use crate::action::{Action, BoardAction, SendArg}; use crate::board::Board; use crate::log::LogLine; use crate::script::ScriptHost; use crate::utils::{Direction, ObjectId, PlayerPos}; use crate::world::World; use std::cell::{Ref, RefMut}; use std::collections::HashSet; use std::time::Duration; /// The bump and send reactions produced while applying a batch of actions. /// /// [`GameState::apply_actions`] collects these but does not fire them; the /// follow-up [`GameState::settle`] pass runs them after all object hooks, so a /// bumped object reacts to the fully-updated board. #[derive(Default)] struct Events { /// `(bumped object, direction the bump came from)` for each triggered `bump`. bumps: Vec<(ObjectId, Direction)>, /// `(entered non-solid object, direction the entrant came from)` for each /// `enter` — a solid relocating onto a non-solid object's cell. enters: Vec<(ObjectId, Direction)>, /// `(target object, function name, argument)` for each `send`. sends: Vec<(ObjectId, String, SendArg)>, } impl Events { /// Appends `other`'s reactions onto `self`. fn merge(&mut self, other: Events) { self.bumps.extend(other.bumps); self.enters.extend(other.enters); self.sends.extend(other.sends); } /// Whether there is anything left to fire. fn is_empty(&self) -> bool { self.bumps.is_empty() && self.enters.is_empty() && self.sends.is_empty() } } /// Records which `(object, hook/fn, args)` reactions have already fired during a /// single `tick` / `try_move` / `run_init`. [`GameState::settle`] refuses to fire /// a key twice, so a bump/send cascade always terminates — even if two objects /// bump each other in a cycle, each side fires at most once. Reset per invocation. type CalledSet = HashSet<(ObjectId, String, String)>; /// How long a `say()` speech bubble stays on screen, in seconds. pub const SAY_DURATION: f64 = 3.0; // Re-export ScrollLine so kiln-tui can pattern-match scroll content without // accessing the private `action` module directly. pub use crate::action::ScrollLine; use crate::player::{Player, PlayerRef}; /// An active scroll overlay opened by a scripted object via `scroll()`. /// /// While a `Scroll` is present on [`GameState`], the front-end should display /// the overlay and pause ticks. When the player selects a choice (or dismisses), /// the front-end sets [`choice`](Scroll::choice); [`GameState::tick`] calls /// [`GameState::handle_scroll`] at the start of each tick to dispatch and clear it. pub struct Scroll { /// The object whose `scroll()` call opened this overlay. pub source: ObjectId, /// The lines of content to display. pub lines: Vec, /// The choice key the player selected, or `None` if dismissed without a choice. /// Set by the front-end; consumed by [`GameState::handle_scroll`]. pub choice: Option, } /// An active speech bubble emitted by a scripted object via `say()`. pub struct SpeechBubble { /// The object whose `say()` call created this bubble. pub object_id: ObjectId, /// The text to display. pub text: String, /// Seconds remaining before the bubble disappears. pub remaining: f64, } /// Holds the active game world and provides game-logic operations. /// /// `GameState` is the boundary between the engine (rendering, input) and the /// game data. It owns a [`World`] (all boards + world scripts) and tracks which /// board is currently active. Front-ends reach the active board through /// [`board`](GameState::board) / [`board_mut`](GameState::board_mut). Scripts /// read the board and queue mutations via commands applied by `resolve` after /// each script batch. pub struct GameState { /// All boards and world-level scripts. world: World, /// Key of the currently active board in [`world.boards`](World::boards). current_board_name: String, /// The in-game message log, oldest first (newest pushed at the end). pub log: Vec, /// The Rhai scripting runtime for the active board's objects. scripts: ScriptHost, /// Active speech bubbles from `say()` calls, displayed by the front-end over the board. pub speech_bubbles: Vec, /// An active scroll overlay opened by `scroll()`. `Some` while the overlay is /// visible; the front-end pauses ticks and sets [`Scroll::choice`] before resuming. pub active_scroll: Option, /// Remaining seconds for the board-entry transition animation, set to `1.0` /// by [`enter_board`](GameState::enter_board). Front-ends tick this down and /// may block input or show a visual effect while it is `Some(t)` where `t > 0`. pub board_transition: Option, /// The game-global player state (health, gems, keys) — see [`Player`]. Not /// per-board: it persists across board transitions, unlike the per-board /// position in [`Board::player`](crate::board::Board::player). Scripts mutate /// it via `alter_gems`/`alter_health`/`set_key` and read a snapshot of it. pub player: PlayerRef, } impl GameState { /// Creates a [`GameState`] from a loaded [`World`], starting on `world.start`. /// /// The starting board's objects are compiled and registered with the /// [`ScriptHost`] using `world.scripts`. No lifecycle hooks are run here; /// call [`run_init`](GameState::run_init) once the game is ready to start. /// Compile errors are surfaced into the log immediately. pub fn from_world(world: World) -> Self { let name = world.start.clone(); let player = Player::new_ref(); let host = ScriptHost::new( world .boards .get(&name) .expect("world::load guarantees start board exists").clone(), player.clone(), &world.scripts, ); let mut state = Self { world, current_board_name: name, log: Vec::new(), scripts: host, speech_bubbles: Vec::new(), active_scroll: None, board_transition: None, player }; state.drain_log(); state } /// Creates a `GameState` from a single [`Board`] with no scripts. /// /// Test-only convenience. Use [`from_world`](GameState::from_world) in production. #[cfg(test)] pub fn new(board: Board) -> Self { Self::with_scripts(board, std::collections::HashMap::new()) } /// Creates a `GameState` from a single [`Board`] and an explicit script pool. /// /// Test-only convenience. Use [`from_world`](GameState::from_world) in production. #[cfg(test)] pub fn with_scripts(board: Board, scripts: std::collections::HashMap) -> Self { // Wrap the bare board in Rc> to match World::boards storage. let board_ref = std::rc::Rc::new(std::cell::RefCell::new(board)); let world = World { name: String::new(), start: "board".to_string(), torch: crate::fov::SIGHT_RADIUS as u32, scripts, boards: std::collections::HashMap::from([("board".to_string(), board_ref)]), }; Self::from_world(world) } /// Borrows the active board for reading (e.g. by a front-end renderer). pub fn board(&self) -> Ref<'_, Board> { self.world.boards[&self.current_board_name].borrow() } /// Borrows the active board for mutation. pub fn board_mut(&self) -> RefMut<'_, Board> { self.world.boards[&self.current_board_name].borrow_mut() } /// The name (key) of the currently active board within the world. pub fn current_board_name(&self) -> &str { &self.current_board_name } /// The player's torch radius (world-wide config; see [`World::torch`]), /// passed to [`Board::lighting`] when rendering a dark board. pub fn torch(&self) -> u32 { self.world.torch } /// Returns a clone of the `Rc` for the active board. /// /// Lets a front-end hold a reference to the current board across a board /// transition — the old board stays alive in `world.boards`, so the clone /// keeps it reachable even after `current_board_name` changes. pub fn board_rc(&self) -> std::rc::Rc> { self.world.boards[&self.current_board_name].clone() } /// Appends a styled message to the log. pub fn log(&mut self, line: LogLine) { self.log.push(line); } /// Runs the `init()` hook of every scripted object, pumps their queues, and /// resolves the resulting actions. 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) { // Run each object's init hook in ascending id order, applying its actions // immediately so a later object's init sees what an earlier one did. let mut ev = Events::default(); let ids = self.board().all_ids(); for id in ids { let actions = self.scripts.run_init_on(id); ev.merge(self.apply_actions(actions)); } // Fire any bump/send reactions, then flush errors. let mut called = CalledSet::new(); self.settle(ev, &mut called); self.drain_log(); } /// 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. First processes any active /// scroll (dispatching the player's choice if set), then drives object tick hooks /// and resolves queued actions. pub fn tick(&mut self, dt: Duration) { // Process any pending scroll choice before running scripts; ticks are // suppressed by the front-end while a scroll overlay is visible, so // this runs exactly once per player interaction with a scroll. self.handle_scroll(); let secs = dt.as_secs_f64(); // Expire speech bubbles once per frame, before applying new actions so a // fresh say() this frame isn't immediately culled. self.speech_bubbles.retain_mut(|b| { b.remaining -= secs; b.remaining > 0.0 }); // Run each object's tick in ascending id order, applying its drained // actions immediately so the next object sees the updated board. let mut ev = Events::default(); let ids = self.board().all_ids(); for id in ids { let actions = self.scripts.run_tick_on(id, secs); ev.merge(self.apply_actions(actions)); } // Fire the bump/send reactions those ticks triggered, then flush errors. let mut called = CalledSet::new(); self.settle(ev, &mut called); self.drain_log(); } /// Drains the log lines collected by the script host — script `log()` output /// plus engine/runtime errors — into the game log. fn drain_log(&mut self) { // TODO: errors are only logged for now. This is the place to halt execution / // set an error state when a script faults. let lines = self.scripts.take_logs(); self.log.extend(lines); } /// Applies one object's drained `actions` to the board and returns the `bump` /// and `send` reactions they triggered (fired later by [`settle`](GameState::settle)). /// /// Done in two phases so no `board_mut` borrow is held while scripts run /// (they read the board through its getters): phase A mutates the board and records /// `(bumped, bumper)` and `(send_target, fn_name, arg)` tuples; phase B applies the /// player-stat / bubble / scroll changes after the borrow drops. The collected /// reactions are returned rather than fired here, so the caller can run them once /// all object hooks in this pass have applied. fn apply_actions(&mut self, actions: Vec) -> Events { // Application-time errors (teleport/push/shift failures) go straight onto // the shared LogSink — the same immediate channel as script `log()` output, // so everything lands in the log in one emission order and is flushed by // `drain_log`. A cheap Rc clone lets us push while the board borrow (which // also borrows `self`) is held. let log_sink = self.scripts.log_sink().clone(); let mut bumps: Vec<(ObjectId, Direction)> = Vec::new(); // `enter` reactions: a solid relocating onto a non-solid object's cell. let mut enters: Vec<(ObjectId, Direction)> = Vec::new(); // Net change to player stats from AddGems / AlterHealth actions; applied // to `self` after the board borrow drops. let mut gem_delta: i64 = 0; let mut health_delta: i64 = 0; let mut key_changes: Vec<(String, bool)> = Vec::new(); let mut sends: Vec<(ObjectId, String, SendArg)> = Vec::new(); let mut new_bubbles: Vec = Vec::new(); // Collected outside the board borrow so we can assign to self.active_scroll. let mut new_scroll: Option = None; { let mut board = self.board_mut(); for ba in actions { match ba.action { Action::Move(dir) => { let StepOutcome { bumped, entered } = step_object(&mut board, ba.source, dir); // The bump / enter "comes from" the side the mover advanced // from, i.e. the opposite of its travel direction. if let Some(bumped) = bumped { bumps.push((bumped, dir.opposite())); } for id in entered { enters.push((id, dir.opposite())); } } Action::SetTile(tile) => { if let Some(obj) = board.objects.get_mut(&ba.source) { obj.glyph.tile = tile; } } Action::SetLight(radius) => { if let Some(obj) = board.objects.get_mut(&ba.source) { obj.light = radius; } } Action::SetTag { target, tag, present, } => { if let Some(obj) = board.objects.get_mut(&target) { if present { obj.tags.insert(tag); } else { obj.tags.remove(&tag); } } } // Replace any existing bubble from this object so repeated say() calls // don't stack visually — the new text resets the timer. Action::Say(text, duration) => new_bubbles.push(SpeechBubble { object_id: ba.source, text, remaining: duration, }), // Delays are consumed by ScriptHost::drain and never reach the board queue. Action::Delay(_) => {} Action::SetColor { fg, bg } => { if let Some(obj) = board.objects.get_mut(&ba.source) { if let Some(c) = fg { obj.glyph.fg = c; } if let Some(c) = bg { obj.glyph.bg = c; } } } // Collected and fired after the board borrow drops, like bumps. Action::Send { target, fn_name, arg, } => { sends.push((target, fn_name, arg)); } // Later scrolls overwrite earlier ones from the same tick. Action::Scroll(lines) => { new_scroll = Some(Scroll { source: ba.source, lines, choice: None, }); } Action::Teleport { target, x, y } => { if !board.in_bounds((x, y)) { log_sink.error(format!( "teleport({target},{x},{y}): out of bounds" )); } else if target == -1 { // Move the player. A solid *other than the player itself* // blocks the destination. let (ux, uy) = (x as usize, y as usize); let blocked = matches!( board.solid_at(ux, uy), Some(s) if !s.player() ); if blocked { log_sink.error(format!( "teleport(player,{x},{y}): destination is solid" )); } else { let (old_x, old_y) = (board.player.x, board.player.y); board.player.x = ux as i64; board.player.y = uy as i64; // The player is solid, so it may land on non-solids: // fire `enter` with a best-effort came-from direction // (the jump is arbitrary, so it has no exact cardinal). if let Some(from) = Direction::from_delta(old_x - ux as i64, old_y - uy as i64) { for id in board.non_solid_object_ids_at(ux, uy) { enters.push((id, from)); } } } } else if let Ok(tid) = ObjectId::try_from(target) { // Move object `tid` to (x, y). A solid destination blocks // a solid mover, unless the occupant is that same object. let (ux, uy) = (x as usize, y as usize); match board.objects.get(&tid) { None => log_sink.error(format!( "teleport({target},{x},{y}): no such object" )), Some(obj) => { let source_solid = obj.solid; let (old_x, old_y) = (obj.x as i64, obj.y as i64); let blocked = source_solid && matches!( board.solid_at(ux, uy), Some(s) if s.object_id() != Some(tid) ); if blocked { log_sink.error(format!( "teleport({target},{x},{y}): destination is solid" )); } else { if let Some(obj) = board.objects.get_mut(&tid) { obj.x = ux; obj.y = uy; } // Only a solid mover triggers `enter`; the // direction is best-effort (arbitrary jump). if source_solid && let Some(from) = Direction::from_delta( old_x - ux as i64, old_y - uy as i64, ) { for id in board.non_solid_object_ids_at(ux, uy) { enters.push((id, from)); } } } } } } else { log_sink.error(format!( "teleport({target},{x},{y}): invalid target id" )); } } // push() self-checks can_push, so an in-bounds guard is all we add. Action::Push { x, y, dir } => { if !board.in_bounds((x, y)) { log_sink.error(format!("push({x},{y}): out of bounds")); } else { // Each pushed solid stepped one cell in `dir`; fire `enter` // on any non-solid it landed on (came-from `dir.opposite()`). for (cx, cy) in board.push(x as usize, y as usize, dir) { for id in board.non_solid_object_ids_at(cx, cy) { enters.push((id, dir.opposite())); } } } } // apply_shift moves the named cells, returning error lines plus the // relocations it performed (for `enter` at each destination). Action::Shift(cells) => { let outcome = board.apply_shift(&cells); for line in outcome.errors { log_sink.line(line); } for (from, to) in outcome.moves { // A shift can rotate non-adjacent cells, so the came-from // direction is best-effort (dominant axis of the jump). if let Some(from_dir) = Direction::from_delta(from.0 - to.0, from.1 - to.1) { for id in board.non_solid_object_ids_at(to.0 as usize, to.1 as usize) { enters.push((id, from_dir)); } } } } // Accumulated and applied to `self.player.gems` after the borrow drops. Action::AddGems(n) => gem_delta += n, // Accumulated and applied to `self.player.health` after the borrow drops. Action::AlterHealth(dh) => health_delta += dh, // Collected and applied to `self.player.keys` after the borrow drops. Action::SetKey(color, present) => key_changes.push((color, present)), // A grab thing despawns itself from its grab() hook. Action::Die => { board.remove_object(ba.source); } } } } for bubble in new_bubbles { // One bubble per object: replace the existing one if present. self.speech_bubbles .retain(|b| b.object_id != bubble.object_id); self.speech_bubbles.push(bubble); } if let Some(scroll) = new_scroll { self.active_scroll = Some(scroll); } // Apply the net gem change (clamped at 0, since the count is unsigned). if gem_delta != 0 { self.player.borrow_mut().alter_gems(gem_delta); } // Apply the net health change (clamped to [0, max_health]). if health_delta != 0 { self.player.borrow_mut().alter_health(health_delta); } for (color, present) in key_changes { if !self.player.borrow_mut().keys.set_by_name(&color, present) { log_sink.error(format!("set_key: unknown color {color:?}")); } } // Return the reactions for the caller's settle pass rather than firing them here. Events { bumps, enters, sends, } } /// Fires the `bump` / `send` reactions in `events` (and any they cascade into) /// until the board is quiescent, applying each hook's actions as it runs. /// /// `called` records every `(object, hook/fn, args)` already fired this /// invocation; a reaction whose key is already present is skipped. Since each /// key fires at most once, the loop is finite even when objects bump each /// other in a cycle — the guard is what makes bump-loops impossible. fn settle(&mut self, initial: Events, called: &mut CalledSet) { let mut pending = initial; while !pending.is_empty() { let mut next = Events::default(); for (id, dir) in std::mem::take(&mut pending.bumps) { // Skip a bump already fired this pass (dedup key includes the direction). if !called.insert((id, "bump".to_string(), format!("{dir:?}"))) { continue; } let actions = self.scripts.run_bump(id, dir); next.merge(self.apply_actions(actions)); } for (id, dir) in std::mem::take(&mut pending.enters) { // Skip an enter already fired this pass (dedup key includes the direction). if !called.insert((id, "enter".to_string(), format!("{dir:?}"))) { continue; } let actions = self.scripts.run_enter(id, dir); next.merge(self.apply_actions(actions)); } for (id, fn_name, arg) in std::mem::take(&mut pending.sends) { // Dedup key: target + function name + argument. if !called.insert((id, fn_name.clone(), format!("{arg:?}"))) { continue; } let actions = self.scripts.run_send(id, &fn_name, arg); next.merge(self.apply_actions(actions)); } pending = next; } } /// Consumes the active scroll, dispatching the player's choice (if any) back /// to the source object via `send`. /// /// Called automatically by [`tick`](GameState::tick) as its first step. The /// front-end sets [`Scroll::choice`] before resuming ticks; if no choice was /// made (player dismissed), `choice` stays `None` and the scroll is cleared /// without dispatching. pub fn handle_scroll(&mut self) { if let Some(scroll) = self.active_scroll.take() && let Some(choice) = scroll.choice { // Dispatch the choice back to the source object and apply whatever it // queues (plus any bump/send cascade), the same as a tick. let actions = self.scripts.run_send(scroll.source, &choice, SendArg::None); let ev = self.apply_actions(actions); let mut called = CalledSet::new(); self.settle(ev, &mut called); self.drain_log(); } } /// Switches the active board, placing the player at the named arrival portal, /// rebuilding the script host, and running `init()` hooks on the new board's objects. /// /// Called automatically by [`try_move`](GameState::try_move) when the player /// steps onto a portal. Front-ends may check [`board_transition`](GameState::board_transition) /// to play a visual effect during the switch. pub fn enter_board(&mut self, target_map: &str, target_entry: &str) { if !self.world.boards.contains_key(target_map) { self.log.push(LogLine::error(format!( "portal target board {target_map:?} not found" ))); return; } // Find the named arrival portal on the target board (borrow then release). let arrival = self.world.boards[target_map] .borrow() .portals .iter() .find(|p| p.name == target_entry) .map(|p| (p.x, p.y)); let (ax, ay) = match arrival { Some(pos) => pos, None => { self.log.push(LogLine::error(format!( "portal entry {target_entry:?} not found on board {target_map:?}" ))); return; } }; // Clear per-board transient state. self.speech_bubbles.clear(); self.active_scroll = None; // Switch to the new board and place the player at the arrival portal. self.current_board_name = target_map.to_string(); self.board_mut().player = PlayerPos { x: ax as i64, y: ay as i64, }; self.board_mut().clear_all_queues(); // Rebuild the script host for the new board's objects. self.scripts = ScriptHost::new( self.world.boards[&self.current_board_name].clone(), self.player.clone(), &self.world.scripts, ); // Stub hook for the front-end transition animation (1 second). self.board_transition = Some(1.0); // Run init hooks and resolve their queued actions. self.run_init(); } /// Attempts to move the player one cell in `dir`. /// /// The move is ignored if the target cell is out of bounds, or it is neither /// passable nor a pushable solid that can be shoved aside. No-ops silently (the /// caller does not need to check). If a solid object lies in the path — directly /// or at the end of a chain of crates the player is shoving — its `bump` hook /// fires with the direction the bump came from (whether or not the player moves). pub fn try_move(&mut self, dir: Direction) { let bumped; let grabbed; let portal_target; // Non-solid objects the player (or the crates it shoved) landed on this move, // collected while the board is borrowed and fired as `enter` after the borrow. let mut entered: Vec = Vec::new(); { let (dx, dy): (i64, i64) = dir.into(); let mut board = self.board_mut(); let target = (board.player.x + dx, board.player.y + dy); if !board.in_bounds(target) { return; } let (nx, ny) = (target.0 as usize, target.1 as usize); // Walking onto a grab thing (e.g. a gem) is never blocked: the player // moves onto it and its grab() hook fires (the thing despawns itself). grabbed = board.grab_object_at(nx, ny); // A solid object in the way is bumped by the player — possibly through a // chain of crates the player is shoving (see `bump_target`) — but a grab // thing fires grab() instead of bump(), so don't also bump it. bumped = if grabbed.is_none() { board.bump_target(nx, ny, dir) } else { None }; if grabbed.is_some() || board.is_passable(nx, ny) || board.can_push(nx, ny, dir) { // Don't push a grab thing aside — walk onto it. Otherwise shove any // pushable chain out of the way (no-op when there's nothing to push). if grabbed.is_none() { // Each pushed solid lands on a cell that may hold a non-solid. for (cx, cy) in board.push(nx, ny, dir) { entered.extend(board.non_solid_object_ids_at(cx, cy)); } } board.player.x = nx as i64; board.player.y = ny as i64; // The player is solid, so any non-solid on its new cell gets `enter`. entered.extend(board.non_solid_object_ids_at(nx, ny)); // Check for a portal at the new position; clone strings to release the borrow. portal_target = board .portals .iter() .find(|p| p.x == nx && p.y == ny) .map(|p| (p.target_map.clone(), p.target_entry.clone())); } else { portal_target = None; } } // A portal takes priority: board transitions skip the bump/enter hooks. if let Some((target_map, target_entry)) = portal_target { self.enter_board(&target_map, &target_entry); return; } let mut ev = Events::default(); // Fire the grab hook and apply it immediately so the grabbed thing's // die()/alter_gems() apply now — no player+object overlap survives this call. if let Some(id) = grabbed { let actions = self.scripts.run_grab(id); ev.merge(self.apply_actions(actions)); } if let Some(idx) = bumped { // The player advanced in `dir`, so the bump arrives from the opposite side. ev.bumps.push((idx, dir.opposite())); } for id in entered { // The player advanced in `dir`, so it entered from the opposite side. ev.enters.push((id, dir.opposite())); } // Settle the grab/bump reactions (and any they cascade into) before returning. let mut called = CalledSet::new(); self.settle(ev, &mut called); self.drain_log(); } } /// What a [`step_object`] call produced, for the caller to resolve after the board /// borrow drops. struct StepOutcome { /// The solid object the move pressed into (directly or at a crate-chain's end), /// which receives a `bump`. bumped: Option, /// Non-solid objects a solid landed on this move — the mover itself (only if it /// is solid) and every crate it shoved — each of which receives an `enter`. entered: Vec, } /// Moves object `id` one cell in `dir` on `board`, reporting the `bump`/`enter` /// reactions for the caller to resolve after the board borrow drops. /// /// The move itself proceeds only if the target is in bounds and either passable or a /// pushable solid the object can shove out of the way (see [`Board::can_push`]). The /// bump is recorded for the solid object the move presses into — directly, or at the /// end of a chain of crates being shoved (see [`Board::bump_target`]) — whether it /// gets pushed aside or blocks the move. Walls and crates carry no script, so only /// solid objects yield a bump. An `enter` is recorded for every non-solid object a /// solid lands on: the mover's destination cell (only when the mover is itself solid) /// and each cell a pushed crate moved into (crates are always solid entrants). fn step_object(board: &mut Board, id: ObjectId, dir: Direction) -> StepOutcome { let mut out = StepOutcome { bumped: None, entered: Vec::new(), }; let (dx, dy): (i64, i64) = dir.into(); let Some((ox, oy, solid)) = board.objects.get(&id).map(|o| (o.x, o.y, o.solid)) else { return out; }; let target = (ox as i64 + dx, oy as i64 + dy); if !board.in_bounds(target) { return out; } let (nx, ny) = (target.0 as usize, target.1 as usize); // Capture the bumped object before any push relocates it (its id is stable). // Walks through a pushed crate chain to the object it presses against. out.bumped = board.bump_target(nx, ny, dir); if board.is_passable(nx, ny) || board.can_push(nx, ny, dir) { // Shove a crate/object out of the way (no-op otherwise); each pushed solid // may land on a non-solid, which gets `enter` regardless of the mover. for (cx, cy) in board.push(nx, ny, dir) { out.entered.extend(board.non_solid_object_ids_at(cx, cy)); } let obj = board.objects.get_mut(&id).expect("id checked above"); obj.x = nx; obj.y = ny; // Only a solid mover triggers `enter` on non-solids under its own new cell. if solid { out.entered.extend(board.non_solid_object_ids_at(nx, ny)); } } out } #[cfg(test)] mod tests { use super::GameState; use crate::Direction; use crate::archetype::{Archetype, Builtin}; use crate::board::tests::{crate_at, open_board, stamp, wall_at}; use crate::object_def::ObjectDef; use std::collections::HashMap; use std::time::Duration; #[test] fn walking_onto_a_gem_grabs_it() { // A gem terrain cell at (1,0); expanding turns it into the builtin gem // object running scripts/gem.rhai. The player starts at (0,0). let mut board = open_board(3, 1, (0, 0), vec![]); stamp(&mut board, 1, 0, Archetype::Builtin(Builtin::Gem, "gem")); board.expand_builtin_archetypes(); let mut game = GameState::new(board); game.run_init(); game.try_move(Direction::East); // The gem was grabbed: gem count up, gem object gone, player on its cell. assert_eq!(game.player.borrow().gems, 1); assert!(game.board().objects.is_empty()); assert_eq!((game.board().player.x, game.board().player.y), (1, 0)); } #[test] fn pushing_a_gem_into_the_player_does_not_grab() { // A non-solid script object at (0,0) pushes the gem at (1,0) east toward the // player at (2,0). Grab now fires only on player movement, so the gem is an // ordinary solid here: the chain can't move (the player is backed against // the board edge), so nothing happens and the gem is not collected. let mut sobj = ObjectDef::new(0, 0); sobj.solid = false; sobj.script_name = Some("s".to_string()); let mut board = open_board(3, 1, (2, 0), vec![sobj]); stamp(&mut board, 1, 0, Archetype::Builtin(Builtin::Gem, "gem")); board.expand_builtin_archetypes(); let scripts = HashMap::from([( "s".to_string(), "fn tick(dt) { if Queue.length() == 0 { push(1, 0, East); } }".to_string(), )]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); game.tick(Duration::from_millis(16)); game.tick(Duration::from_millis(16)); // No grab: the gem is untouched and the player never moved. assert_eq!(game.player.borrow().gems, 0); assert!(game.board().objects.values().any(|o| o.grab)); assert_eq!((game.board().player.x, game.board().player.y), (2, 0)); } /// Builds a `GameState` with one non-solid object running `src` as its script. fn game_with_object_script(board_w: usize, src: &str) -> GameState { let mut obj = ObjectDef::new(0, 0); obj.solid = false; obj.script_name = Some("s".to_string()); let mut board = open_board(board_w, 1, (board_w as i64 - 1, 0), vec![obj]); crate_at(&mut board, 2, 0); let scripts = HashMap::from([("s".to_string(), src.to_string())]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); game } #[test] fn script_shift_rotates_crates() { // Rotate the crate at (2,0) with the empty cell at (3,0) in a two-cell cycle: // crate moves to (3,0), empty moves back to (2,0). let mut game = game_with_object_script( 5, "fn tick(m,dt) { if m.queue.length == 0 { shift([[2, 0], [3, 0]]); } }", ); game.tick(Duration::from_millis(16)); let b = game.board(); assert_eq!(b.get(2, 0).1, Archetype::Empty); assert_eq!(b.get(3, 0).1, Archetype::Crate); } #[test] fn script_passable_distinguishes_empty_solid_and_offboard() { // (1,0) empty, (2,0) a solid crate, (9,0) off the 4-wide board. The non-solid // object sits at (0,0); the player at (3,0). passable should report only the // genuinely empty in-bounds cell. let mut obj = ObjectDef::new(0, 0); obj.solid = false; obj.script_name = Some("s".to_string()); let mut board = open_board(4, 1, (3, 0), vec![obj]); crate_at(&mut board, 2, 0); let src = "fn init(m) { \ log(if Board.passable(1, 0) { \"empty:yes\" } else { \"empty:no\" }); \ log(if Board.passable(2, 0) { \"crate:yes\" } else { \"crate:no\" }); \ log(if Board.passable(9, 0) { \"off:yes\" } else { \"off:no\" }); }"; let scripts = HashMap::from([("s".to_string(), src.to_string())]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); let lines: Vec = game .log .iter() .map(|l| l.spans.first().map(|s| s.text.clone()).unwrap_or_default()) .collect(); assert_eq!(lines, vec!["empty:yes", "crate:no", "off:no"]); } #[test] fn log_is_immediate_and_not_paced_by_the_queue() { // `delay(5.0)` parks the object's action queue for 5 seconds, then `log()` // fires. Because logging bypasses the queue entirely, the line must appear // right after run_init (dt = 0) — under the old queued-Action behavior it // would have been stuck behind the delay and absent here. let mut obj = ObjectDef::new(0, 0); obj.solid = false; obj.script_name = Some("s".to_string()); let board = open_board(4, 1, (3, 0), vec![obj]); let src = "fn init(m) { delay(5.0); log(\"immediate\"); }"; let scripts = HashMap::from([("s".to_string(), src.to_string())]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); assert!( game.log .iter() .any(|l| l.spans.iter().any(|s| s.text == "immediate")), "log() should hit the game log immediately, even behind a delay" ); } /// Builds a 3×3 board with a non-solid clockwise spinner object (running the /// real `scripts/spinner.rhai`) at the centre and the player parked on it. fn spinner_board(crates: &[(usize, usize)], walls: &[(usize, usize)]) -> GameState { spinner_board_dir(crates, walls, false) } /// Like [`spinner_board`] but `ccw` attaches the `BUILTIN_spinner_ccw` tag so the /// script spins counter-clockwise (clockwise is the default when no tag present). fn spinner_board_dir( crates: &[(usize, usize)], walls: &[(usize, usize)], ccw: bool, ) -> GameState { let mut obj = ObjectDef::new(1, 1); obj.solid = false; obj.script_name = Some("spinner".to_string()); if ccw { obj.tags.insert("BUILTIN_spinner_ccw".to_string()); } let mut board = open_board(3, 3, (1, 1), vec![obj]); for &(x, y) in crates { crate_at(&mut board, x, y); } for &(x, y) in walls { wall_at(&mut board, x, y); } let scripts = HashMap::from([( "spinner".to_string(), include_str!("scripts/spinner.rhai").to_string(), )]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); game } #[test] fn spinner_does_not_destroy_a_blocked_neighbour() { // Crates at N(1,0) and NE(2,0), a wall at E(2,1). NE can't rotate into the // wall, so N must not rotate onto NE — the old (can_shift-only) script // overwrote and destroyed NE's crate. The cascade leaves everything put. let mut game = spinner_board(&[(1, 0), (2, 0)], &[(2, 1)]); game.tick(Duration::from_millis(16)); let b = game.board(); assert_eq!(b.get(1, 0).1, Archetype::Crate); // N kept assert_eq!(b.get(2, 0).1, Archetype::Crate); // NE kept (not destroyed) assert_eq!(b.get(2, 1).1, Archetype::Wall); // wall kept } #[test] fn spinner_rotates_an_arc_into_a_hole() { // An arc W(0,1) -> NW(0,0) -> N(1,0) draining into the hole at NE(2,0). // Clockwise, every crate advances one slot and the hole ends up at W. let mut game = spinner_board(&[(0, 1), (0, 0), (1, 0)], &[]); game.tick(Duration::from_millis(16)); let b = game.board(); assert_eq!(b.get(2, 0).1, Archetype::Crate); // NE: filled by N assert_eq!(b.get(1, 0).1, Archetype::Crate); // N: filled by NW assert_eq!(b.get(0, 0).1, Archetype::Crate); // NW: filled by W assert_eq!(b.get(0, 1).1, Archetype::Empty); // W: vacated (hole moved here) } #[test] fn spinner_ccw_rotates_the_other_way() { // A lone crate at N(1,0) with both diagonal holes open. Clockwise it would // go to NE(2,0); counter-clockwise it goes to NW(0,0) instead. let mut game = spinner_board_dir(&[(1, 0)], &[], true); game.tick(Duration::from_millis(16)); let b = game.board(); assert_eq!(b.get(0, 0).1, Archetype::Crate); // NW: crate rotated counter-clockwise assert_eq!(b.get(2, 0).1, Archetype::Empty); // NE: untouched assert_eq!(b.get(1, 0).1, Archetype::Empty); // N: vacated } #[test] fn spinner_animates_its_glyph_without_recoloring() { // The glyph character cycles '/'(47) '─'(0xC4) '\'(92) '│'(0xB3) one frame // per 0.5s rotation, while the colours stay put. let mut game = spinner_board(&[], &[]); let id = *game.board().objects.keys().next().unwrap(); let (fg0, bg0) = { let b = game.board(); (b.objects[&id].glyph.fg, b.objects[&id].glyph.bg) }; let mut seq = Vec::new(); for _ in 0..5 { game.tick(Duration::from_secs_f64(0.5)); let b = game.board(); seq.push(b.objects[&id].glyph.tile); assert_eq!(b.objects[&id].glyph.fg, fg0, "fg unchanged"); assert_eq!(b.objects[&id].glyph.bg, bg0, "bg unchanged"); } assert_eq!(seq, vec![47, 0xC4, 92, 0xB3, 47]); } #[test] fn set_key_gives_and_takes_keys() { let mut sobj = ObjectDef::new(0, 0); sobj.solid = false; sobj.script_name = Some("s".to_string()); let board = open_board(2, 1, (1, 0), vec![sobj]); let scripts = HashMap::from([( "s".to_string(), "fn init(m) { set_key(\"blue\", true); set_key(\"red\", true); }".to_string(), )]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); let keys = game.player.borrow().keys; assert!(keys.blue); assert!(keys.red); assert!(!keys.cyan); // cyan was not set by the script // A second script can take a key. let mut sobj2 = ObjectDef::new(0, 0); sobj2.solid = false; sobj2.script_name = Some("t".to_string()); let board2 = open_board(2, 1, (1, 0), vec![sobj2]); let scripts2 = HashMap::from([( "t".to_string(), "fn init(m) { set_key(\"blue\", true); set_key(\"blue\", false); }".to_string(), )]); let mut game2 = GameState::with_scripts(board2, scripts2); game2.run_init(); assert!(!game2.player.borrow().keys.blue); } #[test] fn set_key_unknown_color_logs_error() { let mut sobj = ObjectDef::new(0, 0); sobj.solid = false; sobj.script_name = Some("s".to_string()); let board = open_board(2, 1, (1, 0), vec![sobj]); let scripts = HashMap::from([( "s".to_string(), r#"fn init(m) { set_key("chartreuse", true); }"#.to_string(), )]); let mut game = GameState::with_scripts(board, scripts); game.run_init(); assert!(game.log.iter().any(|l| l.spans.iter().any(|s| s.text.contains("set_key")))); } }