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@@ -73,7 +73,7 @@ The core types that were formerly monolithic in `game.rs` are now split into foc
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- `SpeechBubble { object_id, text, remaining }` — an active speech bubble created by a script's `say(s)` call. `remaining` counts down in `GameState::tick`; when it reaches zero the bubble is removed. At most one bubble per object (a new `say()` replaces the old one).
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- `SAY_DURATION: f64` — how long a bubble lives (3.0 seconds).
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- `Scroll { source: ObjectId, lines: Vec<ScrollLine> }` — an active scroll overlay opened by a script's `scroll(lines)` call. Lives on `GameState::active_scroll: Option<Scroll>`; front-ends pause ticks while it's `Some` and close it via `close_scroll(choice)`. `ScrollLine` is re-exported from `action.rs` through `game.rs` so front-ends import both from `kiln_core::game`.
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- `GameState` — owns `world: World` (all boards as `Rc<RefCell<Board>>` + world scripts) and `current_board_name: String` (key of the active board). `pub log: Vec<LogLine>`, `scripts: ScriptHost`, `pub speech_bubbles: Vec<SpeechBubble>`, `pub active_scroll: Option<Scroll>`, and `pub player: Player` — the game-global player state ([`player::Player`]: `health`/`max_health`/`gems`/`keys`) that persists across board transitions (it is *not* per-board; `Board::player` holds only the per-board `PlayerPos`). `player.gems` is changed at runtime by the `alter_gems(n)` script fn (e.g. grabbing a gem); `player.health` is changed by `alter_health(dh)` (clamped to `[0, max_health]`, e.g. grabbing a heart); `player.keys` is changed by `set_key(color, present)`. Each script-hook call is handed a `ScriptState` bundle — a `Copy` snapshot of `player` plus a shared handle to the active board — passed to the hook as its `state` parameter (Rhai type `State`, read via `state.player`/`state.board`; see `api::state`). Front-ends reach the active board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (both look up `world.boards[current_board_name]`). `current_board_name() -> &str` returns the active key. **`from_world(world: World) -> Self`** is the primary constructor: clones the start board's `Rc<RefCell<Board>>` for the `ScriptHost`, compiles scripts from `world.scripts`. `new(board)` and `with_scripts(board, scripts)` are `#[cfg(test)]`-only sugar that build a minimal single-board `World`. `try_move(dir)` moves the player (pushing if possible) and fires `bump(dir_from)` on the solid object it presses into — directly or at the end of a chain of crates it shoves (see `Board::bump_target`), where `dir_from` is the side the bump came from; it also fires `enter(dir_from)` on any **non-solid** object under the player's new cell or under a cell a shoved crate landed on; walking onto a `grab` thing (via `Board::grab_object_at`) instead moves onto it and fires `grab()` — applied immediately — so its `die()`/`alter_gems()`/`alter_health()` take effect before the call returns (no player+object overlap). **`try_move` is the only grab trigger** — a grab thing pushed or swapped into the player is an ordinary solid (it slides/blocks/refuses like any other). `run_init()` runs object `init()` hooks once at startup. `tick(dt)` expires speech bubbles, then runs each object's `tick(dt)` hook **in ascending id order, applying that object's drained actions before the next object runs** — so a later object sees the board an earlier one just changed (the requested fix; the exception is actions still behind a `Delay`). The workhorse is `apply_actions(Vec<BoardAction>) -> Events`: two-phase (mutate the board collecting `(bumped, dir_from)` and `(entered, dir_from)` pairs, drop the borrow, then apply the player-stat / bubble / scroll changes), applying each `Action` (`SetTile`/`SetColor` → source glyph, `Move(dir)` → `step_object`, `Say` → `speech_bubbles`, `Scroll` → `active_scroll`, `AddGems(n)` → `player.gems`, `AlterHealth(dh)` → `player.health` clamped to `[0, max_health]`, `SetKey` → `player.keys`, `Shift` → `apply_shift`, `Push`/`Teleport` → board moves, `Die` → `remove_object(source)`). It **returns** the `bump`/`enter`/`send` reactions rather than firing them; after all object hooks, `settle(events, called)` runs them (and any they cascade into) until quiescent, applying each hook's actions as it goes. `Events` carries three reaction lists — `bumps`, `enters`, `sends`; the `Move`/`Push`/`Teleport`/`Shift` arms populate `enters` for every non-solid a solid relocated onto (via `Board::non_solid_object_ids_at`), the direction exact for a one-cell move/push and best-effort (`Direction::from_delta`) for a teleport/shift. `step_object` returns a `StepOutcome { bumped, entered }` (a non-solid mover contributes no own-cell `enter`; pushed crates always do). `called: CalledSet` (a `HashSet<(ObjectId, fn/hook name, arg repr)>`, fresh per `tick`/`try_move`/`run_init`) records every reaction fired and skips repeats, so a bump/enter/send cycle terminates. `drain_log()` moves the script host's collected log lines — script `log()` output and errors — into `log`. `close_scroll(choice)` clears `active_scroll` and optionally fires `run_send(source, choice, None)` to dispatch the player's selection back to the object.
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- `GameState` — owns `world: World` (all boards as `Rc<RefCell<Board>>` + world scripts) and `current_board_name: String` (key of the active board). `pub log: Vec<LogLine>`, `scripts: ScriptHost`, `pub speech_bubbles: Vec<SpeechBubble>`, `pub active_scroll: Option<Scroll>`, and `pub player: Player` — the game-global player state ([`player::Player`]: `health`/`max_health`/`gems`/`keys`) that persists across board transitions (it is *not* per-board; `Board::player` holds only the per-board `PlayerPos`). `player.gems` is changed at runtime by the `alter_gems(n)` script fn (e.g. grabbing a gem); `player.health` is changed by `alter_health(dh)` (clamped to `[0, max_health]`, e.g. grabbing a heart); `player.keys` is changed by `set_key(color, present)`. Each script-hook call is handed a `ScriptState` bundle — a `Copy` snapshot of `player` plus a shared handle to the active board — passed to the hook as its `state` parameter (Rhai type `State`, read via `state.player`/`state.board`; see `api::state`). Front-ends reach the active board through `board() -> Ref<Board>` / `board_mut() -> RefMut<Board>` (both look up `world.boards[current_board_name]`). `current_board_name() -> &str` returns the active key. **`from_world(world: World) -> Self`** is the primary constructor: clones the start board's `Rc<RefCell<Board>>` for the `ScriptHost`, compiles scripts from `world.scripts`. `new(board)` and `with_scripts(board, scripts)` are `#[cfg(test)]`-only sugar that build a minimal single-board `World`. `try_move(dir)` moves the player (pushing if possible) and fires `bump(dir_from)` on the solid object it presses into — directly or at the end of a chain of crates it shoves (see `Board::bump_target`), where `dir_from` is the side the bump came from; it also fires `enter(dir_from)` on any **non-solid** object under the player's new cell or under a cell a shoved crate landed on; walking onto a `grab` thing (via `Board::grab_object_at`) instead moves onto it and fires `grab()` — applied immediately — so its `die()`/`alter_gems()`/`alter_health()` take effect before the call returns (no player+object overlap). **`try_move` is the only grab trigger** — a grab thing pushed or swapped into the player is an ordinary solid (it slides/blocks/refuses like any other). `run_init()` runs object `init()` hooks once at startup. `tick(dt)` expires speech bubbles, then runs each object's `tick(dt)` hook **in ascending id order, applying that object's drained actions before the next object runs** — so a later object sees the board an earlier one just changed (the requested fix; the exception is actions still behind a `Delay`). `tick` is called on an object **only when its output queue is empty**; a non-empty queue (pending actions/`Delay` from an earlier tick) means the queue is just drained by `dt` and the script is not re-run until it empties. The workhorse is `apply_actions(Vec<BoardAction>) -> Events`: two-phase (mutate the board collecting `(bumped, dir_from)` and `(entered, dir_from)` pairs, drop the borrow, then apply the player-stat / bubble / scroll changes), applying each `Action` (`SetTile`/`SetColor` → source glyph, `Move(dir)` → `step_object`, `Say` → `speech_bubbles`, `Scroll` → `active_scroll`, `AddGems(n)` → `player.gems`, `AlterHealth(dh)` → `player.health` clamped to `[0, max_health]`, `SetKey` → `player.keys`, `Shift` → `apply_shift`, `Push`/`Teleport` → board moves, `Die` → `remove_object(source)`). It **returns** the `bump`/`enter`/`send` reactions rather than firing them; after all object hooks, `settle(events, called)` runs them (and any they cascade into) until quiescent, applying each hook's actions as it goes. `Events` carries three reaction lists — `bumps`, `enters`, `sends`; the `Move`/`Push`/`Teleport`/`Shift` arms populate `enters` for every non-solid a solid relocated onto (via `Board::non_solid_object_ids_at`), the direction exact for a one-cell move/push and best-effort (`Direction::from_delta`) for a teleport/shift. `step_object` returns a `StepOutcome { bumped, entered }` (a non-solid mover contributes no own-cell `enter`; pushed crates always do). `called: CalledSet` (a `HashSet<(ObjectId, fn/hook name, arg repr)>`, fresh per `tick`/`try_move`/`run_init`) records every reaction fired and skips repeats, so a bump/enter/send cycle terminates. `drain_log()` moves the script host's collected log lines — script `log()` output and errors — into `log`. `close_scroll(choice)` clears `active_scroll` and optionally fires `run_send(source, choice, None)` to dispatch the player's selection back to the object.
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**`kiln-core/src/action.rs`** — the `Action` enum and its supporting types:
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- `MOVE_COST: f64` — how long a move occupies an object before it can act again (0.25 s).
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@@ -92,7 +92,7 @@ The core types that were formerly monolithic in `game.rs` are now split into foc
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**`kiln-core/src/script.rs`** — Rhai scripting **host** (the script-facing types live in `kiln-core/src/api/`, below). The script-author's reference is [`docs/script-api.md`](../docs/script-api.md).
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- `Registerable` trait — `fn register(engine, log_sink)`: a type's hook for installing itself (Rhai type name + getters/methods) on the `Engine`. Implemented by every `api` type plus `Glyph`/`Keyring`.
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- `ScriptHost` — owns the Rhai `Engine`, the compiled scripts (`HashMap<String, CompiledScript>`), one persistent `Scope` per scripted object (`HashMap<ObjectId, Scope>`), and the shared `LogSink`. (There is no shared board queue: each hook call drains into a local `Vec<BoardAction>` that it returns to `GameState`.) Built with `ScriptHost::new(&Rc<RefCell<Board>>, &HashMap<String, String>)`: the first arg is a shared ref to the active board (cloned into the write-API closures and each scope's `Registry`), the second is the world-level script pool. Each script is compiled once per `script_key` (the object's `script_name` — a world-pool name, or a synthetic `BUILTIN_*` name assigned by `expand_builtin_archetypes` so identical built-ins share one AST); the source is the pool entry for that key, or the object's embedded `builtin_script`. `CompiledScript` records which hooks the AST defines (`has_init`/`has_tick`/`has_bump`/`has_grab`/`has_enter`). **Per-object output queues no longer live here** — each `ObjectDef` owns its `queue: ObjQueue`. Reports compile/unknown-script failures onto the `LogSink`; runs nothing.
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- Lifecycle hooks, each taking `me` (an `ObjectInfo`) and `state` (a `ScriptState`) before any hook-specific arg: `init(me, state)`, `tick(me, state, dt)`, `bump(me, dir)` (`dir` is the `Direction` the bump came *from*, fired when any solid — the player, another object, or a pushed crate — presses into this object), `enter(me, dir)` (the non-solid counterpart to `bump`: fired on a non-solid object when a solid *relocates onto* its cell — a player/object step, a pushed crate, a `teleport`, or a `shift` — with `dir` the side the entrant came from, best-effort for teleport/shift), and `grab(me, state)` (fired when the player walks onto a `grab` thing — the only grab trigger). All optional — detected via `AST::iter_functions()` by name **and arity** (bump and enter are arity 2). Run one object at a time (the per-object loop lives in `GameState`): `run_tick_on(id, dt)` / `run_init_on(id)` / `run_bump(id, dir)` / `run_enter(id, dir)` / `run_grab(id)` / `run_send(id, fn, arg)`, all funneling through `run_hook_on_one` and **returning the `Vec<BoardAction>` they drained** for `GameState` to apply. `run_hook_on_one` builds a fresh `ObjectInfo`, pushes `[me, state, (arg)]`, and calls the hook tagged with the object's id. After the call — **whether or not the hook is defined** — it always drains the object's queue, so a delay still advances on an object that has no `tick`. Runtime errors go to the shared `LogSink` (drained to the log), not fatal.
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- Lifecycle hooks, each taking `me` (an `ObjectInfo`) and `state` (a `ScriptState`) before any hook-specific arg: `init(me, state)`, `tick(me, state, dt)`, `bump(me, dir)` (`dir` is the `Direction` the bump came *from*, fired when any solid — the player, another object, or a pushed crate — presses into this object), `enter(me, dir)` (the non-solid counterpart to `bump`: fired on a non-solid object when a solid *relocates onto* its cell — a player/object step, a pushed crate, a `teleport`, or a `shift` — with `dir` the side the entrant came from, best-effort for teleport/shift), and `grab(me, state)` (fired when the player walks onto a `grab` thing — the only grab trigger). All optional — detected via `AST::iter_functions()` by name **and arity** (bump and enter are arity 2). Run one object at a time (the per-object loop lives in `GameState`): `run_tick_on(id, dt)` / `run_init_on(id)` / `run_bump(id, dir)` / `run_enter(id, dir)` / `run_grab(id)` / `run_send(id, fn, arg)`, all funneling through `run_hook_on_one` and **returning the `Vec<BoardAction>` they drained** for `GameState` to apply. `run_hook_on_one` builds a fresh `ObjectInfo`, pushes `[me, state, (arg)]`, and calls the hook tagged with the object's id. The `Tick` hook is **gated on an empty queue** (`hook != Hook::Tick || info.queue.is_empty()`), so an object with pending actions/`Delay` from an earlier tick isn't re-ticked; all other hooks fire whenever defined. After the call — **whether or not the hook was called** — it always drains the object's queue, so a delay still advances on an object that has no `tick` (or whose `tick` was skipped this frame). Runtime errors go to the shared `LogSink` (drained to the log), not fatal.
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- `run_send(state, id, fn_name, arg)` — calls an arbitrary named function on an object (backs the `send()` action and scroll-choice dispatch). Picks the param list by the function's arity: 3 → `(me, state, arg)`, 2 → `(me, state)`, 1 → `(arg)`, 0 → `()`; a missing arg is `Dynamic::UNIT`. Errors if no function of that name exists.
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- **Reads** are methods/getters on the `api` types handed to the hook — `state.player.*`, `state.board.*`, `me.*` (see the `api/` section). There are **no read free functions** anymore.
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- **Write API** (`register_write_api`) — free functions that (mostly) enqueue an `Action` onto the **issuing object's** `queue` (resolved from the per-call tag): `move(dir)` (enqueues `Move` then a `MOVE_COST` delay), `delay(secs)`/`now()` (queue pacing), `set_tile(n)`, `set_fg`/`set_bg`/`set_color`, `set_tag(target, tag, present)`, `say(s)`/`say(s, dur)`, `scroll(lines)`, `send(target, fn [, arg])`, `teleport(id, x, y)` (jump entity `id` to a cell; `me.id` = self, `-1` = player), `push(x, y, dir)`, `shift([[x, y], …])`, `alter_gems(n)`, `alter_health(dh)`, `set_key(color, present)`, `die()`. **`log(s)` is the exception** — it is *not* an `Action`; it writes a line straight to the shared `LogSink`, so it surfaces immediately regardless of the object's queued delays (the write closure takes a `LogSink` clone). `scroll(lines)` takes a Rhai array whose elements are a string (text line) or a two-element `[choice_key, display_text]` (selectable choice). `shift` takes an array of two-int `[x, y]` arrays (a malformed entry logs an error immediately to the `LogSink`) and rotates that ring of cells via `Board::apply_shift`.
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