067bb9bee0
- ObjectDef gains passable/opaque fields (defaults: false/true); Board::is_passable consults the object before the grid cell, so objects block movement independently of the floor tile beneath them - Editor Objects tab exposes Passable and Opaque checkboxes; changes survive save/load - Add ObjectDef::new(x, y) to centralise placement defaults; remove triple default_glyph() call and unused Glyph import from main.rs - Fix stale Behavior doc comment; update CLAUDE.md and ARCHITECTURE.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
322 lines
23 KiB
Markdown
322 lines
23 KiB
Markdown
# Kiln — Architecture & Design Notes
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## What this is
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Kiln is a **game-making system**, not just a game. The model is ZZT (1991, Epic MegaGames) — a DOS game that shipped with a built-in editor and a simple scripting language (ZZT-OOP), which let players create and share their own worlds. The goal here is something similar: a runtime + authoring environment where game worlds are defined in plain text files with embedded scripts, and the engine interprets them.
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This document records the architectural decisions made so far and the reasoning behind them, so future development sessions don't have to rediscover the "why."
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---
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## Tech stack
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| Concern | Choice | Reason |
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|---------|--------|--------|
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| GUI/windowing | eframe 0.33 / egui 0.33 | Pure Rust, retained-mode, works on desktop and (eventually) WASM |
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| Scripting | Rhai 1.x | Pure Rust, sandboxed, WASM-compatible; designed for embedding |
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| Map format | TOML + serde | Human-readable, good Rust tooling, standard in the ecosystem |
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**WASM compatibility is a first-class requirement.** Everything in the stack must compile to WASM. This ruled out Lua (C FFI via mlua/rlua) for scripting. Rhai was chosen specifically because it is pure Rust with no C dependencies and explicit no_std/WASM support.
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---
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## Module structure
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```
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src/
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main.rs — App, AppMode, frame loop (input → menu → panels → board → dialogs)
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game.rs — core data types and game logic
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map_file.rs — TOML deserialization, Board loader
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render.rs — drawing primitives; cell size comes from BitmapFont
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font.rs — BitmapFont, tile UV mapping, placeholder font
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font_dialog.rs — floating font-picker dialog (path, tile dims, preview, apply)
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editor.rs — EditorTab, EditorState, show_editor_panel
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glyph_picker.rs — floating Glyph picker dialog; decoupled (open, glyph, font) interface
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maps/
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start.toml — the starting map (loaded at launch)
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assets/
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vga-font-8x16.png — default CP437 bitmap font (256×128 px, 32 cols × 8 rows, 8×16 tiles)
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```
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### `game.rs` — core types
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The types here are the runtime representation of a game world. They are deliberately free of any file-loading or rendering concerns.
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**`Glyph`** (`Copy`, `Eq`, `Hash`)
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The visual representation of one cell: a `tile: u32` index into the active bitmap font, a foreground color, and a background color. Stored *per cell* (not per element type) so individual cells can animate or vary their appearance independently — e.g. a "fire" element where each flame tile has a slightly different color — without changing their behavior. Derives `Hash` so the glyph picker can deduplicate the board palette into a `HashSet<Glyph>`.
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**`FontSpec`**
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Optional per-board font override: `path: String`, `tile_w: u32`, `tile_h: u32`. Stored on `Board.font`. When `None`, `App`'s `default_font` is used. The editor's Board tab exposes a "Font…" button to change this at runtime.
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**`Behavior`**
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A plain data struct of runtime behavioral properties — currently `passable: bool` and `opaque: bool`. Returned by `Archetype::behavior()`. Adding a new property (e.g. `shootable`) requires only a new field here; no match arms needed at call sites. This is a deliberate improvement over storing behavior as a bag of booleans on a per-cell or per-archetype basis.
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**`Archetype`**
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An enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant knows:
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- Its canonical map-file name (e.g. `"wall"`) via `name()`
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- Its default `Behavior` via `behavior()`
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- Its default `Glyph` via `default_glyph()` — used by the editor when stamping a cell
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`ErrorBlock` is a sentinel for map files that reference an unknown archetype name. It renders as a yellow `?` on red so malformed maps are immediately visible in-game. It is excluded from `ALL_ARCHETYPES` (the editor's list) because it is not a valid authoring choice.
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**Why `Behavior` and `Archetype` are separate types:**
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`Archetype` is the *named class* of a thing — it lets you say "this is a wall" in a map file and in the editor. `Behavior` is the *runtime properties* that drive simulation. Keeping them separate means adding a new property (e.g. `pushable`) only requires a new field on `Behavior`; no match arms need to be updated across the codebase.
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**Why Glyph and Archetype are separate:**
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In ZZT, each board tile had both a visual (character + color pair) and an element type. The visual could vary per-tile even for the same element type. We replicate this: `Glyph` is the visual (per-cell), `Archetype` is the class (shared across cells of the same type). This lets you have a wall that's gray in one room and blue in another without creating two archetype variants.
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**`Board`**
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The complete unit of a game world — one "room" or "screen" in ZZT terminology. Holds:
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- `cells: Vec<(Glyph, Archetype)>` — row-major grid; each cell directly owns its visual and behavioral class
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- `player: Player` — current player position on this board
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- `objects: Vec<ObjectDef>` — scripted objects (parsed; scripts not yet runtime-wired, but `passable`/`opaque` are live and affect collision)
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- `portals: Vec<PortalDef>` — exits to other boards (parsed, not yet runtime-wired)
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- `font: Option<FontSpec>` — per-board font override; `None` means use the app default
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**`ObjectDef`**
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A scripted object placed on the board. Holds `x`, `y`, `glyph: Glyph` (owned by the object so scripts can change its appearance), `passable: bool`, `opaque: bool`, and `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files (objects block by default). `Board::is_passable` checks objects before consulting the grid cell's `Archetype::behavior()`, so an impassable object blocks movement even when placed over a passable floor tile. The `passable` and `opaque` flags are editable via checkboxes in the editor's Objects tab.
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**Why `cells` is `Vec<(Glyph, Archetype)>` with no palette:**
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An earlier design had `cells: Vec<(Glyph, usize)>` where the `usize` indexed a per-board `elements: Vec<Element>` palette. This was eliminated because the palette indirection added complexity without benefit: `Archetype` is a `Copy` enum (4 bytes), so storing it per-cell is as efficient as storing an index, and it removes the invariant that the index must stay in sync with a specific board's palette.
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**Why `Board` is the complete unit (no wrapper struct):**
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An earlier design had `GameMap { board: Board, player: Player, ... }`. This was eliminated because the split was artificial: there's no meaningful use of a `Board` without a player position, and no meaningful use of a player without a `Board`. ZZT itself treats a board as containing everything — the grid, the objects, and the player entry point. Collapsing to a single struct matches the domain model.
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**`GameState`**
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Currently a thin wrapper around `Board` that provides game-logic methods (`try_move`). It exists to keep mutation logic (collision checking, movement) separate from the data. As the game grows, event processing and scripting dispatch will live here.
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---
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### `font.rs` — bitmap font
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**`BitmapFont`** wraps an egui `TextureHandle` plus tile geometry (`tile_w`, `tile_h`, `img_w`, `img_h`). The texture is preprocessed at load time: the top-left pixel of the source PNG becomes the "background" sentinel — those pixels are stored as `TRANSPARENT`, all others as opaque `WHITE`. This lets egui's image tinting do all the colorization work at render time:
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1. `painter.rect_filled(cell_rect, 0.0, glyph.bg)` — paint the background
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2. `painter.image(texture_id, cell_rect, tile_uv, glyph.fg)` — draw the tile; egui multiplies each pixel by the tint color, so white → `fg` and transparent → nothing (revealing `bg`)
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No custom shaders required.
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**`tile_uv(tile)`** delegates to the private `compute_tile_uv` function which is unit-tested directly (no egui `Context` needed). `tile_cols()`, `tile_count()`, `img_w()`, `img_h()` are helpers used by the picker and dialog to lay out grids.
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**`create_placeholder(ctx)`** generates a 16×16 grid of 8×8 tiles where each tile shows the 8 bits of its index as a column bar. Used as a fallback when `assets/vga-font-8x16.png` is missing.
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---
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### `font_dialog.rs` — font picker dialog
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**`FontDialogState`** holds the in-progress edits: `path`, `tile_w`, `tile_h`, and a `preview: Option<BitmapFont>` loaded when the user clicks "Load". Separating dialog state from `FontSpec` means the user can explore settings without committing.
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**`show(ctx, open, state, font_spec)`** renders a floating window with:
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- A text field + "Browse…" button (`rfd::FileDialog`)
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- `DragValue` controls for tile dimensions
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- A "Load" button that decodes the PNG and stores it in `state.preview`
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- A scrollable preview of the full tilesheet with grid overlay at tile boundaries
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- "Apply" (enabled only after a successful Load) writes to `font_spec` and closes; "Use default" clears `font_spec`
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Uses a `should_close: bool` flag outside the closure to work around egui's `.open(open)` borrow conflict.
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---
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### `map_file.rs` — file loading
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**`MapFile`** and supporting structs are serde deserialization types only — they exist solely to parse TOML and are never used at runtime.
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**`TileIndex`** is a `#[serde(untagged)]` enum (`Num(u32)` | `Chr(char)`) that accepts either an integer (`tile = 35`) or a single-character string (`tile = "#"`) in palette entries. This preserves backward compatibility with existing map files while allowing numeric indices in new ones.
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**`FontHeader`** deserializes the optional `[font]` section and is converted to `FontSpec` in `From<MapFile> for Board`.
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**`impl From<MapFile> for Board`** — the single conversion point. Reads the palette (each entry maps a character to a `(Glyph, Archetype)` pair), then walks the grid string character-by-character to build `cells`. Unknown archetype names produce an `ErrorBlock` cell and log a warning. This is the only place that knows about both the file format and the runtime representation.
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**`pub fn load(path: &str) -> Result<Board, ...>`** — reads a file, deserializes, converts. Called from `main()` before the window is created.
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**Why loading happens before window creation:**
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eframe requires `NativeOptions` (including window size) to be set before calling `run_native`. Loading the board first means its dimensions are available if they're ever needed for sizing logic (currently the window uses fixed defaults, but the board must exist before `App::new` is called).
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---
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### `main.rs` — app + frame loop
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`App` holds a `GameState`, an `AppMode` (`Play` | `Edit`), an `EditorState`, a `default_font: BitmapFont` (loaded from `assets/vga-font-8x16.png` at startup, falling back to `create_placeholder`), and a `board_font: Option<BitmapFont>` (loaded from `board.font` when a per-board font is set). `App::new` takes `&egui::Context` to upload textures before the first frame.
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Font change detection: before calling `show_editor_panel`, `font_spec_before` is cloned; after the call, if `board.font` differs, `apply_font_spec` reloads `board_font`. The active font for the frame is `board_font.as_ref().unwrap_or(&default_font)`, extracted as a `let` binding before mutable borrows to satisfy the borrow checker.
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The `update` method phases:
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1. Reads arrow key input and calls `GameState::try_move` — **Play mode only**
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2. Draws the menu bar with a File menu and a Play/Edit mode toggle
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3. In Edit mode: calls `editor::show_editor_panel` — declared before `CentralPanel` so egui allocates its space first
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4. Draws the board and player via `render::draw_board` (see viewport sections below)
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5. In Edit mode: calls `glyph_picker::show` if `editor.glyph_picker_open`
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**Viewport — Play mode:**
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`render::board_origin(available, board_w, board_h, player)` computes the pixel position of cell (0,0). If the board fits along an axis it is centered; if it overflows the viewport is centered on the player and clamped so no empty space appears at the board edges. No scroll bars.
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**Viewport — Edit mode:**
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The board is wrapped in `egui::ScrollArea::new([true, true])`, which shows scroll bars when the board overflows the viewport. Content is allocated at exact board size; `rect.min` from `allocate_exact_size` serves as the origin passed to `render::draw_board`.
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**Stamp action:** `*board.get_mut(cx, cy) = (self.editor.glyph, self.editor.selected)` — the custom glyph and selected archetype are written together. The glyph can differ from the archetype's `default_glyph()` if the user has customized it.
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---
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### `render.rs` — drawing primitives
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All pixel-level rendering knowledge lives here. No dependency on `EditorState` or `App`. Cell size is no longer a fixed constant — it comes from the active `BitmapFont`.
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**Constants:** Window sizing (`DEFAULT_WINDOW_W = 840`, `DEFAULT_WINDOW_H = 524`, `MIN_WINDOW_W/H`) defined here. No `CELL_W`/`CELL_H` — those were removed when bitmap fonts were introduced.
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**`paint_glyph(painter, rect, glyph, font)`** — fills `rect` with `glyph.bg`, then draws the tile image tinted by `glyph.fg`. Used by both `draw_glyph` and `glyph_picker`.
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**`draw_glyph(painter, origin, x, y, glyph, font)`** — computes the cell rect from `font.tile_w/tile_h`, delegates to `paint_glyph`.
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**`draw_board(painter, origin, board, font)`** — iterates all cells calling `draw_glyph`, then draws the player as an overlay on top.
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**`draw_object_overlays(painter, origin, board, font, selected)`** — called from Edit mode when the Objects tab is active. Draws a dim border on every object cell and a bright border on the selected one, making objects discoverable without obscuring the underlying tile.
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**`pos_to_cell(origin, pos, tile_w, tile_h) -> (i32, i32)`** — converts a pixel position to cell coordinates using floor division. Returns negative values for clicks above/left of the origin; callers must guard `>= 0`. Mirrors the rendering math so clicks land on the correct cell.
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**`board_origin(available, board_w, board_h, player, font) -> Pos2`** — computes the pixel origin for Play-mode rendering (centering or player-tracking with edge clamping).
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---
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### `editor.rs` — editor state and side panel
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**`EditorTab`** (`Palette` | `Board` | `Objects` | `World`) — which tab is active in the side panel.
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**`EditorState`** — transient editor state:
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- `selected: Archetype` — the archetype class to stamp
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- `glyph: Glyph` — the visual to stamp (independent of the archetype's default; resets to `archetype.default_glyph()` when the archetype selection changes)
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- `glyph_picker_open: bool` — whether the glyph picker dialog is visible
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- `tab: EditorTab` — which side-panel tab is active
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- `font_dialog_open: bool` — whether the font picker dialog is visible
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- `font_dialog_state: FontDialogState` — in-progress edits for the font dialog
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- `selected_object: Option<usize>` — index into `board.objects` of the currently selected object
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- `object_glyph_picker_open: bool` — whether the object glyph picker is open
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- `object_editing_glyph: Glyph` — local copy of the selected object's glyph; written back to `board.objects[i].glyph` every frame
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- `placing_object: bool` — when `true`, the next board click creates a new `ObjectDef` at that cell
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**`show_editor_panel(ctx, editor, board, active_font)`** — renders the resizable right-side panel (default 200 px). Palette tab: scrollable archetype list and glyph preview button. Board tab: current font path label + "Font…" button. Objects tab: "Add Object" button that enters placement mode; lists objects by coordinate with click-to-select; for the selected object shows glyph preview, **Passable** and **Opaque** checkboxes (writing directly to `board.objects[i]`), and a script combobox. World tab: placeholder.
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---
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### `glyph_picker.rs` — glyph picker dialog
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**`show(ctx, open, glyph, board_cells, font)`** — renders a floating `egui::Window`. Takes `open: &mut bool` and `glyph: &mut Glyph` directly, with no dependency on `EditorState`, so it can be invoked from any context that needs glyph selection.
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Three sections:
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1. **Board palette** — unique glyphs found on the current board (deduplicated via `HashSet<Glyph>`), shown as clickable cells rendered with `paint_glyph`. The current glyph is highlighted with a white stroke.
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2. **Colors** — `color_edit_button_srgba` pickers for `glyph.fg` and `glyph.bg`.
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3. **Tile grid** — all tiles from the active `BitmapFont`, displayed at `tile_w × tile_h` per cell in a scrollable area. Column count matches the font image layout. Clicking a cell updates `glyph.tile`. The current tile is highlighted.
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---
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## Map file format
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XPM-inspired (XPM is an old X11 image format that uses a character palette to define pixel colors). A `[palette]` section maps single characters to both a `Glyph` (visual) and an `Element` (behavior). The `[grid] content` is a TOML multi-line string where each character is a palette key.
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**Keep this example in sync with `map_file.rs` whenever the format changes.**
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```toml
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[map]
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name = "Room Name"
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width = 60
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height = 25
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player_start = [30, 12]
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# Optional: override the default font for this board.
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[font]
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path = "assets/my_font.png"
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tile_w = 8
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tile_h = 16
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[palette]
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" " = { archetype = "empty", tile = " ", fg = "#000000", bg = "#000000" }
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"#" = { archetype = "wall", tile = 35, fg = "#808080", bg = "#606060" }
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[grid]
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content = """
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############################################################
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# #
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############################################################
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"""
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[[objects]]
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x = 10
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y = 5
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script = """
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on_touch(|| { send_message("open"); });
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"""
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[[portals]]
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x = 59
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y = 12
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target_map = "cave"
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target_entry = "west_door"
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```
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**Why TOML over a custom format:**
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The `toml` crate gives us deserialization with minimal code. Multi-line strings for the grid give a visual representation of the map. Embedded Rhai scripts fit naturally in TOML multi-line strings without escaping issues.
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**Why `tile` accepts both char and integer:**
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`TileIndex` is a `#[serde(untagged)]` enum. Old map files using `tile = " "` (a single-character string) continue to work unchanged. New map files can use `tile = 32` (integer) for clarity or when the tile has no printable character equivalent.
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**Why archetypes by name, not by property:**
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Palette entries used to store `passable = true/false` directly. Switching to `archetype = "wall"` means adding a new behavioral property (e.g. `opaque`) only requires a code change — existing map files don't need to be updated. It also makes files more readable: `archetype = "wall"` is self-documenting. Unknown names produce a visible `ErrorBlock` cell rather than silently defaulting.
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**Why the palette approach:**
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A direct mapping from palette character → `(Glyph, Archetype)` means the map file is both human-readable (you can see the shape of the room from the grid string) and flexible (per-cell visual variation is possible by using different palette chars with the same archetype but different colors).
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**Colors** are `"#RRGGBB"` hex strings — universally understood, hand-editable.
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**`player_start`** is a header field, not a palette character. The player is not a board cell; they are an entity that moves over the board. Using a palette character for player start (like `@` in many roguelikes) would mean the tile under the player is always that character, which makes it awkward to place a player over different terrain.
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---
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## What's not yet implemented
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**Object scripting** — `ObjectDef` and `PortalDef` are parsed from map files and stored on `Board`, but they have no runtime effect yet. The next step here is:
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1. Wire `ObjectDef` scripts to Rhai: when the player moves to an object's cell, fire its `on_touch` handler
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2. Define the Rhai API surface (what functions scripts can call: `send_message`, movement, board queries)
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**Object behavior from scripts** — `ObjectDef.passable` and `ObjectDef.opaque` are live and editable in the editor, but they are static author-set values. Eventually they should be overridable by the object's Rhai script at runtime (e.g. a door script that flips `passable` when opened). `Board::is_passable` already has the right shape for this; the script runtime just needs to be wired in.
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**Portal navigation** — `PortalDef` stores a `target_map` and `target_entry` but there's no multi-board loading or board switching yet.
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**Multi-board world** — right now the engine loads a single `maps/start.toml`. Future: a world file or directory of boards, lazy-loaded as the player moves through portals.
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**File open dialog** — the editor has no way to load a different map file from the UI. `rfd` is already a dependency (used by the font dialog), so a "Open map…" button is straightforward to add. WASM support for `rfd` file dialogs is an open question.
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**Map save** — the editor can paint cells but has no way to write changes back to a `.toml` file. Saving will require serializing the `Board` back to `MapFile` format and writing it to disk.
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---
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## Future considerations
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These are not current requirements but intended future directions. Where a planned change conflicts with current design, the tension is called out explicitly so it can be addressed before it becomes a problem.
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### The player may become an object; boards may have no player
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The long-term goal is for the "player" to be an object on the board that happens to respond to arrow key events — not a hardcoded special entity. Some boards may have no player-like object at all and do something else with input events (a cutscene, a menu, a puzzle that reacts to keys differently).
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ZZT hard-coded the player as a special element and many game authors had to work around this limitation (e.g. hiding the real player behind a wall and scripting a fake one). This is a deliberate improvement over that model.
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**Current design tension:**
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The following assumptions are baked in today and will need to change when this is implemented:
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- `Board.player: Player` is a required non-optional field. A board with no player can't be represented. This should eventually become `Option<Player>`, or the player should be removed from `Board` entirely and tracked by the engine layer only when present.
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- `player_start` in the map file is a required header field. It will need to become optional, or player spawning will move into the object/script system (an object with a special role, spawned at its `x`/`y` position).
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- `GameState::try_move` directly mutates `board.player`. Once the player is an object driven by Rhai, movement will go through the scripting dispatch layer instead. `try_move` will likely be replaced by something like `engine.dispatch_event(ArrowKey(dx, dy))`.
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- In `main.rs`, the player is rendered as a hardcoded overlay using `Glyph::player()`. Once the player is an object, it should be rendered as part of the normal object layer, not as a special case.
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None of these are blockers for current work, but avoid making `Board.player` more central than it already is (e.g. don't add methods that assume player presence, don't derive window sizing from player position).
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---
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## ZZT reference
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ZZT (1991) was a text-mode game for DOS. Its playfield was 60×25 characters (the right 20 columns were the stats panel). Each board was a self-contained screen with objects (tiles with embedded ZZT-OOP scripts), passageways to adjacent boards, and a fixed element type system (about 50 built-in element types). Players could create worlds with the built-in editor and share `.ZZT` files.
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Kiln takes the core ideas — tile-based boards, embedded scripts per object, named portals between boards — and rebuilds them in a modern, WASM-capable stack with a more flexible scripting language and a human-readable file format. |