refactor
This commit is contained in:
+269
-178
@@ -1,17 +1,25 @@
|
||||
# Kiln Script API Reference
|
||||
|
||||
Scripts are written in [Rhai](https://rhai.rs) and live in the `[scripts]` section of a `.toml` map
|
||||
file. Each scripted object references a script by name via `script_name`. A script may define up to
|
||||
three lifecycle hooks; any or all may be omitted.
|
||||
file. Each scripted object references a script by name via `script_name`. A script defines lifecycle
|
||||
hooks (any may be omitted) and may define arbitrary handler functions reachable via `send()` and
|
||||
scroll choices.
|
||||
|
||||
> **Status:** this document describes the API as it currently exists. It has grown organically and
|
||||
> has known rough edges — duplication, naming inconsistency, and some unwieldy machinery. Those are
|
||||
> catalogued in [Design notes](#design-notes-rough-edges) at the end, as the starting point for a
|
||||
> redesign.
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle hooks
|
||||
|
||||
Hooks are detected by name **and** arity (parameter count). A function with the right name but wrong
|
||||
number of parameters is not recognized as a hook.
|
||||
|
||||
### `fn init()`
|
||||
|
||||
Called once for every scripted object after the entire map is loaded, before the first frame.
|
||||
Use it to set up initial tile appearance, log a startup message, etc.
|
||||
|
||||
```rhai
|
||||
fn init() {
|
||||
@@ -22,9 +30,8 @@ fn init() {
|
||||
|
||||
### `fn tick(dt)`
|
||||
|
||||
Called every frame. `dt` is the elapsed time since the last tick, in seconds (a `f64`). Movement
|
||||
and other timed actions pace themselves through the queue; you do not need to track time manually
|
||||
for simple walking patterns.
|
||||
Called every frame. `dt` is the elapsed time since the last tick, in seconds (a `f64`). Timed
|
||||
actions pace themselves through the queue; you do not track time manually for simple walking.
|
||||
|
||||
```rhai
|
||||
fn tick(dt) {
|
||||
@@ -39,60 +46,155 @@ fn tick(dt) {
|
||||
Called when another entity walks into this object's cell.
|
||||
|
||||
- `id` is the bumper's `ObjectId` (an `i64`).
|
||||
- `id == -1` means the player bumped this object.
|
||||
- `id == -1` means the **player** bumped this object.
|
||||
|
||||
```rhai
|
||||
fn bump(id) {
|
||||
if id == -1 {
|
||||
say("Hey! Watch it.");
|
||||
} else {
|
||||
log(`object ${id} bumped me`);
|
||||
}
|
||||
if id == -1 { say("Hey! Watch it."); }
|
||||
else { log(`object ${id} bumped me`); }
|
||||
}
|
||||
```
|
||||
|
||||
### `fn grab()`
|
||||
|
||||
Called when the **player walks onto** this object and the object is a *grab* thing (gems, hearts —
|
||||
`solid + grab`). Unlike `bump`, the player ends up on the object's cell; the hook typically adjusts a
|
||||
player stat and removes the object. It fires followed by an immediate resolve, so any `die()` /
|
||||
`add_gems()` / `alter_health()` applies before the player's move returns.
|
||||
|
||||
```rhai
|
||||
fn grab() {
|
||||
add_gems(1);
|
||||
die();
|
||||
}
|
||||
```
|
||||
|
||||
> Grab is **only** triggered by the player walking onto the object. A grab thing *pushed* or
|
||||
> *shifted* into the player is treated as an ordinary solid (no `grab()`).
|
||||
|
||||
### Custom handler functions
|
||||
|
||||
Any other function can be invoked on an object two ways:
|
||||
|
||||
- Another object calls `send(target_id, "fn_name" [, arg])`.
|
||||
- A `scroll()` **choice** is selected: the choice key is dispatched to the source object as a
|
||||
zero-argument function call of that name.
|
||||
|
||||
A handler may take **zero or one** parameter; the host calls the 1-arg form when an arg is supplied,
|
||||
else the 0-arg form. If neither arity exists, the call is silently dropped.
|
||||
|
||||
```rhai
|
||||
// reached via send(my_id, "open") or a scroll choice keyed "open"
|
||||
fn open() { set_tile(47); }
|
||||
fn set_level(n){ set_tag(Me.id, "level", true); log(`level ${n}`); }
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Constants in scope
|
||||
|
||||
These are pre-set in every object's scope and cannot be reassigned.
|
||||
Pre-set in every object's scope. The object handles are scope constants; direction/color constants
|
||||
come from a global module visible at any call depth (including Rhai→Rhai calls).
|
||||
|
||||
| Name | Type | Description |
|
||||
|------|------|-------------|
|
||||
| `Board` | `Board` | Read-only handle to the game world. |
|
||||
| `Queue` | `Queue` | Handle to this object's own pending-action queue. |
|
||||
| `North` | `Direction` | Cardinal direction: up (y − 1). |
|
||||
| `South` | `Direction` | Cardinal direction: down (y + 1). |
|
||||
| `East` | `Direction` | Cardinal direction: right (x + 1). |
|
||||
| `West` | `Direction` | Cardinal direction: left (x − 1). |
|
||||
| `MY_ID` | `i64` | This object's stable `ObjectId`. Use with `set_tag`. |
|
||||
| `Board` | `Board` | Read-only handle to the current board / world. |
|
||||
| `Queue` | `Queue` | This object's own pending-action queue. |
|
||||
| `Me` | `Me` | Self-reference (id, name, position, tags, glyph). |
|
||||
| `Registry` | `Registry` | Board-scoped key→value store; persists across board transitions. |
|
||||
| `Player` | `Player` | Read-only snapshot of the player's game-global stats. |
|
||||
| `North` / `South` / `East` / `West` | `Direction` | Cardinal directions. |
|
||||
| `Black` … `White` (16) | `String` | EGA/VGA palette colors as `"#RRGGBB"` strings. |
|
||||
|
||||
The 16 color names, in palette order: `Black`, `Blue`, `Green`, `Cyan`, `Red`, `Magenta`, `Brown`,
|
||||
`LightGray`, `DarkGray`, `BrightBlue`, `BrightGreen`, `BrightCyan`, `BrightRed`, `BrightMagenta`,
|
||||
`Yellow`, `White`. They are plain hex strings, so they are accepted anywhere a color string is (e.g.
|
||||
`set_fg(BrightRed)`).
|
||||
|
||||
> There is **no** `MY_ID` constant any more — use `Me.id`.
|
||||
|
||||
---
|
||||
|
||||
## Read functions
|
||||
## Self-reference: `Me`
|
||||
|
||||
### `Board` getters
|
||||
| Member | Kind | Returns | Description |
|
||||
|--------|------|---------|-------------|
|
||||
| `Me.id` | getter | `i64` | This object's stable `ObjectId`. |
|
||||
| `Me.name` | getter | `String` | Name, or `""` if unnamed. |
|
||||
| `Me.x` / `Me.y` | getter | `i64` | Current cell position. |
|
||||
| `Me.has_tag(tag)` | method | `bool` | Whether this object carries `tag`. |
|
||||
| `Me.tags()` | method | `Array` | All tag strings on this object. |
|
||||
| `Me.glyph()` | method | `Glyph` | This object's glyph (`.tile`, `.fg`, `.bg`). |
|
||||
|
||||
Access via `Board.<property>`:
|
||||
```rhai
|
||||
if Me.has_tag("locked") { say(`${Me.name} is locked`); }
|
||||
set_tag(Me.id, "seen", true); // self-mutation still needs the explicit id
|
||||
```
|
||||
|
||||
A `Glyph` value (from `Me.glyph()` or `ObjectInfo` lookups) exposes `.tile` (`i64`), `.fg`, `.bg`
|
||||
(both `"#RRGGBB"` strings).
|
||||
|
||||
---
|
||||
|
||||
## Player stats: `Player`
|
||||
|
||||
A read-only snapshot of the game-global player state, refreshed before each hook call.
|
||||
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `Board.player_x` | `i64` | Player's current column (0-indexed). |
|
||||
| `Board.player_y` | `i64` | Player's current row (0-indexed). |
|
||||
| `Board.width` | `i64` | Board width in cells. |
|
||||
| `Board.height` | `i64` | Board height in cells. |
|
||||
| `Player.gems` | `i64` | Gems collected. |
|
||||
| `Player.health` | `i64` | Current health. |
|
||||
| `Player.max_health` | `i64` | Health ceiling. |
|
||||
|
||||
```rhai
|
||||
let dist_x = (Board.player_x - 30).abs();
|
||||
if Player.health < 2 { say("You look hurt."); }
|
||||
```
|
||||
|
||||
### `blocked(dir) -> bool`
|
||||
> The player's **keys** are not readable from scripts yet (you can `set_key` but not query it).
|
||||
|
||||
Returns `true` if moving in `dir` from this object's current cell would be impossible — because
|
||||
the target cell is out of bounds, holds a solid, or another object has already queued a move there.
|
||||
---
|
||||
|
||||
Note: the object's *own* queued moves are not yet on the board queue when `blocked` is called, so
|
||||
an object cannot accidentally block itself.
|
||||
## Board reads
|
||||
|
||||
### Properties
|
||||
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `Board.player_x` | `i64` | Player's column. |
|
||||
| `Board.player_y` | `i64` | Player's row. |
|
||||
| `Board.width` | `i64` | Board width in cells. |
|
||||
| `Board.height` | `i64` | Board height in cells. |
|
||||
|
||||
### Object lookups
|
||||
|
||||
| Call | Returns | Description |
|
||||
|------|---------|-------------|
|
||||
| `Board.tagged(tag)` | `Array` of `ObjectInfo` | Every object carrying `tag`. |
|
||||
| `Board.named(name)` | `ObjectInfo` or `()` | The object with that name, else unit. |
|
||||
| `Board.get(id)` | `ObjectInfo` or `()` | Look up by id; `-1` returns the player; an invalid/unknown id logs an error and returns unit. |
|
||||
|
||||
An `ObjectInfo` exposes `.id`, `.x`, `.y`, `.name` (`""` if unnamed) and `.tags` (an `Array`). Note
|
||||
it has **no** `has_tag()` or `glyph()` — those exist only on `Me`.
|
||||
|
||||
```rhai
|
||||
let enemies = Board.tagged("enemy");
|
||||
log(`there are ${enemies.len()} enemies`);
|
||||
|
||||
let door = Board.named("door");
|
||||
if door != () { send(door.id, "open"); }
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Cell queries (free functions)
|
||||
|
||||
| Call | Returns | Description |
|
||||
|------|---------|-------------|
|
||||
| `blocked(dir)` | `bool` | Would the **caller** be unable to move one step in `dir` (off-board, a solid, or another object's already-queued move targets that cell). The caller's own queued moves don't count. |
|
||||
| `can_push(x, y, dir)` | `bool` | Does a pushable chain starting at `(x, y)` end in open space when shoved in `dir`? `false` off-board. |
|
||||
| `can_shift(x, y, dir)` | `bool` | Like `can_push` but checks only the **one** cell ahead (pushable source + empty-or-pushable neighbor). The right gate for `shift()`. |
|
||||
| `passable(x, y)` | `bool` | Is `(x, y)` on-board and free of any solid (an enterable hole)? Distinguishes a hole from a blocked solid. |
|
||||
| `combinable(x1, y1, x2, y2)` | `bool` | Can the solids at the two cells share a cell (one empty, or a grab thing + the player)? |
|
||||
|
||||
```rhai
|
||||
fn tick(dt) {
|
||||
@@ -100,157 +202,93 @@ fn tick(dt) {
|
||||
}
|
||||
```
|
||||
|
||||
### `has_tag(tag) -> bool`
|
||||
---
|
||||
|
||||
Returns `true` if this object has the named tag.
|
||||
## Registry (shared key→value store)
|
||||
|
||||
Board-scoped, persists across board transitions. Stores primitive values.
|
||||
|
||||
| Call | Description |
|
||||
|------|-------------|
|
||||
| `Registry.get(key)` | Stored value, or `()` if absent. |
|
||||
| `Registry.set(key, value)` | Store a primitive; passing `()` removes the key; unsupported types are silently ignored. |
|
||||
| `Registry.get_or(key, default)` | Stored value **only if** it has the same type as `default`; otherwise `default`. |
|
||||
|
||||
```rhai
|
||||
if has_tag("enemy") { say("I'm an enemy!"); }
|
||||
```
|
||||
|
||||
### `get_tags() -> Array`
|
||||
|
||||
Returns an array of strings listing every tag on this object.
|
||||
|
||||
```rhai
|
||||
for t in get_tags() { log(t); }
|
||||
```
|
||||
|
||||
### `objects_with_tag(tag) -> Array`
|
||||
|
||||
Returns an array of `i64` object IDs for every object on the board that currently carries `tag`.
|
||||
|
||||
```rhai
|
||||
let enemies = objects_with_tag("enemy");
|
||||
log(`there are ${enemies.len()} enemies`);
|
||||
```
|
||||
|
||||
### `my_name() -> String`
|
||||
|
||||
Returns this object's name string, or `""` if the object has no name.
|
||||
|
||||
```rhai
|
||||
log(`I am ${my_name()}`);
|
||||
```
|
||||
|
||||
### `object_id_for_name(name) -> i64`
|
||||
|
||||
Looks up an object by its name and returns its `ObjectId`. Returns `0` if no object has that name.
|
||||
`0` is never a valid id, so it can be used as a null check.
|
||||
|
||||
```rhai
|
||||
let door_id = object_id_for_name("door");
|
||||
if door_id != 0 {
|
||||
set_tag(door_id, "open", true);
|
||||
}
|
||||
let count = Registry.get_or("visits", 0);
|
||||
Registry.set("visits", count + 1);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Write functions
|
||||
|
||||
Scripts do not mutate the world directly. Each write function appends an action to this object's
|
||||
**output queue**. Actions are drained to the shared board queue between script calls and resolved
|
||||
by the engine after the batch.
|
||||
Scripts never mutate the world directly. Each write appends an `Action` to this object's **output
|
||||
queue**; actions drain to a shared board queue between script calls and are resolved by the engine
|
||||
after the batch. The *subject* of a write is implicit and varies by function (see the table).
|
||||
|
||||
### `move(dir)`
|
||||
| Call | Subject | Cost | Description |
|
||||
|------|---------|------|-------------|
|
||||
| `move(dir)` | self | 0.25 s | Enqueue a one-cell move, plus a rate-limiting delay (~4/s). A blocked move still costs the cooldown. |
|
||||
| `teleport(x, y)` | self | 0 | Jump to an arbitrary cell. Refused (error logged at resolve) if self is solid and the destination is occupied. |
|
||||
| `push(x, y, dir)` | arbitrary cell | 0 | Shove the pushable chain at `(x, y)` one step in `dir`. |
|
||||
| `shift([[x, y], …])` | arbitrary cells | 0 | Rotate cell contents: each listed cell moves to the next coordinate, last→first. Skips non-pushables and won't move into a non-vacated occupied cell. |
|
||||
| `set_tile(n)` | self | 0 | Set glyph tile index (CP437 code point in the default font). |
|
||||
| `set_fg(color)` | self | 0 | Set foreground color (hex string). |
|
||||
| `set_bg(color)` | self | 0 | Set background color. |
|
||||
| `set_color(fg, bg)` | self | 0 | Set both colors. |
|
||||
| `set_tag(target_id, tag, present)` | any object | 0 | Add (`true`) / remove (`false`) a tag. Use `Me.id` for self. |
|
||||
| `say(msg)` / `say(msg, secs)` | self | 0 | Speech bubble above this object; default 3 s, or `secs`. Replaces any current bubble. |
|
||||
| `log(msg)` | log | 0 | Append a plain-text line to the game log. |
|
||||
| `scroll(lines)` | UI | 0 | Open a full-screen overlay (see below). |
|
||||
| `send(target_id, fn_name [, arg])` | any object | 0 | Call a handler function on another object; optional string/number arg. |
|
||||
| `delay(secs)` | self | — | Insert an explicit pause; integer and float overloads. Adjacent delays merge. |
|
||||
| `now()` | self | — | Move the **most recently enqueued** action to the front of the queue. |
|
||||
| `add_gems(n)` | player | 0 | Change the player's gem count (clamped at 0). |
|
||||
| `alter_health(dh)` | player | 0 | Change the player's health (clamped to `[0, max_health]`). |
|
||||
| `set_key(color, present)` | player | 0 | Give/take a key color (`"blue"`, `"green"`, `"cyan"`, `"red"`, `"purple"`, `"orange"`, `"yellow"`, `"white"`). Unknown name logs and is ignored. |
|
||||
| `die()` | self | 0 | Remove the calling object from the board. |
|
||||
|
||||
Enqueues a move one cell in `dir`. Also inserts a `Delay` of 0.25 s after the move, limiting this
|
||||
object to ~4 moves per second regardless of frame rate. A blocked move still costs the cooldown.
|
||||
### `scroll(lines)`
|
||||
|
||||
```rhai
|
||||
fn tick(dt) {
|
||||
if !blocked(South) { move(South); }
|
||||
}
|
||||
```
|
||||
Opens a full-screen scrollable overlay and pauses game ticks until the player closes it. Each element
|
||||
of `lines` is either:
|
||||
|
||||
### `delay(secs)`
|
||||
- a **string** — a plain text line, or
|
||||
- a **2-element array** `[choice_key, display_text]` — a selectable choice.
|
||||
|
||||
Inserts an explicit pause of `secs` seconds into this object's queue. Adjacent delays are merged
|
||||
(you never get two consecutive `Delay` entries). Use it to slow down an action sequence or pause
|
||||
between speech bubbles.
|
||||
|
||||
```rhai
|
||||
fn init() {
|
||||
say("One…");
|
||||
delay(2.0);
|
||||
say("Two!");
|
||||
now(); // promote the last say() past the delay
|
||||
}
|
||||
```
|
||||
|
||||
### `now()`
|
||||
|
||||
Moves the most recently enqueued action to the **front** of the queue, bypassing any pending
|
||||
delays. Useful after a zero-cost action (like `say` or `log`) to make it visible immediately even
|
||||
if a move delay is in progress.
|
||||
When the player selects a choice, `choice_key` is dispatched back to the **source object** as a
|
||||
zero-arg function call named `choice_key`.
|
||||
|
||||
```rhai
|
||||
fn bump(id) {
|
||||
say("Ouch!");
|
||||
now(); // show the bubble right away
|
||||
scroll([
|
||||
"The muffin looks delicious.",
|
||||
"",
|
||||
["eat", "Eat it"],
|
||||
["ignore", "Walk away"],
|
||||
]);
|
||||
}
|
||||
```
|
||||
|
||||
### `set_tile(n)`
|
||||
|
||||
Sets this object's glyph tile index to `n` (an integer). The tile index corresponds to a CP437
|
||||
code point when using the default kiln font.
|
||||
|
||||
```rhai
|
||||
fn init() {
|
||||
set_tile(1); // ☺
|
||||
}
|
||||
```
|
||||
|
||||
### `log(msg)`
|
||||
|
||||
Appends a plain-text line to the game log. The message is a string.
|
||||
|
||||
```rhai
|
||||
log(`player is at ${Board.player_x}, ${Board.player_y}`);
|
||||
```
|
||||
|
||||
### `say(msg)`
|
||||
|
||||
Displays a speech bubble above this object containing `msg`. The bubble lasts 3 seconds. If the
|
||||
object already has an active bubble, it is replaced (text and timer reset). Zero-cost; combine with
|
||||
`now()` to surface it immediately from a `bump` or `init` hook.
|
||||
|
||||
```rhai
|
||||
fn bump(id) {
|
||||
say("Hey!");
|
||||
now();
|
||||
}
|
||||
```
|
||||
|
||||
### `set_tag(target_id, tag, present)`
|
||||
|
||||
Adds (`present = true`) or removes (`present = false`) a tag on any object identified by
|
||||
`target_id`. Use `MY_ID` to mutate the calling object's own tags.
|
||||
|
||||
```rhai
|
||||
// Add a tag to self
|
||||
set_tag(MY_ID, "activated", true);
|
||||
|
||||
// Remove a tag from another object by name
|
||||
let lever_id = object_id_for_name("lever");
|
||||
set_tag(lever_id, "pulled", true);
|
||||
fn eat() { say("Yeah it was poisoned."); alter_health(-2); }
|
||||
fn ignore() { log("Wise."); }
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## `Queue` object
|
||||
|
||||
Accessed via the `Queue` constant in scope. Provides inspection and control of this object's own
|
||||
pending-action queue.
|
||||
Inspection and control of this object's own pending-action queue.
|
||||
|
||||
| Method | Returns | Description |
|
||||
|--------|---------|-------------|
|
||||
| `Queue.length()` | `i64` | Number of actions currently in the queue. |
|
||||
| `Queue.clear()` | — | Discard all pending actions. |
|
||||
| `Queue.length()` | `i64` | Number of pending actions. |
|
||||
| `Queue.clear()` | — | Discard all pending actions (including delays). |
|
||||
| `Queue.peek()` | map or `()` | Front action as a map, or unit if empty. |
|
||||
| `Queue.pop()` | map or `()` | Same, removing the front. |
|
||||
|
||||
Use `Queue.length() == 0` in `tick` to avoid queuing new moves while a previous one is in flight:
|
||||
`peek`/`pop` return an untyped map with a `"type"` key (`"Move"`, `"SetTile"`, `"Say"`, …) plus
|
||||
variant-specific payload keys (e.g. `"dir"`, `"tile"`, `"msg"`). `Scroll` and `Shift` report `type`
|
||||
only — their payloads are not inspectable through this API.
|
||||
|
||||
```rhai
|
||||
fn tick(dt) {
|
||||
@@ -266,18 +304,20 @@ fn tick(dt) {
|
||||
## Rate limiting and timing
|
||||
|
||||
- `move(dir)` costs **0.25 s** of queue delay (~4 moves/second max).
|
||||
- `delay(secs)` adds an arbitrary pause.
|
||||
- `now()` can bypass a delay for zero-cost actions already in the queue.
|
||||
- `delay(secs)` adds an arbitrary pause; `now()` can bypass a delay for a zero-cost action already in
|
||||
the queue.
|
||||
- `Queue.clear()` cancels everything, including pending delays.
|
||||
- Adjacent delays are always merged: two `delay(0.5)` calls become one `Delay(1.0)` entry.
|
||||
- Adjacent delays are always merged: two `delay(0.5)` calls become one `1.0 s` delay.
|
||||
- All other writes (`set_tile`, `say`, `push`, `shift`, `teleport`, stat changes, `die`, …) are
|
||||
zero-cost: a run of them resolves together, and at most one *timed* action (a `move`) is released
|
||||
per object per cycle.
|
||||
|
||||
---
|
||||
|
||||
## Error handling
|
||||
|
||||
Script errors (compile-time or runtime) are logged to the game log as plain-text lines and do not
|
||||
crash the game. A script that throws an exception on `tick` will log the error and resume normally
|
||||
on the next frame.
|
||||
Script errors (compile-time or runtime) are appended to the game log as plain-text lines and do not
|
||||
crash the game. A script that throws during `tick` logs the error and resumes on the next frame.
|
||||
|
||||
---
|
||||
|
||||
@@ -288,27 +328,78 @@ on the next frame.
|
||||
|
||||
fn init() {
|
||||
set_tile(2);
|
||||
log(`${my_name()} standing watch`);
|
||||
log(`${Me.name} standing watch`);
|
||||
}
|
||||
|
||||
fn tick(dt) {
|
||||
if Queue.length() > 0 { return; } // still moving
|
||||
|
||||
if !blocked(East) {
|
||||
move(East);
|
||||
} else if !blocked(West) {
|
||||
move(West);
|
||||
}
|
||||
// Stuck in a corner — do nothing this tick.
|
||||
if Queue.length() > 0 { return; } // still moving
|
||||
if !blocked(East) { move(East); }
|
||||
else if !blocked(West) { move(West); }
|
||||
}
|
||||
|
||||
fn bump(id) {
|
||||
if id == -1 {
|
||||
say("Halt! Who goes there?");
|
||||
now();
|
||||
} else {
|
||||
say("Watch where you're going!");
|
||||
now();
|
||||
}
|
||||
if id == -1 { say("Halt! Who goes there?"); now(); }
|
||||
else { say("Watch it!"); now(); }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Design notes (rough edges)
|
||||
|
||||
Collected friction points in the current surface, as input to a redesign. None of these are bugs;
|
||||
they are shape problems.
|
||||
|
||||
### Duplication — several ways to do one thing
|
||||
|
||||
- **Object introspection has two parallel types with different members.** Self uses `Me`
|
||||
(`Me.has_tag()`, `Me.tags()`, `Me.glyph()`, plus getters); other objects come back as `ObjectInfo`
|
||||
(`.id`, `.x`, `.y`, `.name`, `.tags`) which has **no** `has_tag()` and **no** `glyph()`. The same
|
||||
conceptual "an object" is two incompatible types depending on whether it's you.
|
||||
- **Player position/state is reachable three ways:** `Board.player_x` / `Board.player_y`,
|
||||
`Board.get(-1).x` / `.y`, and the `Player` constant (stats only). Player *position* lives on
|
||||
`Board`, player *stats* live on `Player` — the player is split across two surfaces.
|
||||
- **Tag reads come in three shapes:** `Me.has_tag(t)` (method, bool), `Me.tags()` (method, array),
|
||||
`ObjectInfo.tags` (property, array). Method-vs-property is inconsistent even for the same data.
|
||||
|
||||
### Inconsistency — naming and conventions
|
||||
|
||||
- **No consistent verb convention.** Setters by name (`set_tile`, `set_tag`, `set_fg`, `set_bg`,
|
||||
`set_color`, `set_key`), delta verbs (`add_gems`, `alter_health`), and bare verbs (`move`, `die`,
|
||||
`teleport`, `push`, `shift`, `scroll`, `say`, `log`) all coexist. Worse, the two "change by a
|
||||
delta" operations use *different* verbs: `add_gems` vs `alter_health`.
|
||||
- **The implicit subject of a write is unpredictable.** `set_tile`/`set_fg`/`say`/`die` act on
|
||||
**self**; `add_gems`/`alter_health`/`set_key` act on the **player**; `set_tag`/`send` act on an
|
||||
**arbitrary target**; `push`/`shift`/`teleport` act on **cells**. The `set_*` prefix in particular
|
||||
means three different subjects.
|
||||
- **Mixed addressing for movement.** `move`/`blocked`/`push` take a typed `Direction`, while
|
||||
`teleport`/`passable`/`can_push`/`can_shift`/`shift` take raw `i64` coordinates. There's no cell or
|
||||
position value type.
|
||||
- **Self-mutation can't go through `Me`.** `Me` is read-only, so writing your own tag is
|
||||
`set_tag(Me.id, …)` — you pass your own id back to a free function instead of `Me.set_tag(…)`.
|
||||
- **Colors are stringly-typed** (`"#RRGGBB"`, with the named constants being strings) while tiles are
|
||||
bare integers with no symbolic names; glyph reads hand back colors as hex strings.
|
||||
- **Overload coverage is uneven.** `say` has a duration overload, `log` does not; `delay` has int and
|
||||
float overloads, most numeric fns don't.
|
||||
|
||||
### Unwieldy — machinery that leaks
|
||||
|
||||
- **Queue introspection is stringly-typed.** `peek`/`pop` return untyped maps keyed by a `"type"`
|
||||
string, and `Scroll`/`Shift` aren't introspectable at all (type only). There is no typed action
|
||||
value.
|
||||
- **The two-tier queue + `now()`/`delay()` model is subtle.** `now()` reorders by *enqueue
|
||||
recency* ("most recently enqueued action to the front"), which is position-dependent and easy to
|
||||
get wrong; the object-queue → board-queue promotion plus per-object ready timer is a lot of
|
||||
implicit state to reason about for "do X, wait, do Y".
|
||||
- **Two persistence mechanisms.** Tags and the `Registry` are separate stores with separate APIs;
|
||||
cross-board state must pick one.
|
||||
- **Stringly-typed dispatch.** `send` and scroll choices route by function *name*; a scroll choice
|
||||
key is silently also a function name. Renaming a handler breaks callers with no signal.
|
||||
- **Engine internals leak into the script API.** `combinable(x1,y1,x2,y2)` encodes a very specific
|
||||
rule (a grab thing may share a cell with the player) that exists only to support `shift`/`swap`
|
||||
edge cases.
|
||||
- **Read/write asymmetry on player keys.** `set_key` writes keys, but no read exists — `Player`
|
||||
exposes `gems`/`health`/`max_health` only (there is a literal `TODO` to expose keys).
|
||||
- **Doc/name drift across the codebase.** The function is `shift([[x, y], …])`, but the engine's own
|
||||
module docs and `CLAUDE.md` still describe a `swap([[src_x, src_y, dst_x, dst_y], …])`. The two
|
||||
concepts (rotate-a-cycle vs. batch directed moves) are conflated under both names.
|
||||
|
||||
Reference in New Issue
Block a user