
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# object steps ~4 cells/sec regardless of frame rate. blocked(dir) avoids walking
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# into a solid (or another object's already-queued move); Queue.length()/Queue.clear()
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# inspect/empty this object's own pending-action queue.
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fn tick(dt) {
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if Queue.length() == 0 && !blocked(North) { move(North); }
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}
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# optional, fires when something steps into this object; id = bumper's array index,
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# or -1 for the player.
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fn bump(id) { log(`bumped by ${id}`); }
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"""
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```
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Colors are `"#RRGGBB"` hex strings. `player_start` accepts either `[x, y]` coordinates **or** a single grid char to locate (convention `"@"`; that cell loads as `Empty`, like an object placeholder). 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, as does any grid character that is neither a `[palette]` key nor an object/player `palette` char. Objects may be placed by `x`/`y` or by a single grid `palette` char (uppercase by convention). **Loading is best-effort and nonfatal** (only a grid-dimension mismatch is a hard error): a placement char that appears multiple times uses the first occurrence, a missing object char drops that object, a missing player char falls back to `(0, 0)`, and one-solid-per-cell conflicts drop the later solid — each problem is recorded on `Board` (see `is_valid()` / `load_errors()`). The **player joins one-solid-per-cell** and *wins* its cell: it is placed first, silently clearing solid terrain under it and dropping any solid object that lands there. 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)`.
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Colors are `"#RRGGBB"` hex strings. `player_start` accepts either `[x, y]` coordinates **or** a single grid char to locate (convention `"@"`; that cell loads as `Empty`, like an object placeholder). 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, as does any grid character that is neither a `[palette]` key nor an object/player `palette` char. Objects may be placed by `x`/`y` or by a single grid `palette` char (uppercase by convention). **Loading is best-effort and nonfatal** (only a grid-dimension mismatch is a hard error): a placement char that appears multiple times uses the first occurrence, a missing object char drops that object, a missing player char falls back to `(0, 0)`, and one-solid-per-cell conflicts drop the later solid — each problem is recorded on `Board` (see `is_valid()` / `load_errors()`). The **player joins one-solid-per-cell** and *wins* its cell: it is placed first, silently clearing solid terrain under it and dropping any solid object that lands there. Script source lives in the `[scripts]` table (name → Rhai source); objects reference a script by `script_name`. Scripts may define optional `init()`, `tick(dt)`, and `bump(id)` functions; they **read** the world through `Board.*` (e.g. `Board.player_x`), check `blocked(dir) -> bool`, inspect/empty their pending actions via `Queue.length()`/`Queue.clear()`, and **write** via host functions `move(dir)` (`dir` ∈ `North`/`South`/`East`/`West`), `set_tile(n)`, and `log(s)`. Writes don't take effect immediately: each is queued and **at most one `move` resolves per 250 ms** per object (a blocked move still costs the cooldown), so objects can't act infinitely fast. When two objects move into the same cell on one tick, **array order wins** (the earlier object lands; the later is pushed or blocked) and the object that was moved into receives `bump(id)`.
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### Key design decisions
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- **`Behavior` and `Archetype` are separate types** — `Archetype` is the named class of a thing (`Wall`, `Empty`, `Object`); `Behavior` is its runtime properties (`solid`, `opaque`, `pushable`). Adding a new property means adding a field to `Behavior`, not a match arm at every call site.
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- **One solid per cell** — at most one solid entity (a solid grid archetype *or* a solid object, and conceptually the player) may occupy a cell. The map loader enforces this: a solid object landing on an already-solid cell is dropped (recorded via `report_error`). The player is placed first and *wins* its cell (silently clearing solid terrain / dropping a conflicting object). `Board::solid_at` relies on this invariant.
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- **One solid per cell** — at most one solid entity (the player, a solid grid archetype, *or* a solid object) may occupy a cell. The player is a first-class solid: `Board::solid_at` reports `Solid::Player` for the player's cell (checked first), it blocks movers, and it is **pushable in any direction** — a push chain that reaches the player slides the player along (and is rejected if the player has nowhere to go, e.g. against a wall). The map loader enforces the invariant: a solid object landing on an already-solid cell is dropped (recorded via `report_error`); the player *wins* its cell — its resolved position (including the `(0, 0)` fallback when `player_start` is unresolvable) silently clears any solid terrain under it and drops a conflicting object. `Board::solid_at` relies on this invariant.
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- **`cells: Vec<(Glyph, Archetype)>`** — each cell owns its visual and behavioral class directly; there is no per-board element palette or integer indirection. `Archetype` is `Copy` so this is efficient.
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- **Archetypes are referenced by name in map files** — so `ALL_ARCHETYPES` can be reordered or extended without breaking saved games. Adding a variant: the `match`es in `behavior()`/`name()`/`default_glyph()` are exhaustive (the compiler flags them), but **`TryFrom<&str>` and `ALL_ARCHETYPES` are not** — forget the `TryFrom` arm and the archetype silently loads as `ErrorBlock`. Also update the map-format example.
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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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@@ -245,7 +255,7 @@ Today's baked-in assumptions that will need to change (don't make `Board.player`
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### Other not-yet-implemented threads
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- **Scripting growth** — more event hooks beyond `init`/`tick` (e.g. `on_touch` when the player steps onto an object), a larger command/read vocabulary, and persisting script-local state across ticks (needs `call_fn_raw` so the per-object `Scope` isn't rewound each call).
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- **Stable object ids** — `Command.source` / object identity are array indices into `Board::objects`, which break under spawn/destroy/reorder; replace with monotonic unique ids (a `// TODO` marks this in `script.rs`).
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- **Scripting growth** — more event hooks beyond `init`/`tick`/`bump` (e.g. `on_touch` when the player steps onto an object), a larger action/read vocabulary (more actions could carry a `time_cost`), and persisting script-local state across ticks (needs `call_fn_raw` so the per-object `Scope` isn't rewound each call).
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- **Stable object ids** — `BoardAction.source` / `ObjectRuntime.object_index` / `QueueMap` keys / `bump` ids are array indices into `Board::objects`, which break under spawn/destroy/reorder; replace with monotonic unique ids (a `// TODO` marks this in `script.rs`).
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- **Portals & multi-board** — `PortalDef` is parsed but not runtime-wired; there is no multi-board world/loading yet (the engine loads a single map).
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- **Load-error surfacing** — `Board::load_errors()` is collected but no front-end displays it yet (kiln-tui could append it to the in-game log at startup).
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+392
-65
@@ -1,5 +1,5 @@
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use crate::log::LogLine;
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use crate::script::{Direction, GameCommand, ScriptHost};
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use crate::script::{Action, Direction, 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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@@ -352,10 +352,13 @@ impl ObjectDef {
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/// The single solid occupant of a board cell, returned by [`Board::solid_at`].
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///
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/// At most one solid — a grid [`Archetype`] *or* an [`ObjectDef`] — may occupy a
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/// cell (the invariant enforced at load time), so this represents the one thing a
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/// mover would collide with there.
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/// At most one solid — the player, a grid [`Archetype`], *or* an [`ObjectDef`] — may
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/// occupy a cell (the invariant enforced at load time), so this represents the one
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/// thing a mover would collide with there.
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pub enum Solid<'a> {
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/// The player occupies the cell. The player is solid (it blocks movers) and
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/// pushable in any direction (see [`Board::is_pushable`]).
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Player,
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/// The cell's grid archetype is itself solid (e.g. [`Archetype::Wall`]).
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Cell(Archetype),
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/// A solid [`ObjectDef`] occupies the cell.
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@@ -510,6 +513,10 @@ impl Board {
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/// [`crate::map_file`]), this returns that one occupant or `None`.
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/// Panics if `x` or `y` are out of bounds.
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pub fn solid_at(&self, x: usize, y: usize) -> Option<Solid<'_>> {
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// The player wins its cell (load-time invariant), so it is the solid there.
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if self.player.x == x as i32 && self.player.y == y as i32 {
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return Some(Solid::Player);
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}
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// A solid object shadows the grid cell it sits on.
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if let Some(obj) = self.object_at(x, y)
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&& obj.solid
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@@ -539,6 +546,7 @@ impl Board {
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/// can be shoved in any direction.
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fn is_pushable(&self, x: usize, y: usize, dir: Direction) -> bool {
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match self.solid_at(x, y) {
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Some(Solid::Player) => true, // the player is pushable in any direction
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Some(Solid::Cell(a)) => a.behavior().pushable.allows(dir),
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Some(Solid::Object(o)) => o.pushable,
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None => false,
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@@ -606,7 +614,11 @@ impl Board {
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/// The caller guarantees the destination is already clear.
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fn shift_solid(&mut self, x: usize, y: usize, dx: i32, dy: i32) {
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let (tx, ty) = ((x as i32 + dx) as usize, (y as i32 + dy) as usize);
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if let Some(idx) = self.object_index_at(x, y)
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// The player owns its cell, so move it before considering objects/grid.
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if self.player.x == x as i32 && self.player.y == y as i32 {
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self.player.x = tx as i32;
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self.player.y = ty as i32;
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} else if let Some(idx) = self.object_index_at(x, y)
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&& self.objects[idx].solid
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{
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self.objects[idx].x = tx;
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@@ -662,7 +674,7 @@ impl GameState {
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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.apply_commands();
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state.drain_errors();
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state
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}
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@@ -681,86 +693,135 @@ impl GameState {
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self.log.push(line);
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}
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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
|
||||
/// to start — never during map deserialization, since a script may inspect the
|
||||
/// board.
|
||||
/// Runs the `init()` hook of every scripted object, pumps their queues, and
|
||||
/// resolves the resulting actions. Call once, after the whole map is loaded and
|
||||
/// the game is about to start — never during map deserialization, since a script
|
||||
/// may inspect the board.
|
||||
pub fn run_init(&mut self) {
|
||||
self.scripts.run_init();
|
||||
self.apply_commands();
|
||||
self.resolve();
|
||||
}
|
||||
|
||||
/// 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
|
||||
/// scripted object's `tick(dt)` hook, then applies the commands they queued.
|
||||
/// 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. Counts down object
|
||||
/// cooldowns, drives every scripted object's `tick(dt)` hook (pumping each queue),
|
||||
/// then resolves the actions that were promoted onto the board queue.
|
||||
pub fn tick(&mut self, dt: Duration) {
|
||||
self.scripts.run_tick(dt.as_secs_f64());
|
||||
self.apply_commands();
|
||||
let secs = dt.as_secs_f64();
|
||||
self.scripts.advance_timers(secs);
|
||||
self.scripts.run_tick(secs);
|
||||
self.resolve();
|
||||
}
|
||||
|
||||
/// Drains the script command queue and applies each command. Runs *after* a
|
||||
/// script batch, when nothing holds a borrow of the board — so the mutations
|
||||
/// here can't conflict with the read getters scripts use during execution.
|
||||
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;
|
||||
/// Drains errors collected by the script host into the game log.
|
||||
fn drain_errors(&mut self) {
|
||||
// TODO: errors are only logged for now. This is the place to halt execution /
|
||||
// set an error state when a script faults.
|
||||
let errors = self.scripts.take_errors();
|
||||
self.log.extend(errors);
|
||||
}
|
||||
|
||||
/// Resolves the board queue: applies each promoted action to the board, then fires
|
||||
/// the `bump` hooks the moves triggered.
|
||||
///
|
||||
/// Done in two phases so no `board_mut` borrow is held while `bump` scripts run
|
||||
/// (they read the board through its getters): phase A mutates the board and records
|
||||
/// `(bumped_object, bumper)` pairs; phase B fires the bumps after the borrow drops.
|
||||
fn resolve(&mut self) {
|
||||
let actions = self.scripts.take_board_queue();
|
||||
// Logs are collected here rather than pushed inline, since the board borrow
|
||||
// below also borrows `self`.
|
||||
let mut logs: Vec<LogLine> = Vec::new();
|
||||
let mut bumps: Vec<(usize, i64)> = Vec::new();
|
||||
{
|
||||
let mut board = self.board_mut();
|
||||
for ba in actions {
|
||||
match ba.action {
|
||||
Action::Move(dir) => {
|
||||
if let Some(bumped) = step_object(&mut board, ba.source, dir) {
|
||||
bumps.push((bumped, ba.source as i64));
|
||||
}
|
||||
}
|
||||
Action::SetTile(tile) => {
|
||||
if let Some(obj) = board.objects.get_mut(ba.source) {
|
||||
obj.glyph.tile = tile;
|
||||
}
|
||||
}
|
||||
Action::Log(line) => logs.push(line),
|
||||
}
|
||||
GameCommand::Move(dir) => self.move_object(cmd.source, dir),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Moves object `idx` one cell in `dir`. The move proceeds if the target is in
|
||||
/// bounds and either passable or a pushable solid the object can shove out of
|
||||
/// the way (see [`Board::can_push`]). 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 target = (ox as i32 + dx, oy as i32 + dy);
|
||||
if !board.in_bounds(target) {
|
||||
return;
|
||||
}
|
||||
let (nx, ny) = (target.0 as usize, target.1 as usize);
|
||||
if board.is_passable(nx, ny) || board.can_push(nx, ny, dir) {
|
||||
board.push(nx, ny, dir); // shoves a crate/object out of the way; no-op otherwise
|
||||
let obj = &mut board.objects[idx];
|
||||
obj.x = nx;
|
||||
obj.y = ny;
|
||||
self.log.extend(logs);
|
||||
for (bumped, bumper) in bumps {
|
||||
self.scripts.run_bump(bumped, bumper);
|
||||
}
|
||||
self.drain_errors();
|
||||
}
|
||||
|
||||
/// Attempts to move the player one cell in `dir`.
|
||||
///
|
||||
/// The move is ignored if the target cell is out of bounds, or it is neither
|
||||
/// passable nor a pushable solid that can be shoved aside. No-ops silently
|
||||
/// (the caller does not need to check).
|
||||
/// passable nor a pushable solid that can be shoved aside. No-ops silently (the
|
||||
/// caller does not need to check). If the target cell holds a solid object, that
|
||||
/// object's `bump(-1)` hook fires (whether or not the player ends up moving).
|
||||
pub fn try_move(&mut self, dir: Direction) {
|
||||
let (dx, dy): (i32, i32) = dir.into();
|
||||
let mut board = self.board_mut();
|
||||
let target = (board.player.x + dx, board.player.y + dy);
|
||||
if !board.in_bounds(target) {
|
||||
return;
|
||||
let bumped;
|
||||
{
|
||||
let (dx, dy): (i32, i32) = dir.into();
|
||||
let mut board = self.board_mut();
|
||||
let target = (board.player.x + dx, board.player.y + dy);
|
||||
if !board.in_bounds(target) {
|
||||
return;
|
||||
}
|
||||
let (nx, ny) = (target.0 as usize, target.1 as usize);
|
||||
// A solid object in the way is bumped by the player (id -1).
|
||||
bumped = match board.solid_at(nx, ny) {
|
||||
Some(Solid::Object(_)) => board.object_index_at(nx, ny),
|
||||
_ => None,
|
||||
};
|
||||
if board.is_passable(nx, ny) || board.can_push(nx, ny, dir) {
|
||||
board.push(nx, ny, dir); // shoves a crate/object out of the way; no-op otherwise
|
||||
board.player.x = nx as i32;
|
||||
board.player.y = ny as i32;
|
||||
}
|
||||
}
|
||||
let (nx, ny) = (target.0 as usize, target.1 as usize);
|
||||
if board.is_passable(nx, ny) || board.can_push(nx, ny, dir) {
|
||||
board.push(nx, ny, dir); // shoves a crate/object out of the way; no-op otherwise
|
||||
board.player.x = nx as i32;
|
||||
board.player.y = ny as i32;
|
||||
if let Some(idx) = bumped {
|
||||
self.scripts.run_bump(idx, -1);
|
||||
self.drain_errors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Moves object `idx` one cell in `dir` on `board`, returning the index of a solid
|
||||
/// object it bumped (its target cell was occupied by that object), if any.
|
||||
///
|
||||
/// The move itself proceeds only if the target is in bounds and either passable or a
|
||||
/// pushable solid the object can shove out of the way (see [`Board::can_push`]). The
|
||||
/// bump is recorded whenever a solid object occupies the target — whether it gets
|
||||
/// pushed aside or blocks the move — since something tried to move into it. Walls and
|
||||
/// crates carry no script, so only solid objects yield a bump.
|
||||
fn step_object(board: &mut Board, idx: usize, dir: Direction) -> Option<usize> {
|
||||
let (dx, dy): (i32, i32) = dir.into();
|
||||
let (ox, oy) = board.objects.get(idx).map(|o| (o.x, o.y))?;
|
||||
let target = (ox as i32 + dx, oy as i32 + dy);
|
||||
if !board.in_bounds(target) {
|
||||
return None;
|
||||
}
|
||||
let (nx, ny) = (target.0 as usize, target.1 as usize);
|
||||
// Capture the bumped object before any push relocates it (its index is stable).
|
||||
let bumped = match board.solid_at(nx, ny) {
|
||||
Some(Solid::Object(_)) => board.object_index_at(nx, ny),
|
||||
_ => None,
|
||||
};
|
||||
if board.is_passable(nx, ny) || board.can_push(nx, ny, dir) {
|
||||
board.push(nx, ny, dir); // shoves a crate/object out of the way; no-op otherwise
|
||||
let obj = &mut board.objects[idx];
|
||||
obj.x = nx;
|
||||
obj.y = ny;
|
||||
}
|
||||
bumped
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
@@ -838,8 +899,9 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn solid_at_reports_wall_object_and_empty() {
|
||||
// A 3×1 board: empty floor, a wall, and an empty cell holding one object.
|
||||
let mut board = open_board(3, 1, (0, 0), vec![], &[]);
|
||||
// A 4×1 board: empty floor, a wall, an object, and the player parked at (3,0)
|
||||
// (kept off the asserted cells, since the player is itself solid).
|
||||
let mut board = open_board(4, 1, (3, 0), vec![], &[]);
|
||||
board.cells[1] = (Archetype::Wall.default_glyph(), Archetype::Wall);
|
||||
// A solid object on the otherwise-empty cell (2, 0).
|
||||
board.objects.push(ObjectDef::new(2, 0)); // solid by default
|
||||
@@ -1249,4 +1311,269 @@ mod tests {
|
||||
assert_eq!(b.objects[0].x, 1); // moved east from 0
|
||||
assert_eq!(b.objects[1].x, 3); // moved west from 4
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn move_cost_rate_limits_repeated_moves() {
|
||||
// init queues two moves; only the first resolves immediately, the second must
|
||||
// wait the full 250 ms cooldown.
|
||||
let board = open_board(
|
||||
5,
|
||||
1,
|
||||
(0, 0), // player to the west, out of the object's path
|
||||
vec![scripted_object(1, 0, "m")],
|
||||
&[("m", "fn init() { move(East); move(East); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert_eq!(game.board().objects[0].x, 2); // first move applied (1 -> 2)
|
||||
|
||||
// 200 ms of ticks: still inside the cooldown, no further movement.
|
||||
game.tick(Duration::from_millis(100));
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!(game.board().objects[0].x, 2);
|
||||
|
||||
// Crossing the 250 ms mark releases the queued second move.
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!(game.board().objects[0].x, 3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_move_still_costs_cooldown() {
|
||||
// A move into a wall fails but still charges the 250 ms cooldown, so a second
|
||||
// queued move (into open space) is delayed just as a successful move would be.
|
||||
let mut board = open_board(
|
||||
3,
|
||||
3,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 1, "m")],
|
||||
&[("m", "fn init() { move(East); move(South); }")],
|
||||
);
|
||||
wall_at(&mut board, 2, 1); // blocks the eastward move
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
// First (eastward) move is blocked by the wall: object hasn't moved.
|
||||
assert_eq!((game.board().objects[0].x, game.board().objects[0].y), (1, 1));
|
||||
|
||||
// The blocked move charged the cooldown, so South is still pending here.
|
||||
game.tick(Duration::from_millis(100));
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!((game.board().objects[0].x, game.board().objects[0].y), (1, 1));
|
||||
|
||||
// Past 250 ms the queued South move resolves.
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!((game.board().objects[0].x, game.board().objects[0].y), (1, 2));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn queue_length_reports_pending_actions() {
|
||||
// Two zero-cost actions are queued before the length is read, then all three
|
||||
// (incl. the log) drain in one pump.
|
||||
let board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "q")],
|
||||
&[("q", "fn init() { set_tile(5); set_tile(6); log(`len=${Queue.length()}`); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert!(log_texts(&game).iter().any(|t| t == "len=2"));
|
||||
assert_eq!(game.board().objects[0].glyph.tile, 6); // last set_tile won
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn queue_clear_drops_pending_actions() {
|
||||
// clear() empties the output queue mid-script, so the queued moves never run.
|
||||
let board = open_board(
|
||||
5,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "c")],
|
||||
&[("c", "fn init() { move(East); move(East); Queue.clear(); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
game.tick(Duration::from_millis(300));
|
||||
assert_eq!(game.board().objects[0].x, 1); // never moved
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_reports_solid_and_clear() {
|
||||
// Solid ahead (a wall): blocked() is true.
|
||||
let mut board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "b")],
|
||||
&[("b", "fn init() { if blocked(East) { set_tile(9); } else { set_tile(7); } }")],
|
||||
);
|
||||
wall_at(&mut board, 2, 0);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert_eq!(game.board().objects[0].glyph.tile, 9);
|
||||
|
||||
// Open ahead, nothing pending: blocked() is false.
|
||||
let board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "b")],
|
||||
&[("b", "fn init() { if blocked(East) { set_tile(9); } else { set_tile(7); } }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert_eq!(game.board().objects[0].glyph.tile, 7);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_sees_earlier_objects_pending_move() {
|
||||
// obj0 (earlier in the array) queues a move into (2,1); obj1 checks blocked()
|
||||
// toward that same cell and must see the pending move.
|
||||
let board = open_board(
|
||||
5,
|
||||
3,
|
||||
(0, 0),
|
||||
vec![
|
||||
scripted_object(1, 1, "mover"),
|
||||
scripted_object(3, 1, "checker"),
|
||||
],
|
||||
&[
|
||||
("mover", "fn tick(dt) { move(East); }"),
|
||||
(
|
||||
"checker",
|
||||
"fn tick(dt) { if blocked(West) { set_tile(1); } else { set_tile(2); } }",
|
||||
),
|
||||
],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.tick(Duration::from_millis(16));
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[0].x, b.objects[0].y), (2, 1)); // mover advanced
|
||||
assert_eq!(b.objects[1].glyph.tile, 1); // checker saw the pending move
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn collision_priority_resolves_in_array_order_and_bumps() {
|
||||
// Two objects move into the same empty cell (1,0). obj0 (earlier) wins it;
|
||||
// obj1 is blocked and bumps obj0. obj1 itself receives no bump.
|
||||
let board = open_board(
|
||||
3,
|
||||
2,
|
||||
(0, 1), // player off the contested row
|
||||
vec![scripted_object(0, 0, "e"), scripted_object(2, 0, "w")],
|
||||
&[
|
||||
(
|
||||
"e",
|
||||
"fn init() { move(East); } fn bump(id) { log(`o0 by ${id}`); }",
|
||||
),
|
||||
(
|
||||
"w",
|
||||
"fn init() { move(West); } fn bump(id) { log(`o1 by ${id}`); }",
|
||||
),
|
||||
],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
// The bump fires during resolution but its log is emitted into obj0's queue;
|
||||
// a later tick (past both objects' move cooldown) flushes it to the game log.
|
||||
game.tick(Duration::from_millis(300));
|
||||
{
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[0].x, b.objects[0].y), (1, 0)); // obj0 won the cell
|
||||
assert_eq!((b.objects[1].x, b.objects[1].y), (2, 0)); // obj1 blocked
|
||||
}
|
||||
let logs = log_texts(&game);
|
||||
assert!(logs.iter().any(|t| t == "o0 by 1")); // obj0 bumped by obj1
|
||||
assert!(!logs.iter().any(|t| t.starts_with("o1 by"))); // obj1 not bumped
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_bump_fires_with_negative_one() {
|
||||
// The player walks into a solid scripted object; the object is bumped with -1
|
||||
// and the player does not move onto it.
|
||||
let board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "b")],
|
||||
&[("b", "fn bump(id) { log(`bumped by ${id}`); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
game.try_move(Direction::East);
|
||||
assert_eq!((game.board().player.x, game.board().player.y), (0, 0)); // blocked
|
||||
// bump's log is emitted into the object's queue; a tick flushes it.
|
||||
game.tick(Duration::from_millis(16));
|
||||
assert!(log_texts(&game).iter().any(|t| t == "bumped by -1"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn solid_at_reports_player() {
|
||||
// The player's own cell is solid (and thus impassable to movers).
|
||||
let board = open_board(3, 1, (1, 0), vec![], &[]);
|
||||
match board.solid_at(1, 0) {
|
||||
Some(Solid::Player) => {}
|
||||
_ => panic!("expected Solid::Player at the player's cell"),
|
||||
}
|
||||
assert!(!board.is_passable(1, 0));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn push_into_player_pushes_player() {
|
||||
// Crate shoved east into the player slides the player along into open space.
|
||||
let mut board = open_board(4, 1, (2, 0), vec![], &[]);
|
||||
crate_at(&mut board, 1, 0);
|
||||
assert!(board.can_push(1, 0, Direction::East));
|
||||
board.push(1, 0, Direction::East);
|
||||
assert_eq!(board.get(1, 0).1, Archetype::Empty); // crate left its cell
|
||||
assert_eq!(board.get(2, 0).1, Archetype::Crate); // crate took the player's old cell
|
||||
assert_eq!((board.player.x, board.player.y), (3, 0)); // player shoved east
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn push_into_player_blocked_by_wall() {
|
||||
// Player backed against a wall: the push has nowhere to go, so nothing moves
|
||||
// and the player is never overlapped.
|
||||
let mut board = open_board(4, 1, (2, 0), vec![], &[]);
|
||||
crate_at(&mut board, 1, 0);
|
||||
wall_at(&mut board, 3, 0);
|
||||
assert!(!board.can_push(1, 0, Direction::East));
|
||||
board.push(1, 0, Direction::East); // no-op
|
||||
assert_eq!(board.get(1, 0).1, Archetype::Crate);
|
||||
assert_eq!((board.player.x, board.player.y), (2, 0));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn object_push_into_player() {
|
||||
// A scripted object moving into the player pushes the player when there's room.
|
||||
let board = open_board(
|
||||
5,
|
||||
1,
|
||||
(2, 0),
|
||||
vec![scripted_object(1, 0, "m")],
|
||||
&[("m", "fn init() { move(East); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
{
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[0].x, b.objects[0].y), (2, 0)); // object took player's cell
|
||||
assert_eq!((b.player.x, b.player.y), (3, 0)); // player shoved east
|
||||
}
|
||||
|
||||
// With a wall behind the player, the object is blocked and nothing moves.
|
||||
let mut board = open_board(
|
||||
4,
|
||||
1,
|
||||
(2, 0),
|
||||
vec![scripted_object(1, 0, "m")],
|
||||
&[("m", "fn init() { move(East); }")],
|
||||
);
|
||||
wall_at(&mut board, 3, 0);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[0].x, b.objects[0].y), (1, 0)); // object blocked
|
||||
assert_eq!((b.player.x, b.player.y), (2, 0)); // player not pushed
|
||||
}
|
||||
}
|
||||
|
||||
@@ -866,6 +866,17 @@ content = """
|
||||
assert!(!b.is_valid());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_fallback_to_origin_clears_solid_terrain() {
|
||||
// The '@' char is absent, so the player falls back to (0, 0) — which holds a
|
||||
// wall. The player wins its cell: the wall is cleared so one-solid-per-cell
|
||||
// holds (the player is itself solid). The fallback is still reported.
|
||||
let b = load_board(&player_map(3, "\"@\"", "#..", ""));
|
||||
assert_eq!((b.player.x, b.player.y), (0, 0));
|
||||
assert_eq!(b.get(0, 0).1, Archetype::Empty); // wall cleared under the player
|
||||
assert!(!b.is_valid());
|
||||
}
|
||||
|
||||
/// Minimal valid TOML with a configurable grid, used as a base for dimension tests.
|
||||
fn minimal_toml(width: usize, height: usize, grid_rows: &[&str]) -> String {
|
||||
let content = grid_rows.join("\n");
|
||||
|
||||
+327
-161
@@ -1,62 +1,81 @@
|
||||
//! Rhai scripting runtime for board objects.
|
||||
//!
|
||||
//! [`ScriptHost`] owns the Rhai [`Engine`], the compiled scripts referenced by a
|
||||
//! board's objects, and a persistent per-object [`Scope`]. It drives two optional
|
||||
//! board's objects, and a persistent per-object [`Scope`]. It drives the optional
|
||||
//! lifecycle hooks on each scripted object:
|
||||
//!
|
||||
//! - `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`]).
|
||||
//! - `bump(id)` — run when another mover steps into this object's cell, with the
|
||||
//! bumper's object index (`-1` for the player); see [`ScriptHost::run_bump`].
|
||||
//!
|
||||
//! ## Reads vs. writes
|
||||
//! ## Actions, queues, and rate limiting
|
||||
//!
|
||||
//! Scripts **read** the world directly through a read-only `Rc<RefCell<Board>>` (type aliased
|
||||
//! as [`BoardRef`], registering getters only) pushed into each scope as `Board`, e.g.
|
||||
//! `Board.player_x`. Functions borrow it briefly per getter.
|
||||
//! Scripts don't mutate the world directly. Each write host function (`move`,
|
||||
//! `set_tile`, `log`) appends an [`Action`] to the issuing object's **output
|
||||
//! queue** (a per-object FIFO). Actions leave that queue one batch at a time via
|
||||
//! [`ScriptHost::pump`], which promotes them onto the shared **board queue**:
|
||||
//!
|
||||
//! 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.
|
||||
//! - A [`pump`](ScriptHost::pump) pulls the leading run of zero-cost actions plus at
|
||||
//! most one action with a time cost (currently only [`Action::Move`], 250 ms).
|
||||
//! - Pulling a timed action arms the object's **ready timer**; while it is running no
|
||||
//! further actions are pulled (this is what caps an object's speed). [`tick`] ticks
|
||||
//! the timer down via [`advance_timers`](ScriptHost::advance_timers).
|
||||
//!
|
||||
//! [`crate::game::GameState`] drains the board queue ([`take_board_queue`]) and applies
|
||||
//! each action *after* the script batch, preserving the borrow discipline (scripts only
|
||||
//! ever read the board during execution). Which object issued an action is read from the
|
||||
//! per-call **tag** (set to the object index in [`ScriptHost::run`]).
|
||||
//!
|
||||
//! [`tick`]: ScriptHost::run_tick
|
||||
//! [`take_board_queue`]: ScriptHost::take_board_queue
|
||||
//! [`GameState`]: crate::game::GameState
|
||||
|
||||
use crate::game::Board;
|
||||
use crate::log::LogLine;
|
||||
use rhai::{AST, CallFnOptions, Engine, FuncArgs, ImmutableString, NativeCallContext, Scope};
|
||||
use std::cell::RefCell;
|
||||
use std::collections::{HashMap, HashSet};
|
||||
use std::collections::{HashMap, HashSet, VecDeque};
|
||||
use std::rc::Rc;
|
||||
|
||||
/// Shared queue the write host functions push into; drained by [`ScriptHost::take_commands`].
|
||||
type CommandQueue = Rc<RefCell<Vec<Command>>>;
|
||||
/// How long a move occupies an object before it can act again, in seconds.
|
||||
pub const MOVE_COST: f64 = 0.25;
|
||||
|
||||
/// 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 {
|
||||
/// One deferred mutation emitted by a script, applied by [`crate::game::GameState`]
|
||||
/// after it is promoted onto the board queue.
|
||||
pub enum Action {
|
||||
/// 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),
|
||||
}
|
||||
|
||||
impl Action {
|
||||
/// How long performing this action keeps the object busy, in seconds.
|
||||
///
|
||||
/// Only [`Action::Move`] has a cost ([`MOVE_COST`]); zero-cost actions can be
|
||||
/// drained several-per-pump and never arm the ready timer.
|
||||
pub fn time_cost(&self) -> f64 {
|
||||
match self {
|
||||
Action::Move(_) => MOVE_COST,
|
||||
Action::SetTile(_) | Action::Log(_) => 0.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// An action promoted from an object's output queue onto the board queue, tagged
|
||||
/// with the object that issued it.
|
||||
pub struct BoardAction {
|
||||
/// The object that issued the action.
|
||||
// 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,
|
||||
/// The action to apply.
|
||||
pub action: Action,
|
||||
}
|
||||
|
||||
/// A cardinal movement direction.
|
||||
@@ -85,6 +104,22 @@ impl From<Direction> for (i32, i32) {
|
||||
/// read-only by construction.
|
||||
type BoardRef = Rc<RefCell<Board>>;
|
||||
|
||||
/// A single object's output queue, shared between the host (which pumps it between
|
||||
/// script calls) and the script (which reads/mutates it through the `Queue` object).
|
||||
type ObjQueue = Rc<RefCell<VecDeque<Action>>>;
|
||||
|
||||
/// The board queue: actions promoted from object queues, awaiting resolution. Shared
|
||||
/// so the `blocked` host function can scan pending moves during script execution.
|
||||
type BoardQueue = Rc<RefCell<Vec<BoardAction>>>;
|
||||
|
||||
/// Maps an object index to its output queue, so the global write host functions can
|
||||
/// route an emitted action to the right object via the per-call tag.
|
||||
type QueueMap = Rc<RefCell<HashMap<usize, ObjQueue>>>;
|
||||
|
||||
/// Channel for engine/compile/runtime errors, surfaced straight to the game log
|
||||
/// (errors never go through the action queues).
|
||||
type ErrorSink = Rc<RefCell<Vec<LogLine>>>;
|
||||
|
||||
/// A compiled script plus which lifecycle hooks it defines.
|
||||
struct CompiledScript {
|
||||
/// The compiled Rhai AST (function definitions plus any top-level code).
|
||||
@@ -93,20 +128,27 @@ struct CompiledScript {
|
||||
has_init: bool,
|
||||
/// Whether the script defines `fn tick(dt)` (one parameter).
|
||||
has_tick: bool,
|
||||
/// Whether the script defines `fn bump(id)` (one parameter).
|
||||
has_bump: bool,
|
||||
}
|
||||
|
||||
/// The runtime state of one scripted object: which script it runs and its own
|
||||
/// persistent Rhai scope.
|
||||
/// The runtime state of one scripted object: which script it runs, its persistent
|
||||
/// Rhai scope, its pending actions, and its cooldown timer.
|
||||
struct ObjectRuntime {
|
||||
/// 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.
|
||||
/// per-call tag so host functions know which object issued an action.
|
||||
// TODO: see [`BoardAction::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 (holds the `board` view + direction constants, and can
|
||||
/// hold object-local state in the future). Persists across calls.
|
||||
/// Per-object scope (holds the `Board`/`Queue` views + direction constants, and
|
||||
/// can hold object-local state in the future). Persists across calls.
|
||||
scope: Scope<'static>,
|
||||
/// This object's output queue (shared with its scope's `Queue` object).
|
||||
output_queue: ObjQueue,
|
||||
/// Seconds remaining before this object may pull another action. While `> 0`
|
||||
/// nothing is pulled from [`output_queue`](Self::output_queue).
|
||||
ready_timer: f64,
|
||||
}
|
||||
|
||||
/// Owns the Rhai engine and per-object script state for a board.
|
||||
@@ -117,22 +159,27 @@ pub struct ScriptHost {
|
||||
scripts: HashMap<String, CompiledScript>,
|
||||
/// One entry per object that has a successfully compiled script.
|
||||
objects: Vec<ObjectRuntime>,
|
||||
/// Queue the write host functions push into; drained by [`Self::take_commands`].
|
||||
commands: CommandQueue,
|
||||
/// Actions promoted from object queues, drained by [`Self::take_board_queue`].
|
||||
board_queue: BoardQueue,
|
||||
/// Errors collected during compile/run, drained by [`Self::take_errors`].
|
||||
errors: ErrorSink,
|
||||
}
|
||||
|
||||
impl ScriptHost {
|
||||
/// 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.
|
||||
/// Builds a host for the board behind `board_cell`: registers the read/write API,
|
||||
/// compiles every script referenced by an object (once each), and creates a fresh
|
||||
/// scope and output queue per scripted object. Compile errors and references to
|
||||
/// unknown scripts are queued onto the error sink (retrievable via
|
||||
/// [`Self::take_errors`]); no script is run here.
|
||||
pub fn new(board_cell: &BoardRef) -> Self {
|
||||
let commands: CommandQueue = Rc::new(RefCell::new(Vec::new()));
|
||||
let board_queue: BoardQueue = Rc::new(RefCell::new(Vec::new()));
|
||||
let queues: QueueMap = Rc::new(RefCell::new(HashMap::new()));
|
||||
let errors: ErrorSink = Rc::new(RefCell::new(Vec::new()));
|
||||
|
||||
let mut engine = Engine::new();
|
||||
register_read_api(&mut engine);
|
||||
register_write_api(&mut engine, &commands);
|
||||
register_read_api(&mut engine, board_cell, &board_queue);
|
||||
register_write_api(&mut engine, &queues);
|
||||
register_queue_api(&mut engine);
|
||||
|
||||
let board = board_cell.borrow();
|
||||
|
||||
@@ -140,7 +187,7 @@ impl ScriptHost {
|
||||
// object that references the script.
|
||||
let mut scripts: HashMap<String, CompiledScript> = HashMap::new();
|
||||
let mut failed: HashSet<String> = HashSet::new();
|
||||
for (i, obj) in board.objects.iter().enumerate() {
|
||||
for obj in board.objects.iter() {
|
||||
let Some(name) = obj.script_name.as_ref() else {
|
||||
continue;
|
||||
};
|
||||
@@ -151,57 +198,55 @@ impl ScriptHost {
|
||||
Some(src) => match engine.compile(src) {
|
||||
Ok(ast) => {
|
||||
// Detect the optional hooks by name and arity.
|
||||
let has_init = ast
|
||||
.iter_functions()
|
||||
.any(|f| f.name == "init" && f.params.is_empty());
|
||||
let has_tick = ast
|
||||
.iter_functions()
|
||||
.any(|f| f.name == "tick" && f.params.len() == 1);
|
||||
scripts.insert(
|
||||
name.clone(),
|
||||
CompiledScript {
|
||||
ast,
|
||||
has_init,
|
||||
has_tick,
|
||||
},
|
||||
);
|
||||
let defines = |n: &str, params: usize| {
|
||||
ast.iter_functions()
|
||||
.any(|f| f.name == n && f.params.len() == params)
|
||||
};
|
||||
let compiled = CompiledScript {
|
||||
has_init: defines("init", 0),
|
||||
has_tick: defines("tick", 1),
|
||||
has_bump: defines("bump", 1),
|
||||
ast,
|
||||
};
|
||||
scripts.insert(name.clone(), compiled);
|
||||
}
|
||||
Err(err) => {
|
||||
failed.insert(name.clone());
|
||||
commands.borrow_mut().push(Command {
|
||||
source: i,
|
||||
kind: GameCommand::Error(format!(
|
||||
"script '{name}' failed to compile: {err}"
|
||||
)),
|
||||
});
|
||||
errors
|
||||
.borrow_mut()
|
||||
.push(LogLine::raw(format!("script '{name}' failed to compile: {err}")));
|
||||
}
|
||||
},
|
||||
None => {
|
||||
failed.insert(name.clone());
|
||||
commands.borrow_mut().push(Command {
|
||||
source: i,
|
||||
kind: GameCommand::Error(format!(
|
||||
"object references unknown script '{name}'"
|
||||
)),
|
||||
});
|
||||
errors
|
||||
.borrow_mut()
|
||||
.push(LogLine::raw(format!("object references unknown script '{name}'")));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// One runtime (independent scope) per object whose script compiled.
|
||||
let objects = board
|
||||
.objects
|
||||
.iter()
|
||||
.enumerate()
|
||||
.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: new_object_scope(board_cell),
|
||||
})
|
||||
})
|
||||
.collect();
|
||||
// One runtime (independent scope + output queue) per object whose script
|
||||
// compiled. The queue is registered in `queues` so host functions can find
|
||||
// it by the object's index, and shared into the scope as the `Queue` object.
|
||||
let mut objects = Vec::new();
|
||||
for (i, obj) in board.objects.iter().enumerate() {
|
||||
let Some(name) = obj.script_name.as_ref() else {
|
||||
continue;
|
||||
};
|
||||
if !scripts.contains_key(name) {
|
||||
continue;
|
||||
}
|
||||
let queue: ObjQueue = Rc::new(RefCell::new(VecDeque::new()));
|
||||
queues.borrow_mut().insert(i, queue.clone());
|
||||
objects.push(ObjectRuntime {
|
||||
object_index: i,
|
||||
script_name: name.clone(),
|
||||
scope: new_object_scope(board_cell, &queue),
|
||||
output_queue: queue,
|
||||
ready_timer: 0.0,
|
||||
});
|
||||
}
|
||||
|
||||
drop(board);
|
||||
|
||||
@@ -209,112 +254,232 @@ impl ScriptHost {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
commands,
|
||||
board_queue,
|
||||
errors,
|
||||
}
|
||||
}
|
||||
|
||||
/// Calls `init()` on every scripted object that defines it.
|
||||
/// Calls `init()` on every scripted object that defines it, pumping each object's
|
||||
/// queue afterward.
|
||||
pub fn run_init(&mut self) {
|
||||
self.run("init", |c| c.has_init, ());
|
||||
}
|
||||
|
||||
/// Calls `tick(dt)` on every scripted object that defines it, passing the
|
||||
/// elapsed seconds since the last tick.
|
||||
/// Calls `tick(dt)` on every scripted object that defines it, passing the elapsed
|
||||
/// seconds, then pumps each object's queue.
|
||||
pub fn run_tick(&mut self, dt: f64) {
|
||||
self.run("tick", |c| c.has_tick, (dt,));
|
||||
}
|
||||
|
||||
/// 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`, 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,
|
||||
defined: fn(&CompiledScript) -> bool,
|
||||
args: A,
|
||||
) {
|
||||
// Split the borrow so we can call the engine while mutating each scope.
|
||||
/// Calls `bump(id)` on the object at `object_index`, if it defines the hook.
|
||||
///
|
||||
/// `bumper` is the index of the object that moved into it, or `-1` for the player.
|
||||
/// Does **not** pump: any actions the hook emits wait for the next tick's pump, so
|
||||
/// a bump can't cascade within the same resolution pass.
|
||||
pub fn run_bump(&mut self, object_index: usize, bumper: i64) {
|
||||
let Self {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
commands,
|
||||
errors,
|
||||
..
|
||||
} = self;
|
||||
for obj in objects.iter_mut() {
|
||||
let Some(compiled) = scripts.get(&obj.script_name) else {
|
||||
continue;
|
||||
let Some(obj) = objects.iter_mut().find(|o| o.object_index == object_index) else {
|
||||
return;
|
||||
};
|
||||
let Some(compiled) = scripts.get(&obj.script_name) else {
|
||||
return;
|
||||
};
|
||||
if !compiled.has_bump {
|
||||
return;
|
||||
}
|
||||
let options = CallFnOptions::default().with_tag(object_index as i64);
|
||||
if let Err(err) =
|
||||
engine.call_fn_with_options::<()>(options, &mut obj.scope, &compiled.ast, "bump", (bumper,))
|
||||
{
|
||||
errors
|
||||
.borrow_mut()
|
||||
.push(LogLine::raw(format!("script '{}' bump error: {err}", obj.script_name)));
|
||||
}
|
||||
}
|
||||
|
||||
/// Counts every object's ready timer down by `dt` (floored at zero). Call once per
|
||||
/// frame before [`run_tick`](Self::run_tick).
|
||||
pub fn advance_timers(&mut self, dt: f64) {
|
||||
for obj in &mut self.objects {
|
||||
obj.ready_timer = (obj.ready_timer - dt).max(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Removes and returns the actions promoted onto the board queue.
|
||||
pub fn take_board_queue(&mut self) -> Vec<BoardAction> {
|
||||
std::mem::take(&mut self.board_queue.borrow_mut())
|
||||
}
|
||||
|
||||
/// Removes and returns the errors collected since the last drain.
|
||||
pub fn take_errors(&mut self) -> Vec<LogLine> {
|
||||
std::mem::take(&mut self.errors.borrow_mut())
|
||||
}
|
||||
|
||||
/// Promotes ready actions from object `i`'s output queue onto the board queue.
|
||||
///
|
||||
/// While the object's ready timer is running, nothing is pulled. Otherwise the
|
||||
/// leading run of zero-cost actions is promoted, followed by at most one timed
|
||||
/// action (which arms the timer and ends the pump). The board-queue guard keeps a
|
||||
/// second pump in the same tick from double-promoting.
|
||||
fn pump(&mut self, i: usize) {
|
||||
let oid = self.objects[i].object_index;
|
||||
// Don't re-promote if this object already has actions awaiting resolution.
|
||||
if self.board_queue.borrow().iter().any(|ba| ba.source == oid) {
|
||||
return;
|
||||
}
|
||||
loop {
|
||||
// A running cooldown blocks all further pulls (timed or not).
|
||||
if self.objects[i].ready_timer > 0.0 {
|
||||
break;
|
||||
}
|
||||
let queue = self.objects[i].output_queue.clone();
|
||||
let cost = match queue.borrow().front() {
|
||||
Some(action) => action.time_cost(),
|
||||
None => break, // queue drained
|
||||
};
|
||||
if !defined(compiled) {
|
||||
continue;
|
||||
let action = queue.borrow_mut().pop_front().expect("front checked above");
|
||||
if cost > 0.0 {
|
||||
self.objects[i].ready_timer = cost;
|
||||
}
|
||||
// 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
|
||||
)),
|
||||
});
|
||||
self.board_queue.borrow_mut().push(BoardAction { source: oid, action });
|
||||
// A timed action ends the pump; zero-cost ones keep draining.
|
||||
if cost > 0.0 {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Shared driver for `init`/`tick`: for each object, call the hook if its script
|
||||
/// `defined` it (tagging the call with the object index so host functions know the
|
||||
/// source), then pump that object so backlogged actions drain and later objects'
|
||||
/// `blocked` checks can see earlier movers. Runtime errors are captured rather than
|
||||
/// aborting the batch.
|
||||
fn run<A: FuncArgs + Copy>(&mut self, hook: &str, defined: fn(&CompiledScript) -> bool, args: A) {
|
||||
for i in 0..self.objects.len() {
|
||||
// Scope the split borrow so it ends before the `pump` reborrow below.
|
||||
{
|
||||
let Self {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
errors,
|
||||
..
|
||||
} = self;
|
||||
let obj = &mut objects[i];
|
||||
if let Some(compiled) = scripts.get(&obj.script_name)
|
||||
&& defined(compiled)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
errors.borrow_mut().push(LogLine::raw(format!(
|
||||
"script '{}' {hook} error: {err}",
|
||||
obj.script_name
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
self.pump(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Registers the read-only `Board` API: a [`BoardRef`] type with getters that
|
||||
/// borrow the shared state briefly.
|
||||
fn register_read_api(engine: &mut Engine) {
|
||||
/// Registers the read-only `Board` API (getters plus the `blocked` query).
|
||||
///
|
||||
/// The getters operate on the `Board` value in scope; `blocked` instead captures a
|
||||
/// clone of the world and the board queue, so it can resolve the caller's position and
|
||||
/// scan pending moves.
|
||||
fn register_read_api(engine: &mut Engine, board: &BoardRef, board_queue: &BoardQueue) {
|
||||
engine.register_type_with_name::<BoardRef>("Board");
|
||||
engine.register_get("player_x", |b: &mut BoardRef| b.borrow().player.x as i64);
|
||||
engine.register_get("player_y", |b: &mut BoardRef| b.borrow().player.y as i64);
|
||||
engine.register_get("width", |b: &mut BoardRef| b.borrow().width as i64);
|
||||
engine.register_get("height", |b: &mut BoardRef| b.borrow().height as i64);
|
||||
|
||||
let b = board.clone();
|
||||
let bq = board_queue.clone();
|
||||
engine.register_fn("blocked", move |ctx: NativeCallContext, dir: Direction| {
|
||||
is_blocked(&b, &bq, source_of(&ctx), dir)
|
||||
});
|
||||
}
|
||||
|
||||
/// 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) {
|
||||
/// Whether the object at `source` would bump something by moving in `dir`.
|
||||
///
|
||||
/// Returns `true` if the target cell is off the board, already holds a solid, or is
|
||||
/// the destination of any pending move on the board queue. The caller's own move is
|
||||
/// never on the queue yet (its pump runs after its script), so it can't block itself.
|
||||
///
|
||||
/// Pending moves are matched by their *immediate* target cell only; a queued move that
|
||||
/// would push a chain of solids into the cell is not accounted for (an approximation).
|
||||
fn is_blocked(board: &BoardRef, board_queue: &BoardQueue, source: usize, dir: Direction) -> bool {
|
||||
let board = board.borrow();
|
||||
let Some(obj) = board.objects.get(source) else {
|
||||
return true;
|
||||
};
|
||||
let (dx, dy): (i32, i32) = dir.into();
|
||||
let target = (obj.x as i32 + dx, obj.y as i32 + dy);
|
||||
if !board.in_bounds(target) {
|
||||
return true;
|
||||
}
|
||||
let (tx, ty) = (target.0 as usize, target.1 as usize);
|
||||
if board.solid_at(tx, ty).is_some() {
|
||||
return true;
|
||||
}
|
||||
// Any pending move whose immediate target is this cell would put a solid here.
|
||||
board_queue.borrow().iter().any(|ba| {
|
||||
if let Action::Move(d) = &ba.action
|
||||
&& let Some(mover) = board.objects.get(ba.source)
|
||||
{
|
||||
let (mdx, mdy): (i32, i32) = (*d).into();
|
||||
return (mover.x as i32 + mdx, mover.y as i32 + mdy) == target;
|
||||
}
|
||||
false
|
||||
})
|
||||
}
|
||||
|
||||
/// Registers the write API: the `Direction` type and the `move`/`set_tile`/`log` host
|
||||
/// functions, each appending an [`Action`] to the issuing object's output queue.
|
||||
fn register_write_api(engine: &mut Engine, queues: &QueueMap) {
|
||||
engine.register_type_with_name::<Direction>("Direction");
|
||||
|
||||
let q = commands.clone();
|
||||
let q = queues.clone();
|
||||
engine.register_fn("move", move |ctx: NativeCallContext, dir: Direction| {
|
||||
q.borrow_mut().push(Command {
|
||||
source: source_of(&ctx),
|
||||
kind: GameCommand::Move(dir),
|
||||
});
|
||||
emit(&q, source_of(&ctx), Action::Move(dir));
|
||||
});
|
||||
|
||||
let q = commands.clone();
|
||||
let q = queues.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),
|
||||
});
|
||||
emit(&q, source_of(&ctx), Action::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())),
|
||||
});
|
||||
},
|
||||
);
|
||||
let q = queues.clone();
|
||||
engine.register_fn("log", move |ctx: NativeCallContext, msg: ImmutableString| {
|
||||
emit(&q, source_of(&ctx), Action::Log(LogLine::raw(msg.to_string())));
|
||||
});
|
||||
}
|
||||
|
||||
/// Registers the `Queue` object: a handle to an object's output queue with `length()`
|
||||
/// and `clear()`. Safe to mutate from a script because the host only touches these
|
||||
/// queues between script calls (during [`ScriptHost::pump`]).
|
||||
fn register_queue_api(engine: &mut Engine) {
|
||||
engine.register_type_with_name::<ObjQueue>("Queue");
|
||||
engine.register_fn("length", |q: &mut ObjQueue| q.borrow().len() as i64);
|
||||
engine.register_fn("clear", |q: &mut ObjQueue| q.borrow_mut().clear());
|
||||
}
|
||||
|
||||
/// Appends `action` to the output queue of the object identified by `source`.
|
||||
fn emit(queues: &QueueMap, source: usize, action: Action) {
|
||||
if let Some(queue) = queues.borrow().get(&source) {
|
||||
queue.borrow_mut().push_back(action);
|
||||
}
|
||||
}
|
||||
|
||||
/// Reads the issuing object's index from the call tag (set in [`ScriptHost::run`]).
|
||||
@@ -325,11 +490,12 @@ fn source_of(ctx: &NativeCallContext) -> usize {
|
||||
.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(board: &BoardRef) -> Scope<'static> {
|
||||
/// Builds a fresh per-object scope, seeded with the read-only `Board` view, this
|
||||
/// object's `Queue`, and the four direction constants (`North`/`South`/`East`/`West`).
|
||||
fn new_object_scope(board: &BoardRef, queue: &ObjQueue) -> Scope<'static> {
|
||||
let mut scope = Scope::new();
|
||||
scope.push_constant("Board", board.clone());
|
||||
scope.push_constant("Queue", queue.clone());
|
||||
scope.push_constant("North", Direction::North);
|
||||
scope.push_constant("South", Direction::South);
|
||||
scope.push_constant("East", Direction::East);
|
||||
|
||||
@@ -51,10 +51,37 @@ tile = "#"
|
||||
solid = false
|
||||
script_name = "greeter"
|
||||
|
||||
# A solid object placed by x/y that paces east on its own. Demonstrates the
|
||||
# rate-limited move(), the blocked() collision check, the Queue object, and the
|
||||
# bump() hook (walk the player into it to trigger a bump).
|
||||
[[objects]]
|
||||
x = 10
|
||||
y = 12
|
||||
fg = "#33aa33"
|
||||
bg = "#000000"
|
||||
tile = 1
|
||||
script_name = "mover"
|
||||
|
||||
[scripts]
|
||||
greeter = """
|
||||
fn init() {
|
||||
log(`hello from object — player at ${Board.player_x}, ${Board.player_y}`);
|
||||
set_tile(2); // change my glyph to ☻ — proves the write path
|
||||
}
|
||||
"""
|
||||
|
||||
mover = """
|
||||
// move() costs 250 ms, so the object steps ~4 cells/sec no matter how often
|
||||
// tick() runs. Queue.length() avoids piling up moves; blocked() avoids walking
|
||||
// into a wall (or another object's already-queued move this tick).
|
||||
fn tick(dt) {
|
||||
if Queue.length() == 0 {
|
||||
move(East);
|
||||
}
|
||||
}
|
||||
// Fires when something steps into this object; id is the bumper's array index,
|
||||
// or -1 for the player.
|
||||
fn bump(id) {
|
||||
log(`mover bumped by ${id}`);
|
||||
}
|
||||
"""
|
||||
Reference in New Issue
Block a user