heart containers

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2026-06-23 22:52:25 -05:00
parent 8637c0a52a
commit d8a3f17379
11 changed files with 58 additions and 20 deletions
+2 -2
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@@ -128,9 +128,9 @@ content = """
"1" = { kind = "portal", name = "east_door", target_map = "room2", target_entry = "west_door" }
```
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`). 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.
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), 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()`, `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)`.
**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)`).