basic scripting
This commit is contained in:
+39
-12
@@ -29,6 +29,8 @@ Cargo **workspace**; root `members = ["kiln-core", "kiln-tui"]`. `kiln-egui` sta
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```
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kiln-core/src/ — the engine (UI-agnostic)
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game.rs — core data types and game logic
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log.rs — styled, UI-agnostic log messages (LogLine/LogSpan)
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script.rs — Rhai scripting runtime (ScriptHost); object init/tick hooks
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map_file.rs — TOML deserialization, Board load/save
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kiln-tui/src/ — terminal player (no editor)
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main.rs — CLI arg + play loop; TerminalCaps detection; Kitty flags
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@@ -76,8 +78,9 @@ In ZZT, each board tile had both a visual (character + color pair) and an elemen
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The complete unit of a game world — one "room" or "screen" in ZZT terminology. Holds:
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- `cells: Vec<(Glyph, Archetype)>` — row-major grid; each cell directly owns its visual and behavioral class
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- `player: Player` — current player position on this board
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- `objects: Vec<ObjectDef>` — scripted objects (parsed; scripts not yet runtime-wired, but `passable`/`opaque` are live and affect collision)
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- `objects: Vec<ObjectDef>` — scripted objects; their `init()`/`tick(dt)` hooks run via the scripting runtime, and `passable`/`opaque` affect collision
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- `portals: Vec<PortalDef>` — exits to other boards (parsed, not yet runtime-wired)
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- `scripts: HashMap<String, String>` — named Rhai source, referenced by objects via `script_name`
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- `font: Option<FontSpec>` — per-board font override; `None` means use the app default
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**`ObjectDef`**
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@@ -90,7 +93,21 @@ An earlier design had `cells: Vec<(Glyph, usize)>` where the `usize` indexed a p
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An earlier design had `GameMap { board: Board, player: Player, ... }`. This was eliminated because the split was artificial: there's no meaningful use of a `Board` without a player position, and no meaningful use of a player without a `Board`. ZZT itself treats a board as containing everything — the grid, the objects, and the player entry point. Collapsing to a single struct matches the domain model.
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**`GameState`**
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Currently a thin wrapper around `Board` that provides game-logic methods (`try_move`). It exists to keep mutation logic (collision checking, movement) separate from the data. As the game grows, event processing and scripting dispatch will live here.
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Owns the `Board`, the message `log: Vec<LogLine>`, and a `ScriptHost`. It keeps mutation logic (collision checking, movement) separate from the data and is where event processing/scripting dispatch lives: `try_move` for movement, `run_init()` to run object `init()` hooks once at startup, and `tick(dt)` to run object `tick(dt)` hooks every frame. After each script batch it flushes script-emitted log lines into `log`.
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---
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### `log.rs` — styled messages
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`LogLine { spans: Vec<LogSpan> }`, where `LogSpan { text, fg: Option<Rgba8>, bg: Option<Rgba8> }`, is a **UI-agnostic** styled message: colors are core `Rgba8`, not a front-end type, so the engine stays UI-free. `LogLine::raw()`, a chainable `push()`, and `append()` build messages; each front-end converts a `LogLine` to its own styled text at render time (kiln-tui's `render::logline_to_line`). The game log lives on `GameState`; both the engine (scripts) and front-ends append to it.
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### `script.rs` — Rhai scripting runtime
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`ScriptHost` owns the Rhai `Engine`, the scripts referenced by a board's objects (compiled once per name via `Engine::compile`), a persistent per-object `Scope`, and a shared **log sink**. Built with `ScriptHost::new(&board)`, which compiles scripts and records each object's available hooks (detected with `AST::iter_functions()` by name/arity) but **runs nothing** — compile errors and unknown-script references are reported into the log.
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Two optional lifecycle hooks per object: `init()` (zero-arg, run once) and `tick(dt)` (elapsed seconds as `f64`, run per frame), driven by `run_init()` / `run_tick(dt)`. Runtime errors are logged, not fatal.
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The one host function so far is `log(s)`, which appends an uncolored `LogLine`. The borrow problem — Rhai's registered closures must be `'static`, yet `log` must reach the game log — is solved by writing into an `Rc<RefCell<Vec<LogLine>>>` sink cloned into the closure; `GameState` drains it with `take_pending()` after each batch, so running scripts never needs a mutable borrow of `GameState`. (Default `call_fn` rewinds the scope per call, so script-local persistence across ticks is future work; the per-object `Scope` is the seam for that and for injecting object state.) `Engine`/`Scope` are not `Send` — fine for the single-threaded kiln-tui.
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---
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@@ -107,11 +124,11 @@ A `ratatui::widgets::Widget` that draws the board into the frame buffer. The `ax
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**`term.rs` — capability detection + Kitty protocol.**
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`TerminalCaps { keyboard_enhancement, truecolor }` is detected once at startup: `keyboard_enhancement` via crossterm's `supports_keyboard_enhancement()` (a real query/response with the terminal), `truecolor` from `$COLORTERM`. When keyboard enhancement is supported, kiln-tui pushes the Kitty keyboard-protocol flags (`DISAMBIGUATE_ESCAPE_CODES | REPORT_EVENT_TYPES | REPORT_ALTERNATE_KEYS | REPORT_ALL_KEYS_AS_ESCAPE_CODES`) after `ratatui::init()` and pops them before `restore()`. This unlocks richer input — modifier-only keypresses, key release/repeat events, unambiguous Ctrl combos — which the engine intends to hand to scripts so they can choose bindings the terminal actually supports.
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**Input loop.**
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Because `REPORT_EVENT_TYPES` makes the terminal emit Release (and Repeat) events, the loop acts on `Press` **and** `Repeat` — so holding a key moves the player continuously at the terminal's own repeat cadence — and skips `Release`, which would otherwise fire a second, spurious move per keypress. In legacy terminals no Repeat events arrive, so held-key movement falls back to terminal auto-repeat; same behavior, no special-casing.
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**Real-time loop.**
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The loop runs at ~30 FPS: it `event::poll`s only until the next frame deadline, so input stays responsive, and otherwise wakes to advance the game by the real elapsed `dt` via `GameState::tick` (which drives object `tick(dt)` hooks). Because `REPORT_EVENT_TYPES` makes the terminal emit Release (and Repeat) events, it acts on `Press` **and** `Repeat` — so holding a key moves continuously at the terminal's own repeat cadence — and skips `Release`, which would otherwise fire a second, spurious move. Mouse capture is enabled so the log panel can be scrolled (wheel) and resized (drag the divider). `game.run_init()` runs object `init()` hooks after the board loads and before the loop.
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**Capability badge.**
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`TerminalCaps::summary_line()` renders a one-line badge in the bottom border. When truecolor is available it shows off by drawing the word "truecolor" with each letter a different rainbow color (`hue_to_rgb`, a full-saturation HSV→RGB helper); otherwise it shows a plain "256-color", followed by the input descriptor ("enhanced input" / "legacy input") in the default color.
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**Log panel + capability line.**
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The bottom-left border previews the latest log line after a `[l]og:` label; pressing `l` opens a bottom panel listing the log newest-first (`render::logline_to_line` converts each `LogLine`). `TerminalCaps::status_logline()` returns a `LogLine` (not a border badge) seeded into the log at startup: when truecolor is available it draws "truecolor" with each letter a different rainbow color (`hue_to_rgb`, a full-saturation HSV→RGB helper), else a plain "256-color", followed by the input descriptor.
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**Why a capability struct, not a terminal name.**
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Scripts should branch on *what works* (truecolor, keyboard enhancement), not on a brittle terminal brand string that is often unset over SSH or inside tmux. `TerminalCaps` deliberately carries no program-identity field.
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@@ -275,15 +292,23 @@ content = """
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[[objects]]
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x = 10
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y = 5
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script = """
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on_touch(|| { send_message("open"); });
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"""
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tile = "#"
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fg = "#aa3333"
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bg = "#000000"
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passable = true
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script_name = "greeter"
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[[portals]]
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x = 59
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y = 12
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target_map = "cave"
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target_entry = "west_door"
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[scripts]
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greeter = """
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fn init() { log("hello world"); }
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fn tick(dt) { }
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"""
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```
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**Why TOML over a custom format:**
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@@ -306,9 +331,11 @@ A direct mapping from palette character → `(Glyph, Archetype)` means the map f
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## What's not yet implemented
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**Object scripting** — `ObjectDef` and `PortalDef` are parsed from map files and stored on `Board`, but they have no runtime effect yet. The next step here is:
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1. Wire `ObjectDef` scripts to Rhai: when the player moves to an object's cell, fire its `on_touch` handler
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2. Define the Rhai API surface (what functions scripts can call: `send_message`, movement, board queries)
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**Object scripting** — the runtime exists (`script.rs`): objects run optional `init()`/`tick(dt)` hooks and can call `log(s)`. Still to come:
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1. More event hooks beyond lifecycle — e.g. fire `on_touch` when the player moves onto an object's cell
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2. Grow the Rhai API surface (movement, board queries, `send_message`, randomness) and give a script a handle to *its own* object
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3. Persist script-local state across ticks (needs `call_fn_raw` so the per-object `Scope` isn't rewound each call)
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4. `PortalDef` is still parsed-only — no multi-board navigation yet
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**Object behavior from scripts** — `ObjectDef.passable` and `ObjectDef.opaque` are live and editable in the editor, but they are static author-set values. Eventually they should be overridable by the object's Rhai script at runtime (e.g. a door script that flips `passable` when opened). `Board::is_passable` already has the right shape for this; the script runtime just needs to be wired in.
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@@ -51,9 +51,18 @@ Root `Cargo.toml`: `members = ["kiln-core", "kiln-tui"]`.
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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)`. `is_passable(x, y)` checks objects before the grid cell: an impassable object blocks even over a passable floor tile.
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- `Player` — `x: i32, y: i32`
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- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Scripts not yet runtime-wired.
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- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Its `init()`/`tick(dt)` 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: Board`; `try_move(dx, dy)` checks passability before moving the player
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- `GameState` — holds `board: Board`, the message `log: Vec<LogLine>`, and a `ScriptHost`. `try_move(dx, dy)` checks passability before moving the player; `run_init()` runs object `init()` hooks once at startup; `tick(dt)` runs object `tick(dt)` hooks every frame. Script-emitted log lines are flushed into `log` after each call.
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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()`, and `append()` 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 log sink. Built with `ScriptHost::new(&board)` (compiles scripts, reports compile/unknown-script errors to the log; 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 are logged, not fatal.
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- Host function: `log(s)` appends an uncolored `LogLine` to the shared sink, drained by `GameState` via `take_pending()`. The sink (an `Rc<RefCell<Vec<LogLine>>>`) is how scripts write to the log without a mutable borrow of `GameState`.
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- `GameState` (hence the `Engine`/`Scope`) is single-threaded / not `Send`; fine for kiln-tui.
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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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@@ -70,8 +79,9 @@ The terminal player. Renders the board as text: each `Glyph.tile` index is reint
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**`kiln-tui/src/main.rs`** — entry point and play loop:
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- Parses a single positional arg (the map path); prints usage and exits non-zero if missing. Loads the board via `kiln_core::map_file::load` *before* touching the terminal so load errors print to a normal screen.
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- `ratatui::init()` → detect `TerminalCaps` → push Kitty flags when supported → `run` loop → pop Kitty flags → `ratatui::restore()`.
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- `run` blocks on `event::read()`; it acts on `Press` **and** `Repeat` key events (so holding a key moves continuously) and ignores `Release` (which the Kitty protocol also emits, and which would otherwise double-fire each move). Arrow keys or `hjkl` move the player via `GameState::try_move`; `q`/`Esc` quit.
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- `draw` wraps the board in a bordered `Block` titled with the board name and controls; `caps.summary_line()` is shown right-aligned in the bottom border.
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- `run` is a ~30 FPS real-time loop: it `event::poll`s only until the next frame deadline (so input stays responsive) and otherwise wakes to advance the game by the real elapsed `dt` via `GameState::tick`. It acts on `Press` **and** `Repeat` key events (so holding a key moves continuously) and ignores `Release` (which the Kitty protocol also emits, and which would otherwise double-fire each move). Arrow keys move the player via `GameState::try_move`; `l` toggles the log panel; `q`/`Esc` quit. Mouse capture is enabled so the log panel scrolls (wheel) and resizes (drag the divider). `game.run_init()` runs object `init()` hooks after the board is loaded and before the loop.
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- `draw` wraps the board in a bordered `Block` titled with the board name and controls. When the log panel is closed, the latest log line is previewed in the bottom-left border after a `[l]og:` label; when open, a bottom panel lists the log newest-first (`render::logline_to_line` converts each `LogLine`).
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- `Ui { log_open, log_height, scroll }` — view-only panel state kept in the front-end (not on `GameState`).
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**`kiln-tui/src/cp437.rs`** — CP437 → Unicode mapping:
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- `CP437: [char; 256]` — full code-page-437 table (graphic glyphs for 0x00–0x1F, box-drawing for 0xB0–0xDF, etc.).
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@@ -168,21 +178,30 @@ content = """
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############################################################
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"""
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[[objects]] # optional; parsed but not yet runtime-wired
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[[objects]] # optional
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x = 10
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y = 5
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script = """
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on_touch(|| { send_message("open"); });
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"""
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tile = "#"
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fg = "#aa3333"
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bg = "#000000"
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passable = true
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script_name = "greeter" # references a key in [scripts]
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[[portals]] # optional; parsed but not yet runtime-wired
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x = 59
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y = 12
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target_map = "cave"
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target_entry = "west_door"
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# Named Rhai scripts, referenced by objects via `script_name`.
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[scripts]
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greeter = """
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fn init() { log("hello world"); } # optional, run once at startup
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fn tick(dt) { } # optional, run every frame with elapsed seconds
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"""
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```
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Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. 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.
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Colors are `"#RRGGBB"` hex strings. `player_start` is a header field — the player is not a board cell. 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. 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 and call the host function `log(s)`.
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### Key design decisions
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+108
-80
@@ -1,10 +1,10 @@
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use crate::log::LogLine;
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use crate::script::ScriptHost;
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use color::Rgba8;
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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use std::hash::{Hash, Hasher};
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use std::time::{Duration, SystemTime, UNIX_EPOCH};
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use tinyrand::{Rand, Seeded, StdRand};
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use std::time::Duration;
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/// The visual representation of a single board cell.
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///
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@@ -205,11 +205,11 @@ pub const ALL_ARCHETYPES: &[Archetype] = &[Archetype::Empty, Archetype::Wall];
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///
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/// Script text lives in [`Board::scripts`]; this struct holds only the name
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/// used to look it up. Two `ObjectDef`s with the same `script_name` share
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/// source text but will run with independent Rhai scopes when the scripting
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/// runtime is wired.
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/// source text but run with independent Rhai scopes (see [`crate::script`]).
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///
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/// **Not yet runtime-wired.** Objects are loaded and stored but their scripts
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/// are not yet executed. Scripting dispatch is a future feature.
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/// Scripts are executed by [`crate::script::ScriptHost`]: an object's optional
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/// `init()` and `tick(dt)` functions are called via [`GameState::run_init`] and
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/// [`GameState::tick`]. Other event hooks (touch, shoot, …) are future work.
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pub struct ObjectDef {
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/// Column of this object on the board (0-indexed).
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pub x: usize,
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@@ -389,37 +389,35 @@ impl Board {
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/// Holds the active game board and provides game-logic operations.
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///
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/// `GameState` is the boundary between the engine (rendering, input) and the
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/// game data ([`Board`]). It owns the current board and exposes methods for
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/// actions that involve game rules — currently just player movement.
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///
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/// As scripting and event dispatch are added, `GameState` will grow to handle
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/// routing input events to the appropriate Rhai scripts.
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/// game data ([`Board`]). It owns the current board, the message log, and the
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/// [`ScriptHost`] driving the board's object scripts, and exposes methods for
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/// actions that involve game rules: player movement, the per-frame
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/// [`tick`](GameState::tick), and the one-time [`run_init`](GameState::run_init).
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pub struct GameState {
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/// The currently active board.
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pub board: Board,
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/// The in-game message log, oldest first (newest pushed at the end).
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pub log: Vec<LogLine>,
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/// Elapsed real time not yet consumed by [`GameState::tick`], used to fire
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/// once-per-second events regardless of the actual frame rate.
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tick_accum: Duration,
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/// The engine's random-number generator (currently used for tick colors).
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rng: StdRand,
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/// The Rhai scripting runtime driving this board's scripted objects.
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scripts: ScriptHost,
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}
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impl GameState {
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/// Creates a `GameState` from a pre-loaded [`Board`].
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///
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/// Compiles the board's object scripts but does **not** run any of them;
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/// call [`GameState::run_init`] once the game is ready to start. Any script
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/// compile errors are surfaced into the log here.
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pub fn new(board: Board) -> Self {
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// Seed the RNG from the wall clock so colors differ run-to-run.
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let seed = SystemTime::now()
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.duration_since(UNIX_EPOCH)
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.map(|d| d.as_nanos() as u64)
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.unwrap_or(0);
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Self {
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let scripts = ScriptHost::new(&board);
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let mut state = Self {
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board,
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log: Vec::new(),
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tick_accum: Duration::ZERO,
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rng: StdRand::seed(seed),
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}
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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.flush_script_log();
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state
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}
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/// Appends a styled message to the log.
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@@ -427,27 +425,26 @@ impl GameState {
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self.log.push(line);
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}
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/// Advances real-time game state by `dt` (the elapsed time since the last
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/// tick). Called once per frame by the front-end's game loop.
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///
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/// For now this is a demo: it logs the word "tick" once per elapsed second,
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/// each in a random bright color. A `while` loop (rather than `if`) keeps the
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/// count correct even if a frame ran long enough to span multiple seconds.
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pub fn tick(&mut self, dt: Duration) {
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self.tick_accum += dt;
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while self.tick_accum >= Duration::from_secs(1) {
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self.tick_accum -= Duration::from_secs(1);
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let color = self.random_color();
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self.log(LogLine::new().push("tick", Some(color), None));
|
||||
}
|
||||
/// Runs the `init()` hook of every scripted object. 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.flush_script_log();
|
||||
}
|
||||
|
||||
/// Returns a random fully-saturated, full-value color by picking a random
|
||||
/// hue — bright enough to stay readable against dark backgrounds.
|
||||
fn random_color(&mut self) -> Rgba8 {
|
||||
let hue = self.rng.next_lim_u32(360) as f32;
|
||||
let (r, g, b) = hue_to_rgb(hue);
|
||||
Rgba8 { r, g, b, a: 255 }
|
||||
/// 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.
|
||||
pub fn tick(&mut self, dt: Duration) {
|
||||
self.scripts.run_tick(dt.as_secs_f64());
|
||||
self.flush_script_log();
|
||||
}
|
||||
|
||||
/// Moves any messages queued by scripts (via the `log` host function) into
|
||||
/// the real game log.
|
||||
fn flush_script_log(&mut self) {
|
||||
self.log.extend(self.scripts.take_pending());
|
||||
}
|
||||
|
||||
/// Attempts to move the player by `(dx, dy)` cells.
|
||||
@@ -468,63 +465,94 @@ impl GameState {
|
||||
}
|
||||
}
|
||||
|
||||
/// Converts a hue in degrees to an RGB triple at full saturation and value.
|
||||
///
|
||||
/// Standard 6-segment HSV→RGB conversion (S = V = 1). Kept here rather than
|
||||
/// shared with the front-end because kiln-core does not depend on any UI crate;
|
||||
/// `kiln-tui` has its own copy for the terminal-status badge.
|
||||
fn hue_to_rgb(hue: f32) -> (u8, u8, u8) {
|
||||
let h = (hue % 360.0) / 60.0;
|
||||
// `x` ramps the secondary channel up/down within each 60° segment.
|
||||
let x = 1.0 - (h % 2.0 - 1.0).abs();
|
||||
let (r, g, b) = match h as u32 {
|
||||
0 => (1.0, x, 0.0),
|
||||
1 => (x, 1.0, 0.0),
|
||||
2 => (0.0, 1.0, x),
|
||||
3 => (0.0, x, 1.0),
|
||||
4 => (x, 0.0, 1.0),
|
||||
_ => (1.0, 0.0, x),
|
||||
};
|
||||
((r * 255.0) as u8, (g * 255.0) as u8, (b * 255.0) as u8)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
/// A minimal 1×1 empty board for exercising `GameState` logic.
|
||||
fn empty_board() -> Board {
|
||||
/// Builds a 1×1 board with a single object that optionally references a
|
||||
/// script, plus the given `(name, source)` script table entries.
|
||||
fn board_with_object(object_script: Option<&str>, scripts: &[(&str, &str)]) -> Board {
|
||||
let mut object = ObjectDef::new(0, 0);
|
||||
object.script_name = object_script.map(str::to_string);
|
||||
Board {
|
||||
name: "test".into(),
|
||||
width: 1,
|
||||
height: 1,
|
||||
cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty)],
|
||||
player: Player { x: 0, y: 0 },
|
||||
objects: Vec::new(),
|
||||
objects: vec![object],
|
||||
portals: Vec::new(),
|
||||
font: None,
|
||||
zoom: 1,
|
||||
scripts: HashMap::new(),
|
||||
scripts: scripts
|
||||
.iter()
|
||||
.map(|(k, v)| (k.to_string(), v.to_string()))
|
||||
.collect(),
|
||||
board_script_name: None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Flattens each log line into a single string for easy assertions.
|
||||
fn log_texts(game: &GameState) -> Vec<String> {
|
||||
game.log
|
||||
.iter()
|
||||
.map(|line| line.spans.iter().map(|s| s.text.as_str()).collect())
|
||||
.collect()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn tick_logs_one_message_per_elapsed_second() {
|
||||
let mut game = GameState::new(empty_board());
|
||||
assert_eq!(game.log.len(), 0);
|
||||
fn init_runs_only_on_run_init_not_at_construction() {
|
||||
let board = board_with_object(Some("greet"), &[("greet", r#"fn init() { log("hello"); }"#)]);
|
||||
let mut game = GameState::new(board);
|
||||
// init must not fire during construction / deserialization.
|
||||
assert!(game.log.is_empty());
|
||||
|
||||
game.run_init();
|
||||
assert_eq!(log_texts(&game), vec!["hello"]);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn tick_calls_script_tick_with_elapsed_seconds() {
|
||||
let board = board_with_object(
|
||||
Some("t"),
|
||||
&[("t", r#"fn tick(dt) { log(dt.to_string()); }"#)],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
// No tick hook runs until tick() is called.
|
||||
game.run_init();
|
||||
assert!(game.log.is_empty());
|
||||
|
||||
// Under a second of accumulated time logs nothing yet.
|
||||
game.tick(Duration::from_millis(500));
|
||||
assert_eq!(game.log.len(), 0);
|
||||
|
||||
// Crossing the one-second mark logs exactly one "tick".
|
||||
game.tick(Duration::from_millis(600));
|
||||
assert_eq!(game.log.len(), 1);
|
||||
assert_eq!(game.log[0].spans[0].text, "tick");
|
||||
// The dt argument reached the script as ~0.5 seconds.
|
||||
let logged: f64 = log_texts(&game)[0].parse().unwrap();
|
||||
assert!((logged - 0.5).abs() < 1e-9);
|
||||
}
|
||||
|
||||
// A single long frame logs one message per whole second it spans.
|
||||
game.tick(Duration::from_secs(3));
|
||||
assert_eq!(game.log.len(), 4);
|
||||
#[test]
|
||||
fn missing_hooks_and_no_script_are_noops() {
|
||||
// Object with no script: nothing happens.
|
||||
let mut game = GameState::new(board_with_object(None, &[]));
|
||||
game.run_init();
|
||||
game.tick(Duration::from_millis(33));
|
||||
assert!(game.log.is_empty());
|
||||
|
||||
// Script defines neither init nor tick: also a no-op.
|
||||
let mut game =
|
||||
GameState::new(board_with_object(Some("e"), &[("e", "fn other() { log(\"x\"); }")]));
|
||||
game.run_init();
|
||||
game.tick(Duration::from_millis(33));
|
||||
assert!(game.log.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn compile_and_unknown_script_errors_are_logged() {
|
||||
// A reference to a script name that isn't in the table.
|
||||
let game = GameState::new(board_with_object(Some("ghost"), &[]));
|
||||
assert!(log_texts(&game)[0].contains("unknown script 'ghost'"));
|
||||
|
||||
// A script that fails to compile is reported at construction time.
|
||||
let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")]));
|
||||
assert!(log_texts(&game)[0].contains("failed to compile"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,3 +4,5 @@ pub mod game;
|
||||
pub mod log;
|
||||
/// Map file loading and saving (`.toml` format).
|
||||
pub mod map_file;
|
||||
/// Rhai scripting runtime for board objects ([`script::ScriptHost`]).
|
||||
pub mod script;
|
||||
|
||||
@@ -0,0 +1,183 @@
|
||||
//! 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
|
||||
//! 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`]).
|
||||
//!
|
||||
//! Scripts have one host function for now: `log(s)`, which appends `s` to the
|
||||
//! game log. Because Rhai's registered closures must be `'static`, `log` writes
|
||||
//! into a shared [`LogSink`] that [`ScriptHost::take_pending`] drains; the caller
|
||||
//! ([`crate::game::GameState`]) then moves those lines into the real log. This
|
||||
//! keeps script execution from needing a mutable borrow of the game state.
|
||||
|
||||
use crate::game::Board;
|
||||
use crate::log::LogLine;
|
||||
use rhai::{Engine, FuncArgs, ImmutableString, Scope, AST};
|
||||
use std::cell::RefCell;
|
||||
use std::collections::HashMap;
|
||||
use std::rc::Rc;
|
||||
|
||||
/// Shared buffer the Rhai `log` function appends to, drained into the game log.
|
||||
type LogSink = 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).
|
||||
ast: AST,
|
||||
/// Whether the script defines `fn init()` (zero parameters).
|
||||
has_init: bool,
|
||||
/// Whether the script defines `fn tick(dt)` (one parameter).
|
||||
has_tick: bool,
|
||||
}
|
||||
|
||||
/// The runtime state of one scripted object: which script it runs and its own
|
||||
/// persistent Rhai scope.
|
||||
struct ObjectRuntime {
|
||||
/// Index into [`Board::objects`]. Unused for now; kept as the seam for
|
||||
/// giving scripts access to their own object.
|
||||
#[allow(dead_code)]
|
||||
object_index: usize,
|
||||
/// Key into [`ScriptHost::scripts`] naming this object's compiled script.
|
||||
script_name: String,
|
||||
/// Per-object scope, so injected/object-local state can persist across calls.
|
||||
scope: Scope<'static>,
|
||||
}
|
||||
|
||||
/// Owns the Rhai engine and per-object script state for a board.
|
||||
pub struct ScriptHost {
|
||||
/// The Rhai engine, with host functions (`log`) registered.
|
||||
engine: Engine,
|
||||
/// Compiled scripts, keyed by script name; compiled once per referenced name.
|
||||
scripts: HashMap<String, CompiledScript>,
|
||||
/// One entry per object that has a successfully compiled script.
|
||||
objects: Vec<ObjectRuntime>,
|
||||
/// Buffer the `log` host function writes to; drained by [`Self::take_pending`].
|
||||
log_sink: LogSink,
|
||||
}
|
||||
|
||||
impl ScriptHost {
|
||||
/// Builds a host for `board`: registers host functions, 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 reported as
|
||||
/// log lines (retrievable via [`Self::take_pending`]); no script is run here.
|
||||
pub fn new(board: &Board) -> Self {
|
||||
let log_sink: LogSink = Rc::new(RefCell::new(Vec::new()));
|
||||
|
||||
let mut engine = Engine::new();
|
||||
// `log(s)` — append a plain (uncolored) message to the game log.
|
||||
{
|
||||
let sink = log_sink.clone();
|
||||
engine.register_fn("log", move |msg: ImmutableString| {
|
||||
sink.borrow_mut().push(LogLine::raw(msg.to_string()));
|
||||
});
|
||||
}
|
||||
|
||||
// Compile each script that an object actually references, once.
|
||||
let mut scripts: HashMap<String, CompiledScript> = HashMap::new();
|
||||
for name in board.objects.iter().filter_map(|o| o.script_name.as_ref()) {
|
||||
if scripts.contains_key(name) {
|
||||
continue;
|
||||
}
|
||||
match board.scripts.get(name) {
|
||||
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,
|
||||
},
|
||||
);
|
||||
}
|
||||
Err(err) => log_sink.borrow_mut().push(LogLine::raw(format!(
|
||||
"script '{name}' failed to compile: {err}"
|
||||
))),
|
||||
},
|
||||
None => log_sink
|
||||
.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, o)| {
|
||||
let name = o.script_name.as_ref()?;
|
||||
scripts.contains_key(name).then(|| ObjectRuntime {
|
||||
object_index: i,
|
||||
script_name: name.clone(),
|
||||
scope: Scope::new(),
|
||||
})
|
||||
})
|
||||
.collect();
|
||||
|
||||
Self {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
log_sink,
|
||||
}
|
||||
}
|
||||
|
||||
/// Calls `init()` on every scripted object that defines it.
|
||||
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.
|
||||
pub fn run_tick(&mut self, dt: f64) {
|
||||
self.run("tick", |c| c.has_tick, (dt,));
|
||||
}
|
||||
|
||||
/// Removes and returns the messages queued by `log` since the last drain.
|
||||
pub fn take_pending(&mut self) -> Vec<LogLine> {
|
||||
std::mem::take(&mut *self.log_sink.borrow_mut())
|
||||
}
|
||||
|
||||
/// Shared driver for the lifecycle hooks: for each object whose script
|
||||
/// `defined` reports the hook, call it with `args`. Runtime errors are
|
||||
/// captured into the log sink 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.
|
||||
let Self {
|
||||
engine,
|
||||
scripts,
|
||||
objects,
|
||||
log_sink,
|
||||
} = self;
|
||||
for obj in objects.iter_mut() {
|
||||
let Some(compiled) = scripts.get(&obj.script_name) else {
|
||||
continue;
|
||||
};
|
||||
if !defined(compiled) {
|
||||
continue;
|
||||
}
|
||||
if let Err(err) = engine.call_fn::<()>(&mut obj.scope, &compiled.ast, hook, args) {
|
||||
log_sink.borrow_mut().push(LogLine::raw(format!(
|
||||
"script '{}' {hook} error: {err}",
|
||||
obj.script_name
|
||||
)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -92,6 +92,10 @@ fn main() -> ExitCode {
|
||||
game.log(LogLine::raw("Press 'q' to exit."));
|
||||
game.log(LogLine::raw("Welcome to kiln - ").append(caps.status_logline()));
|
||||
|
||||
// Now that the board is fully loaded and the terminal is ready, run each
|
||||
// scripted object's `init()` hook.
|
||||
game.run_init();
|
||||
|
||||
let mut ui = Ui::default();
|
||||
let result = run(&mut terminal, &mut game, &mut ui);
|
||||
|
||||
|
||||
+9
-1
@@ -44,4 +44,12 @@ bg = "#000000"
|
||||
x = 10
|
||||
y = 10
|
||||
tile = "#"
|
||||
passable = true
|
||||
passable = true
|
||||
script_name = "greeter"
|
||||
|
||||
[scripts]
|
||||
greeter = """
|
||||
fn init() {
|
||||
log("hello world");
|
||||
}
|
||||
"""
|
||||
Reference in New Issue
Block a user