Fixing tests and comments

This commit is contained in:
2026-07-05 23:41:19 -05:00
parent c16b21c603
commit b7063277e7
8 changed files with 214 additions and 174 deletions
+8 -8
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@@ -75,14 +75,14 @@ start = "room1" # key of the starting board
# by script_name = "key". Scripts do NOT live on individual boards.
[scripts]
greeter = """
fn init() { # optional, run once at startup
log(`player at ${Board.player_x}, ${Board.player_y}`);
fn init(me, state) { # optional, run once at startup
log(`player at ${state.player.x}, ${state.player.y}`);
set_tile(2); # write: change my glyph
}
fn tick(dt) {
if Queue.length() == 0 && !blocked(North) { move(North); }
fn tick(me, state, dt) {
if !me.waiting && !me.blocked(North) { move(North); }
}
fn bump(id) { log(`bumped by ${id}`); say("Ouch!"); }
fn bump(me, state, id) { log(`bumped by ${id}`); say("Ouch!"); }
"""
# Each board is a named subtable under [boards]. The board key ("room1") is
@@ -130,9 +130,9 @@ content = """
Palette `kind` values: the meta-kinds `empty` / `floor` / `object` / `portal` / `player`, or any **archetype name** directly (`wall`, `crate`, `hcrate`, `vcrate`, `pusher_north|south|east|west`, `spinner_cw|spinner_ccw`, `gem`, `heart`). For archetype/floor/object kinds, `tile`/`fg`/`bg` are optional and fall back to that kind's default glyph. An unknown `kind` becomes a visible `ErrorBlock` (logged). A floor entry uses `generator` for a procedural texture or `tile`/`fg`/`bg` for a fixed glyph.
Colors are `"#RRGGBB"` hex strings. The player is placed by a `kind = "player"` char, which must appear **exactly once** across all layers (missing → `(0,0)` + error; multiple → first + error); that cell is transparent. `tile` accepts a single-character string (`tile = " "`) or an integer (`tile = 35`). Each layer's `content` multi-line string has its leading newline trimmed by TOML and must match `width × height` (the only hard error); the `fill`/`sparse` forms are always exactly sized. An unknown `kind` produces an `ErrorBlock` and a logged warning. An object is spawned once per occurrence of its char (uppercase by convention) in reading order. **Loading is best-effort and nonfatal** (only a layer grid-dimension mismatch is a hard error): each problem is recorded on `Board` (see `is_valid()` / `load_errors()`). The **player wins its cell**: it silently clears solid terrain under it (on any layer) and drops any conflicting solid object. Script source lives in the world-level `[scripts]` table; objects reference a script by `script_name`. Scripts may define optional `init()`, `tick(dt)`, `bump(id)`, and `grab()` functions; they **read** the world through `Board.*` (e.g. `Board.player_x`), check `blocked(dir) -> bool`, `can_push(x, y, dir) -> bool`, `can_shift(x, y, dir) -> bool`, and `passable(x, y) -> bool`, inspect/empty their pending actions via `Queue.length()`/`Queue.clear()`, and **write** via host functions `move(dir)`, `set_tile(n)`, `log(s)`, `say(s)`, `scroll(lines)`, `push(x, y, dir)` (shove a chain at arbitrary coords), `swap([[src_x, src_y, dst_x, dst_y], …])` (move several solids simultaneously), `add_gems(n)` (change the player's gem count), `alter_health(dh)` (change the player's health, clamped to `[0, max_health]`), and `die()` (remove the calling object). Writes don't take effect immediately: each is queued and **at most one `move` resolves per 250 ms** per object. When two objects move into the same cell, **lowest id wins** and the bumped object receives `bump(id)`.
Colors are `"#RRGGBB"` hex strings. The player is placed by a `kind = "player"` char, which must appear **exactly once** across all layers (missing → `(0,0)` + error; multiple → first + error); that cell is transparent. `tile` accepts a single-character string (`tile = " "`) or an integer (`tile = 35`). Each layer's `content` multi-line string has its leading newline trimmed by TOML and must match `width × height` (the only hard error); the `fill`/`sparse` forms are always exactly sized. An unknown `kind` produces an `ErrorBlock` and a logged warning. An object is spawned once per occurrence of its char (uppercase by convention) in reading order. **Loading is best-effort and nonfatal** (only a layer grid-dimension mismatch is a hard error): each problem is recorded on `Board` (see `is_valid()` / `load_errors()`). The **player wins its cell**: it silently clears solid terrain under it (on any layer) and drops any conflicting solid object. Script source lives in the world-level `[scripts]` table; objects reference a script by `script_name`. Scripts may define optional `init(me, state)`, `tick(me, state, dt)`, `bump(me, state, id)`, and `grab(me, state)` functions — every hook receives `me` (this object, an `ObjectInfo`) and `state` (the world). They **read** the world through `state.player.*` (e.g. `state.player.x`, `.health`, `.keys.red`), `state.board.*` (`.width`, `.height`, `.can_push(x, y, dir)`, `.passable(x, y)`, `.get(id)`, `.named(name)`, `.tagged(tag)`), and `me.*` (`me.x`, `me.y`, `me.has_tag(s)`, `me.blocked(dir)`, `me.can_push(dir)`, `me.waiting`, `me.queue`), and **write** via host functions `move(dir)`, `set_tile(n)`, `set_color(fg, bg)`, `log(s)`, `say(s)`, `scroll(lines)`, `send(target, fn [, arg])`, `set_tag(target, tag, present)`, `teleport(x, y)`, `push(x, y, dir)` (shove a chain at arbitrary coords), `shift([[x, y], …])` (rotate a ring of cells one step), `add_gems(n)` / `alter_health(dh)` / `set_key(color, present)` (change the player's gems / health / keys), and `die()` (remove the calling object). Writes don't take effect immediately: each is queued and **at most one `move` resolves per 250 ms** per object. When two objects move into the same cell, **lowest id wins** and the bumped object receives `bump`. The full scripting reference lives in [`docs/script-api.md`](docs/script-api.md).
**Script state across board transitions**: Rhai `Scope` local variables reset when the `ScriptHost` is rebuilt on board entry. Board-side state (object positions, tags, glyph) is preserved because all boards are held as `Rc<RefCell<Board>>` in `World::boards`. Scripts that need to persist information across transitions should encode it in board data (e.g. `set_tag(Me.id, "visited", true)`).
**Script state across board transitions**: Rhai `Scope` local variables reset when the `ScriptHost` is rebuilt on board entry. Board-side state (object positions, tags, glyph) is preserved because all boards are held as `Rc<RefCell<Board>>` in `World::boards`. Scripts that need to persist information across transitions should encode it in board data (e.g. `set_tag(me.id, "visited", true)`) or the per-board `Registry` (which also persists across transitions).
### Key design decisions
@@ -158,6 +158,6 @@ Today's baked-in assumptions that will need to change (don't make `Board.player`
### Other not-yet-implemented threads
- **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).
- **Runtime spawn/destroy of objects** — objects now have stable `ObjectId`s (`Board::objects` is a `BTreeMap<ObjectId, ObjectDef>` with a `next_object_id` counter; `add_object` allocates, `remove_object` deletes — used by `apply_swap` to despawn a displaced object), so references survive reordering. What's still missing: wiring live spawn/destroy into the `ScriptHost` (it builds one `ObjectRuntime` per object once in `GameState::new`, so an object added after that has no script runtime, and a removed one keeps a stale — but harmless, no-op — runtime until the host is rebuilt).
- **Runtime spawn/destroy of objects** — objects now have stable `ObjectId`s (`Board::objects` is a `BTreeMap<ObjectId, ObjectDef>` with a `next_object_id` counter; `add_object` allocates, `remove_object` deletes — used by `apply_shift` to despawn a displaced object), so references survive reordering. What's still missing: wiring live spawn/destroy into the `ScriptHost` (it compiles one script + builds one persistent `Scope` per object when constructed, so an object added after that has no script runtime, and a removed one keeps a stale — but harmless, no-op — scope until the host is rebuilt).
- **Portals & multi-board** — **done**: `world::load` loads all boards as `Rc<RefCell<Board>>`, `GameState` owns the whole `World` and tracks `current_board_name`. `try_move` detects stepping onto a portal and calls `GameState::enter_board(target_map, target_entry)`, which switches `current_board_name`, places the player at the named arrival portal, clears per-board transient state (speech/scroll), rebuilds the `ScriptHost` for the new board, re-runs `init()`, and sets `board_transition` as a hook. kiln-tui detects the board change in `try_move_with_transition` and plays the `TransitionAnimation` wipe. (Errors — missing target board or entry — are logged, not fatal.)
- **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).