# Kiln Rhai Scripting API This is the complete reference for scripting kiln game objects. Scripts are written in [Rhai](https://rhai.rs), live in the world file's top-level `[scripts]` table, and are attached to board objects by `script_name`. Each scripted object runs its own copy of the script with its own persistent state. ```toml [scripts] greeter = """ fn init() { log("hello"); } fn tick(dt) { if Queue.length() == 0 && !blocked(North) { move(North); } } fn bump(id) { say("ouch!"); } """ [[boards.room1.layers]] sparse = [ { x = 5, y = 3, ch = "G" } ] palette = { "G" = { kind = "object", name = "greeter", script_name = "greeter" } } ``` --- ## Mental model: how a script runs A script does **not** mutate the world directly. Instead: 1. The engine calls one of your **callbacks** (`init`, `tick`, `bump`, `grab`, or a custom function reached via `send`). 2. Inside the callback you **read** the world synchronously (`Board.*`, `Me.*`, `blocked()`, etc.) and **enqueue actions** (`move`, `say`, `set_tile`, …). 3. Enqueued actions go into *your object's* private output queue. They are not applied while your callback is running. 4. After the callback returns, the engine promotes queued actions onto a shared board queue and applies them — applying actions until it hits a "delay" action. 5. Some actions (`move`) automatically queue `delay` actions after you add them to your queue. So writes are **deferred and rate-limited**, while reads are **immediate**. This is the single most important thing to internalize (see [Pitfalls](#pitfalls)). --- ## Callbacks (lifecycle hooks) All are optional. Define only the ones you need. They are matched by **name and arity** — a `tick` with the wrong number of parameters silently won't be called. | Callback | When it fires | |---|---| | `fn init()` | Once, after the board is fully loaded (and again after a board transition that re-enters this board's script host). Use for setup. | | `fn tick(dt)` | Every frame. `dt` is elapsed seconds since the last frame (a float). | | `fn bump(id)` | When another mover steps into this object's cell. `id` is the bumper's object id, or `-1` if it was the player. | | `fn grab()` | When the player walks onto this object — **only** if the object has the `grab` behavior (e.g. a gem). Typically grants something and `die()`s. | ```rhai fn init() { log(`I am object ${Me.id} at ${Me.x},${Me.y}`); } fn tick(dt) { // Patrol north until blocked, then idle. if Queue.length() == 0 && !blocked(North) { move(North); } } fn bump(id) { if id == -1 { say("Hello, player!"); } else { say("Hey, watch it!"); } } fn grab() { alter_gems(1); die(); } ``` You may also define **arbitrary functions** and invoke them on another object with `send(target_id, "fn_name")` — see [`send`](#send). The target's matching function runs with *that* object's identity and scope. --- ## Scope constants These four handles are injected into every object's scope. They are only visible at the top level of your callbacks — **not inside helper functions you define** (those run at a deeper call depth). See the [Me/Registry pitfall](#pitfalls). | Name | What it is | |---|---| | `Board` | Read-only handle to the current board. | | `Me` | This object's self-reference (id, name, position, tags, glyph). | | `Queue` | This object's pending-action queue. | | `Registry` | A board-scoped key→value store that **persists across board transitions**. | ## Global constants These are registered as a global module, so they *are* visible everywhere, including inside helper functions and Rhai-to-Rhai calls. - **Directions:** `North`, `South`, `East`, `West` (type `Direction`). - **Colors:** the 16 EGA/VGA palette names as `"#RRGGBB"` strings: `Black`, `Blue`, `Green`, `Cyan`, `Red`, `Magenta`, `Brown`, `LightGray`, `DarkGray`, `LightBlue`, `LightGreen`, `LightCyan`, `LightRed`, `LightMagenta`, `Yellow`, `White`. ```rhai move(East); set_color(Yellow, Black); ``` --- ## Reading the world ### `Board.*` properties | Expression | Type | Meaning | |---|---|---| | `Board.player_x` | int | Player's X. | | `Board.player_y` | int | Player's Y. | | `Board.width` | int | Board width in cells. | | `Board.height` | int | Board height in cells. | ### `Board` lookups | Call | Returns | |---|---| | `Board.tagged(tag)` | Array of `ObjectInfo` for every object carrying `tag`. | | `Board.named(name)` | The `ObjectInfo` with that name, or `()` (unit) if none. | | `Board.get(id)` | The `ObjectInfo` for `id`; `Board.get(-1)` returns the **player**. Returns `()` and logs an error for an unknown/invalid id. | `ObjectInfo` is a **snapshot** (read fields, it is not live): | Field | Type | |---|---| | `.id` | int (the player's is `-1`) | | `.x`, `.y` | int | | `.name` | string (`""` if unnamed) | | `.tags` | array of strings | ```rhai let p = Board.get(-1); log(`player at ${p.x},${p.y}`); for g in Board.tagged("guard") { if g.x == Me.x { say("aligned with a guard"); } } ``` ### Cell queries (free functions) | Call | Returns true when | |---|---| | `blocked(dir)` | Moving the **calling object** one step in `dir` is impossible: off-board, an existing solid, or the destination of another mover's pending move this frame. | | `passable(x, y)` | `(x, y)` is on-board and has **no** solid (an empty cell / hole a mover could enter). Off-board is not passable. | | `can_push(x, y, dir)` | `(x, y)` holds a pushable whose entire chain can be shoved one step in `dir` (the chain ends in open space). False off-board. | | `can_shift(x, y, dir)` | `(x, y)` holds a pushable **and the single next cell** is empty or another pushable — does *not* require the whole chain to clear. The right gate for a rotation/shift via `swap`. | | `combinable(x1, y1, x2, y2)` | The solids at the two cells can share a cell: one is empty, or one is a `grab` thing and the other is the player. Off-board combines with nothing. | `passable` vs `can_shift`: `can_shift == false` is ambiguous between "the next cell is a wall" and "the next cell is empty but the source isn't pushable." Use `passable` to detect a genuine hole. ### `Me.*` (self) | Expression | Returns | |---|---| | `Me.id` | This object's id (int). | | `Me.name` | This object's name, or `""`. | | `Me.x`, `Me.y` | Current position (int). | | `Me.has_tag(tag)` | bool. | | `Me.tags()` | array of strings. | | `Me.glyph()` | a `Glyph`: `.tile` (int), `.fg` (hex string), `.bg` (hex string). | ```rhai if Me.has_tag("asleep") { return; } let here = Me.glyph(); log(`my tile is ${here.tile}`); ``` ### `Registry` (persistent key→value store) Board-scoped storage that **survives board transitions** (unlike script-local variables, which reset whenever the script host is rebuilt). Use it for any state that must outlive a single `tick`. Values may be primitives (int, float, bool, string); unsupported types are silently ignored. | Call | Effect | |---|---| | `Registry.get(key)` | The stored value, or `()` if absent. | | `Registry.set(key, value)` | Store `value`. Passing `()` **removes** the key. | | `Registry.get_or(key, default)` | The stored value **if present and the same type as** `default`; otherwise `default`. | ```rhai fn tick(dt) { // Per-object counter that survives across ticks. let key = `count_${Me.id}`; let n = Registry.get_or(key, 0); Registry.set(key, n + 1); } ``` Key your entries by `Me.id` (as above) if each object instance needs its own slot — the Registry is shared by the whole board. --- ## Writing to the world (actions) Every function below **enqueues** an action on the calling object's output queue; nothing takes effect until your callback returns. Only `move` carries a time cost (0.25 s); the rest are zero-cost and may all resolve in the same frame. ### Movement & timing | Call | Effect | |---|---| | `move(dir)` | Step one cell in `dir`, shoving any pushable chain (including the player) ahead; a no-op if blocked. **Costs 0.25 s** before this object can move again. | | `delay(secs)` | Insert an explicit pause in this object's queue (accepts int or float). Adjacent delays merge. | | `now()` | Promote the most-recently-enqueued action to the **front** of the queue (jump the delay). | | `teleport(id, x, y)` | Jump entity `id` to an arbitrary cell (pass `me.id` for self; `id == -1` is the player). Zero cost. Refused (with a logged error at resolve time) if that entity is solid and the destination already holds a *different* solid. | ### Appearance | Call | Effect | |---|---| | `set_tile(n)` | Set this object's glyph tile index (CP437; e.g. `64` is `@`). | | `set_fg(hex)` | Set foreground color (`"#RRGGBB"` string or a color constant). | | `set_bg(hex)` | Set background color. | | `set_color(fg, bg)` | Set both at once. | ### Communication & UI | Call | Effect | |---|---| | `log(msg)` | Append a line to the in-game log. | | `say(msg)` | Show a speech bubble above this object (default ~3 s). One bubble per object; a new `say` replaces the old. | | `say(msg, secs)` | Same, with explicit duration. | | `scroll(lines)` | Open a full-screen scrollable overlay (pauses ticks). See below. | `scroll(lines)` takes an array whose elements are either a plain **string** (a text line) or a two-element array `[choice_key, display_text]` (a selectable option). When the player picks an option, the engine calls `send`-style back into *this* object: a function named `choice_key` is invoked. Define that function to react. ```rhai fn tick(dt) { if Queue.length() == 0 && near_player() { scroll([ "The old wizard studies you.", "", ["yes", "Accept the quest"], ["no", "Decline"], ]); } } fn yes() { say("Brave soul!"); alter_gems(5); } fn no() { say("Coward."); } ``` ### Tags & messaging | Call | Effect | |---|---| | `set_tag(target_id, tag, present)` | Add (`true`) or remove (`false`) `tag` on the object with `target_id`. | | `send(target_id, fn_name)` | Call `fn_name()` on object `target_id`. | | `send(target_id, fn_name, arg)` | Same, passing one string-or-number `arg`. | `send` runs the target's function with the **target's** identity and scope (its `Me`, its `Queue`). The target must define a function of that name accepting 0 or 1 params (the engine picks the matching arity; if neither exists the call is silently dropped). This is the building block for object-to-object coordination and scroll choices. ```rhai // Object A wakes object B (id from a lookup) and passes it a word. let b = Board.named("door"); if b != () { send(b.id, "open", "north"); } ``` ### Pushing & batch moves | Call | Effect | |---|---| | `push(x, y, dir)` | Shove the pushable chain starting at `(x, y)` one step in `dir`. Acts on arbitrary cells, not the caller. Zero cost. | | `swap(pairs)` | Apply a batch of one-way solid moves **simultaneously** (read-all then write-all, so cycles and two-cell swaps resolve). Zero cost. | `swap(pairs)` takes an array of four-int arrays `[src_x, src_y, dst_x, dst_y]`. Each names a solid (player, object, or terrain) to move from src to dst; all happen at once. A malformed entry is skipped and logged. The **player is never destroyed** by a swap — a move that would overwrite the player without relocating it is refused and logged. (This is how the built-in spinner rotates its 8 neighbours in one step.) ```rhai // Two-cell swap: exchange the solids at (3,3) and (3,4). swap([[3, 3, 3, 4], [3, 4, 3, 3]]); ``` ### Player stats & self-removal | Call | Effect | |---|---| | `alter_gems(n)` | Add `n` to the player's gem count (negative subtracts; clamped at 0). | | `die()` | Remove the calling object from the board. Zero cost. | --- ## The `Queue` API Your object's output queue is inspectable. Most scripts only need `Queue.length()` to check "am I idle?" before issuing a new `move`. | Call | Returns | |---|---| | `Queue.length()` | Number of pending actions (int). | | `Queue.clear()` | Empty the queue (cancel pending actions). | | `Queue.peek()` | The front action as a map (see below), or `()` if empty. | | `Queue.pop()` | Same, but removes the front. | A peeked/popped action is a Rhai map with a `"type"` key (`"Move"`, `"SetTile"`, `"Say"`, `"Delay"`, `"Push"`, `"Swap"`, `"Teleport"`, `"AddGems"`, `"Die"`, `"Log"`, `"SetTag"`, `"SetColor"`, `"Send"`, `"Scroll"`) plus payload keys. `Scroll` and `Swap` expose only their `type`; `Log` is flattened to its text. ```rhai fn tick(dt) { // Idle guard: don't pile up moves. if Queue.length() == 0 { if !blocked(South) { move(South); } } } ``` --- ## Pitfalls and sharp edges **Writes are deferred — you can't read back what you just wrote.** After `move(North)`, `Me.y` is *unchanged* for the rest of this callback; the move resolves later. Don't write then immediately read the same state expecting the new value. **Moves are rate-limited to one per 0.25 s.** If you call `move` every `tick` without guarding on `Queue.length()`, you'll pile up a backlog of moves that drain slowly and ignore newer decisions. The idiom is `if Queue.length() == 0 { move(...); }`. The built-in pusher/spinner both gate on `Queue.length()`. **`Board`, `Me`, `Queue`, and `Registry` are not visible inside your own helper functions.** They're scope constants injected only at the top level of the engine-called callback. A helper `fn step() { move(North); }` works (the host *functions* are global), but `fn where_am_i() { return Me.x; }` will error — `Me` is undefined there. Read those handles at the top of your callback and pass the values down as arguments. (The built-in scripts read `Me.has_tag(...)`, `Me.x`, etc. only inside `tick`/`grab`, never in a sub-function.) **Direction and color constants *are* global, so they're fine inside helpers.** Only the four scope handles have this restriction. **Script-local variables reset across board transitions.** When the player leaves and the script host is rebuilt, every `let` in your script is gone. Object state baked into the board (position, tags, glyph) persists; anything else you need to keep must go in the `Registry` or a tag. **Callbacks are matched by name *and* arity.** `fn tick()` (no param) is **not** the tick hook — it must be `fn tick(dt)`. Likewise `bump` needs exactly one param and `init`/`grab` exactly zero. A mismatch fails silently (the hook just never runs). **`grab()` only fires for objects with the grab behavior.** That behavior comes from the archetype (only `gem` sets it today). A plain object's `grab()` will never be called; use `bump(id)` to react to being walked into. Also: grab is **only** triggered by the *player* walking onto the thing — pushing/swapping a grab object into the player treats it as an ordinary solid. **`bump` distinguishes the player by `id == -1`.** Other movers pass their real object id. **`Board.get` / `Board.named` return `()` (unit), not an empty object, when absent.** Check `if x != () { ... }` before reading fields, or you'll error on a missing lookup. `Board.get` also logs an error for an invalid id (≤ 0 other than the special `-1`). **`ObjectInfo` is a snapshot.** The `.x`/`.y`/`.tags` you read are the values at lookup time; they don't update if the object moves later in the same frame. Re-query when you need fresh data. **`Registry` is shared by the whole board.** If each object instance needs private storage, namespace your keys (e.g. `` `count_${Me.id}` ``). `get_or` only returns the stored value when it matches the default's type, so a key reused for different types falls back safely. **`teleport` and `swap` can be silently refused.** A solid can't teleport onto another solid, and a swap never overwrites the player. These log an error rather than throwing — watch the log if a move "didn't happen." **Runtime and compile errors are non-fatal.** A script that throws (or fails to compile) is logged and skipped; it won't crash the game, but the object will quietly do nothing. Check the in-game log when an object misbehaves. **Rhai caps expression complexity.** Very deeply nested expressions are rejected by the engine; pull sub-expressions into `let` locals (the built-in spinner does this deliberately).