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# 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 every frame. `dt` is the elapsed time since the last tick, in seconds (a `f64`). Timed
actions pace themselves through the queue; you do not track time manually for simple walking.
```rhai
fn tick(me, state, dt) {
if !me.waiting && !me.blocked(North) {
move(North);
}
}
```
### `fn bump(me, state, id)`
Called when another entity walks into this object's cell.
- `id` is the bumper's `ObjectId` (an `i64`).
- `id == -1` means the **player** bumped this object.
```rhai
fn bump(me, state, id) {
if id == -1 { say("Hey! Watch it."); }
else { log(`object ${id} bumped me`); }
}
```
### `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()` /
`add_gems()` / `alter_health()` applies before the player's move returns.
```rhai
fn grab(me, state) {
add_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**; actions drain to a shared board queue between script calls and are resolved by the
engine after the batch. The *subject* of a write is implicit and varies by function (see the table).
| 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(x, y)` | self | 0 | Jump to an arbitrary cell. Refused (error logged at resolve) if self is solid and the destination is occupied. |
| `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. |
| `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. |
| `add_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, state, id) {
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 the player when bumped.
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, state, id) {
if id == -1 { say("Halt! Who goes there?"); now(); }
else { say("Watch it!"); 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 (`add_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: `add_gems` vs `alter_health`.
- **The implicit subject of a write is unpredictable.** `set_tile`/`set_fg`/`say`/`die` act on
**self**; `add_gems`/`alter_health`/`set_key` act on the **player**; `set_tag`/`send` act on an
**arbitrary target**; `push`/`shift`/`teleport` act on **cells**. 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 two-tier 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 object-queue → board-queue promotion plus per-object delay draining is a lot 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.