# 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 defines lifecycle hooks (any may be omitted) and may define arbitrary handler functions reachable via `send()` and scroll choices. Every hook receives the same first two parameters — `me` (this object) and `state` (the world) — through which all reads happen. Writes go through free functions (`move`, `say`, `set_tile`, …) that implicitly act on the calling object. > **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. Every hook takes `me` (an [`ObjectInfo`](#self-and-other-objects-objectinfo) for the object running the script) and `state` (a [`State`](#the-world-state) handle to the world), in that order, before any hook-specific argument. ### `fn init(me, state)` Called once for every scripted object after the entire map is loaded, before the first frame (and again after a board transition re-enters this board's script host). ```rhai fn init(me, state) { set_tile(42); log("ready"); } ``` ### `fn tick(me, state, dt)` Called each frame **only when this object's output queue is empty** — i.e. once its previous actions (and any pacing `Delay`) have fully drained. While actions from an earlier tick are still pending, the engine just advances the queue by `dt` and does **not** re-run `tick`. This means you no longer need to guard the body with `if me.queue.length == 0` / `if !me.waiting` — the engine does it for you, so a plain `move(North)` naturally paces itself one step per drain. `dt` is the elapsed time since the last tick, in seconds (a `f64`). (All other hooks — `bump`/`enter`/`grab`/`send`/`init` — still fire regardless of queued actions.) ```rhai fn tick(me, state, dt) { if !me.blocked(North) { move(North); } } ``` ### `fn bump(me, dir)` Called when a solid presses into this object's cell — the player, another object, or a **crate** being pushed into it (the push chain is walked through to reach the object it presses against). - `dir` is the [`Direction`] the bump **came from**: it points from this object toward the bumper, so the bumper occupies the cell at `(me.x + dir.dx, me.y + dir.dy)`. - Compare it against the `North`/`South`/`East`/`West` constants. - The hook can no longer tell *who* did the bumping (there is no id) — a crate bumps just like the player. ```rhai fn bump(me, dir) { if dir == West { say("Something shoved me from the west."); } else { log(`bumped from ${dir}`); } } ``` ### `fn enter(me, dir)` The **non-solid** counterpart to `bump`. Called when a solid — the player, another object, or a **crate** being pushed/shifted — relocates *onto* this object's cell. Only makes sense on a non-solid object (a trigger, or a decorative `solid = false` object); a solid object blocks the entrant instead of being entered, so its `bump` fires rather than `enter`. - `dir` is the [`Direction`] the entrant **came from** — the same convention as `bump`. For a one-cell move or push it is exactly the opposite of the entrant's travel direction. For a `teleport` or `shift` that jumps a solid an arbitrary distance it is **best-effort**: the dominant axis of the displacement (a longer horizontal jump reads as East/West, a longer vertical one as North/South). - Fires for *every* solid that lands on the cell: a player/object step, and each crate a push or shift moved onto it. ```rhai fn enter(me, dir) { say("Who goes there?"); log(`something stepped on me from the ${dir}`); } ``` ### `fn grab(me, state)` 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()` / `alter_gems()` / `alter_health()` applies before the player's move returns. ```rhai fn grab(me, state) { alter_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 function call of that name. The host picks the handler's parameter list by arity, in this order: - **3 params** → `(me, state, arg)` — `arg` is the value passed to `send` (or unit for a scroll choice). - **2 params** → `(me, state)`. - **1 param** → `(arg)`. - **0 params** → `()`. If no matching function name exists, the call is silently dropped. ```rhai // reached via send(my_id, "open") or a scroll choice keyed "open" fn open(me, state) { set_tile(47); } fn set_level(me, state, n) { set_tag(me.id, "level", true); log(`level ${n}`); } ``` --- ## Constants in scope Unlike the `me`/`state` parameters (which every hook receives), these are injected directly into every object's scope. | Name | Type | Description | |------|------|-------------| | `Registry` | `Registry` | Board-scoped key→value store; persists across board transitions. | | `North` / `South` / `East` / `West` | `Direction` | Cardinal directions. | | `Black` … `White` (16) | `String` | EGA/VGA palette colors as `"#RRGGBB"` strings. | `Registry` is a **scope constant**: it is only visible at the top level of an engine-called hook, not inside helper functions you define (those run at a deeper call depth — see [Pitfalls](#pitfalls-and-sharp-edges)). The direction/color constants come from a global module and *are* visible at any call depth (including Rhai→Rhai calls). 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)`). --- ## Self and other objects: `ObjectInfo` `me` is an `ObjectInfo` — a snapshot of one board object. The same type comes back from [`state.board.get` / `.named` / `.tagged`](#board-reads), so an object you look up has exactly the same members as `me`. | Member | Kind | Returns | Description | |--------|------|---------|-------------| | `.id` | getter | `i64` | The object's stable `ObjectId`. | | `.name` | getter | `String` or `()` | Name, or unit if unnamed. | | `.x` / `.y` | getter | `i64` | Current cell position. | | `.tags` | getter | `Array` | All tag strings on this object. | | `.glyph` | getter | `Glyph` | The object's glyph (`.tile`, `.fg`, `.bg`). | | `.waiting` | getter | `bool` | Whether the front of the object's queue is a delay (i.e. it is "busy"). | | `.queue` | getter | `Queue` | The object's [pending-action queue](#queue-object). | | `.has_tag(tag)` | method | `bool` | Whether the object carries `tag`. | | `.delay(secs)` | method | — | Append a pause to the object's queue. | | `.blocked(dir)` | method | `bool` | Whether moving the object one step in `dir` is impossible (off-board or a solid). | | `.can_push(dir)` | method | `bool` | Whether the pushable chain ahead of the object in `dir` can be shoved. | ```rhai fn tick(me, state, dt) { if me.has_tag("asleep") { return; } let here = me.glyph; log(`my tile is ${here.tile}`); if !me.waiting && !me.blocked(East) { move(East); } } ``` A `Glyph` value (from `me.glyph` or a looked-up object) exposes `.tile` (`i64`), `.fg`, `.bg` (both `"#RRGGBB"` strings). > Because hooks receive `me`/`state` as **parameters**, they are local to the hook. To use them in a > helper function you define, pass them down explicitly: `fn dance(me) { … }` called as `dance(me)`. --- ## The world: `state` `state` is a handle bundling the two read surfaces: | Member | Type | Description | |--------|------|-------------| | `state.player` | `Player` | The player's game-global stats and position. | | `state.board` | `Board` | Read-only handle to the current board. | ### Player stats: `state.player` A read-only snapshot of the game-global player state, refreshed before each hook call. | Property | Type | Description | |----------|------|-------------| | `state.player.gems` | `i64` | Gems collected. | | `state.player.health` | `i64` | Current health. | | `state.player.max_health` | `i64` | Health ceiling. | | `state.player.x` / `.y` | `i64` | Player's current cell. | | `state.player.keys` | `Keyring` | The player's key inventory (see below). | ```rhai if state.player.health < 2 { say("You look hurt."); } if state.player.keys.red { say("You have the red key."); } ``` The `Keyring` from `state.player.keys` exposes one `bool` getter per color: `.red`, `.orange`, `.yellow`, `.green`, `.blue`, `.cyan`, `.purple`, `.white`. ### Board reads #### Properties | Property | Type | Description | |----------|------|-------------| | `state.board.width` | `i64` | Board width in cells. | | `state.board.height` | `i64` | Board height in cells. | #### Object lookups | Call | Returns | Description | |------|---------|-------------| | `state.board.tagged(tag)` | `Array` of `ObjectInfo` | Every object carrying `tag`. | | `state.board.named(name)` | `ObjectInfo` or `()` | The object with that name, else unit. | | `state.board.get(id)` | `ObjectInfo` or `()` | Look up by id; an invalid (`id <= 0`) or unknown id logs an error and returns unit. | ```rhai let enemies = state.board.tagged("enemy"); log(`there are ${enemies.len()} enemies`); let door = state.board.named("door"); if door != () { send(door.id, "open"); } ``` #### Cell queries | Call | Returns | Description | |------|---------|-------------| | `state.board.can_push(x, y, dir)` | `bool` | Does a pushable chain starting at `(x, y)` end in open space when shoved in `dir`? `false` off-board. | | `state.board.passable(x, y)` | `bool` | Is `(x, y)` on-board and free of any solid (an enterable hole)? Distinguishes a hole from a blocked solid. | For queries about the calling object itself, use `me.blocked(dir)` and `me.can_push(dir)` ([above](#self-and-other-objects-objectinfo)). --- ## Registry (shared key→value store) Board-scoped, persists across board transitions. Stores primitive values. | Call | Description | |------|-------------| | `Registry.get(key)` | Stored value, or `()` if absent. | | `Registry.set(key, value)` | Store a primitive; passing `()` removes the key; unsupported types are silently ignored. | | `Registry.get_or(key, default)` | Stored value **only if** it has the same type as `default`; otherwise `default`. | ```rhai fn tick(me, state, dt) { // Per-object counter that survives across ticks and board transitions. let key = `count_${me.id}`; let n = Registry.get_or(key, 0); Registry.set(key, n + 1); } ``` The Registry is shared by the whole board, so namespace per-instance keys by `me.id` as above. --- ## Write functions Scripts never mutate the world directly. Each write appends an `Action` to the calling object's **output queue**; the moment the hook returns, that object's ready actions are drained and applied by the engine — before the next object's hook runs. The *subject* of a write is implicit and varies by function (see the table). The one exception is `log(msg)`: it bypasses the queue and writes to the game log immediately, so a diagnostic line is never paced by (or stuck behind) the object's delays. | 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(id, x, y)` | arbitrary entity | 0 | Jump entity `id` to an arbitrary cell (pass `me.id` for self; `id == -1` is the player). Refused (error logged at resolve) if that entity is solid and the destination already holds a *different* solid. | | `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. **Immediate** — unlike the other writes it is *not* queued, so it appears the instant it's called, even behind a pending `move`/`delay`. | | `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. | | `alter_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. | `delay`/`now` also exist as methods on `me` and on a queue handle: `me.delay(secs)` and `me.queue.delay(secs)` are equivalent to the free `delay(secs)` for the calling object. ### `scroll(lines)` Opens a full-screen scrollable overlay and pauses game ticks until the player closes it. Each element of `lines` is either: - a **string** — a plain text line, or - a **2-element array** `[choice_key, display_text]` — a selectable choice. When the player selects a choice, `choice_key` is dispatched back to the **source object** as a function call named `choice_key` (see [custom handler functions](#custom-handler-functions) for the arity rules — a choice handler is called with no `arg`). ```rhai fn bump(me, dir) { scroll([ "The muffin looks delicious.", "", ["eat", "Eat it"], ["ignore", "Walk away"], ]); } fn eat(me, state) { say("Yeah it was poisoned."); alter_health(-2); } fn ignore(me, state) { log("Wise."); } ``` --- ## `Queue` object Inspection and control of an object's own pending-action queue, reached via `me.queue`. Most scripts do not need it directly — `me.waiting` covers the common "am I busy?" check. | Member | Kind | Returns | Description | |--------|------|---------|-------------| | `me.queue.length` | getter | `i64` | Number of pending actions. | | `me.queue.clear()` | method | — | Discard all pending actions (including delays). | | `me.queue.delay(secs)` | method | — | Append a pause to the queue. | ```rhai fn tick(me, state, dt) { if !me.waiting { if !me.blocked(East) { move(East); } else if !me.blocked(West) { move(West); } } } ``` --- ## 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 a zero-cost action already in the queue. - `me.queue.clear()` cancels everything, including pending delays. - 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. - `me.waiting` is `true` while a delay sits at the front of the queue — the idiom for "don't issue a new action until the last one finished" is `if !me.waiting { … }`. --- ## Error handling 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. --- ## Full example ```rhai // A guard that patrols east/west and greets whatever bumps into it. fn init(me, state) { set_tile(2); log(`${me.name} standing watch`); } fn tick(me, state, dt) { if me.waiting { return; } // still moving if !me.blocked(East) { move(East); } else if !me.blocked(West) { move(West); } } fn bump(me, dir) { say(`Halt! Who approaches from the ${dir}?`); 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 - **Player position/state is reachable two ways.** Player *stats* and *position* both live on `state.player` now (`.gems`/`.health`/`.x`/`.y`/`.keys`), which is an improvement — but a looked-up player no longer exists (`state.board.get(-1)` is gone), so code that wants "the player as an object" has nothing to look up, while every other entity is an `ObjectInfo`. - **Reads are split across three handles** (`me`, `state.player`, `state.board`) with no single "query" entry point; which handle owns a given fact (e.g. cell queries on `state.board` vs. self queries on `me`) has to be memorized. ### 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 (`alter_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: `alter_gems` vs `alter_health`. - **The implicit subject of a write is unpredictable.** `set_tile`/`set_fg`/`say`/`die` act on **self**; `alter_gems`/`alter_health`/`set_key` act on the **player**; `set_tag`/`send` act on an **arbitrary target**; `push`/`shift` act on **cells** and `teleport` on an **arbitrary entity**. The `set_*` prefix in particular means three different subjects. - **Reads are methods/getters on handles, but writes are free functions.** `me.blocked(dir)` reads, but `move(dir)` (the matching write) is a bare global that acts on `me` implicitly — the symmetry is invisible. - **Mixed addressing for movement.** `move`/`push` take a typed `Direction`, while `teleport`/`passable`/`can_push`/`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 - **The output-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 per-object delay draining (leading delays eaten by `dt`, then the ready run applied) is still a fair amount 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. - **`Registry` alone is a scope constant.** Now that `me`/`state` are parameters, `Registry` is the one handle with the "invisible inside helper functions" gotcha — an inconsistency with everything else a hook can reach. - **Read/write asymmetry on player keys is now closed** (`state.player.keys.*` reads, `set_key` writes) — but reads are per-color getters while the write is a stringly-named color, so the two sides still don't mirror each other.