Added scroll()
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@@ -10,6 +10,21 @@ use crate::utils::{Direction, ObjectId, ScriptArg, Solid};
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/// How long a `say()` speech bubble stays on screen, in seconds.
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pub const SAY_DURATION: f64 = 3.0;
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// Re-export ScrollLine so kiln-tui can pattern-match scroll content without
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// accessing the private `action` module directly.
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pub use crate::action::ScrollLine;
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/// An active scroll overlay opened by a scripted object via `scroll()`.
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///
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/// While a `Scroll` is present on [`GameState`], the front-end should pause ticks
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/// and display the overlay. Closed via [`GameState::close_scroll`].
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pub struct Scroll {
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/// The object whose `scroll()` call opened this overlay.
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pub source: ObjectId,
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/// The lines of content to display.
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pub lines: Vec<ScrollLine>,
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}
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/// An active speech bubble emitted by a scripted object via `say()`.
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pub struct SpeechBubble {
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/// The object whose `say()` call created this bubble.
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@@ -38,6 +53,9 @@ pub struct GameState {
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scripts: ScriptHost,
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/// Active speech bubbles from `say()` calls, displayed by the front-end over the board.
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pub speech_bubbles: Vec<SpeechBubble>,
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/// An active scroll overlay opened by `scroll()`. `Some` while the overlay is
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/// visible; the front-end pauses ticks and closes it via [`close_scroll`](GameState::close_scroll).
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pub active_scroll: Option<Scroll>,
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}
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impl GameState {
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@@ -54,6 +72,7 @@ impl GameState {
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log: Vec::new(),
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scripts,
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speech_bubbles: Vec::new(),
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active_scroll: None,
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};
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// Surface any compile-time script errors collected during ScriptHost::new.
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state.drain_errors();
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@@ -120,6 +139,8 @@ impl GameState {
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let mut bumps: Vec<(ObjectId, i64)> = Vec::new();
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let mut sends: Vec<(ObjectId, String, Option<ScriptArg>)> = Vec::new();
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let mut new_bubbles: Vec<SpeechBubble> = Vec::new();
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// Collected outside the board borrow so we can assign to self.active_scroll.
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let mut new_scroll: Option<Scroll> = None;
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{
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let mut board = self.board_mut();
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for ba in actions {
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@@ -159,6 +180,10 @@ impl GameState {
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Action::Send { target, fn_name, arg } => {
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sends.push((target, fn_name, arg));
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}
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// Later scrolls overwrite earlier ones from the same tick.
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Action::Scroll(lines) => {
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new_scroll = Some(Scroll { source: ba.source, lines });
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}
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}
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}
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}
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@@ -168,6 +193,9 @@ impl GameState {
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self.speech_bubbles.retain(|b| b.object_id != bubble.object_id);
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self.speech_bubbles.push(bubble);
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}
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if let Some(scroll) = new_scroll {
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self.active_scroll = Some(scroll);
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}
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for (bumped, bumper) in bumps {
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self.scripts.run_bump(bumped, bumper);
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}
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@@ -177,6 +205,20 @@ impl GameState {
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self.drain_errors();
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}
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/// Closes the active scroll overlay, optionally dispatching a named choice
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/// back to the object that opened it via `send`.
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///
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/// Call from the front-end when the player dismisses the scroll or selects a
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/// choice. If `choice` is `Some`, the source object receives a `send` call with
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/// that string as the function name (e.g. `"eat"` triggers `fn eat()`).
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pub fn close_scroll(&mut self, choice: Option<&str>) {
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let source = self.active_scroll.take().map(|s| s.source);
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if let (Some(src), Some(ch)) = (source, choice) {
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self.scripts.run_send(src, ch, None);
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self.drain_errors();
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}
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}
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/// Attempts to move the player one cell in `dir`.
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///
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/// The move is ignored if the target cell is out of bounds, or it is neither
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