Bundles carry sprites + --export-bundle/--bundle flags (MRP3GI M1 prereqs)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -30,7 +30,9 @@ fn main() {
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--sample write the demo game into games/neon-precinct\n\
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--seed N seed the deterministic RNG\n\
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--room N jump to room N at boot (with --render-room etc)\n\
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--ticks N advance N cycles at boot (palette cycling, NPCs)\n"
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--ticks N advance N cycles at boot (palette cycling, NPCs)\n\
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--bundle FILE boot from a single-JSON world bundle (the wasm path)\n\
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--export-bundle F write the loaded game as one bundle JSON and exit\n"
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);
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return;
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}
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@ -48,8 +50,39 @@ fn main() {
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}
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let game_dir = get("--game").unwrap_or_else(|| ".".into());
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let world = World::load_game(&game_dir);
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// `--bundle FILE` boots from a single-JSON world instead of a folder —
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// the exact path a filesystem-less (wasm) build takes, testable here.
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let world = match get("--bundle") {
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Some(path) => {
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let s = std::fs::read_to_string(&path).unwrap_or_else(|e| {
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eprintln!("can't read bundle {}: {}", path, e);
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std::process::exit(1);
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});
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let bundle: mrpci_core::WorldBundle = serde_json::from_str(&s).unwrap_or_else(|e| {
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eprintln!("bad bundle {}: {}", path, e);
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std::process::exit(1);
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});
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let mut sprites: Vec<_> = bundle.sprites.clone().into_iter().collect();
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sprites.sort_by(|a, b| a.0.cmp(&b.0));
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World::from_memory(
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bundle.manifest,
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bundle.rooms,
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bundle.scripts,
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sprites,
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)
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}
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None => World::load_game(&game_dir),
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};
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let mut gs = GameState::new(world);
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if let Some(path) = get("--export-bundle") {
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let bundle = gs.world.to_bundle();
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let j = serde_json::to_string(&bundle).expect("bundle serializes");
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std::fs::write(&path, &j).expect("write bundle");
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println!("bundle exported: {} ({} rooms, {} scripts, {} sprites, {} bytes)",
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path, bundle.rooms.len(), bundle.scripts.len(), bundle.sprites.len(), j.len());
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return;
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}
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if let Some(seed) = get("--seed").and_then(|s| s.parse::<u64>().ok()) {
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gs.apply(Command::SetSeed { seed });
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}
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@ -280,6 +280,11 @@ pub struct WorldBundle {
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/// Script sources by file name (bundles travel with their logic).
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#[serde(default)]
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pub scripts: HashMap<String, String>,
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/// Sprite art by name (raw RGBA; quantized per room at bake time).
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/// Optional so old bundles still load — an empty map keeps whatever
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/// sprites the receiving World already has.
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#[serde(default)]
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pub sprites: HashMap<String, SpriteSrc>,
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}
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/// The loaded game: manifest + sprites + the current room baked into the
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@ -485,15 +490,22 @@ impl World {
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}
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}
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}
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WorldBundle { manifest: self.manifest.clone(), rooms, scripts }
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let sprites = self.sprites.iter().map(|(n, s)| (n.clone(), s.clone())).collect();
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WorldBundle { manifest: self.manifest.clone(), rooms, scripts, sprites }
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}
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/// Replace the loaded world with a bundle (sprites are kept — bundles
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/// carry world data, not art).
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/// Replace the loaded world with a bundle. A bundle that carries
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/// sprites replaces the art wholesale (the wasm/bootstrap path); one
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/// that doesn't keeps whatever this World already loaded.
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pub fn apply_bundle(&mut self, b: WorldBundle) {
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self.manifest = b.manifest;
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self.overlay = b.rooms.into_iter().collect();
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self.script_overlay = b.scripts.into_iter().collect();
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if !b.sprites.is_empty() {
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let mut sprites: Vec<(String, SpriteSrc)> = b.sprites.into_iter().collect();
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sprites.sort_by(|a, b| a.0.cmp(&b.0));
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self.sprites = sprites;
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}
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let start = self.manifest.start_room;
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self.goto_room(start);
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}
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@ -19,8 +19,10 @@
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use serde::{Deserialize, Serialize};
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/// A raw RGBA sprite as loaded from disk — cooked into [`Cel`]s per room so
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/// quantization always matches the room's actual palette.
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#[derive(Clone)]
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/// quantization always matches the room's actual palette. Serde so bundles
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/// can carry art: a filesystem-less build (wasm, tests) gets sprites the
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/// same way it gets rooms — inside one JSON document.
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#[derive(Clone, Serialize, Deserialize)]
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pub struct SpriteSrc {
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pub w: usize,
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pub h: usize,
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44
mrpci-core/tests/bundle.rs
Normal file
44
mrpci-core/tests/bundle.rs
Normal file
@ -0,0 +1,44 @@
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//! Bundle round-trip: a game folder → one JSON document → a fully working
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//! World with NO filesystem. This is exactly how a wasm build boots, so it
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//! gets a native test.
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use mrpci_core::{Command, GameState, World, WorldBundle};
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fn game_dir() -> Option<String> {
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for p in ["games/neon-precinct", "../games/neon-precinct"] {
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if std::path::Path::new(p).join("game.json").exists() {
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return Some(p.to_string());
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}
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}
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None
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}
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#[test]
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fn bundle_round_trip_boots_without_fs() {
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let Some(dir) = game_dir() else {
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eprintln!("demo game not generated; skipping");
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return;
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};
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let world = World::load_game(dir);
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let json = serde_json::to_string(&world.to_bundle()).expect("bundle serializes");
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let bundle: WorldBundle = serde_json::from_str(&json).expect("bundle parses");
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assert_eq!(bundle.rooms.len(), 3, "all three demo rooms travel");
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assert!(bundle.scripts.len() >= 4, "main.rhai + room scripts travel");
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assert!(bundle.sprites.contains_key("keycard"), "art travels");
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let mut sprites: Vec<_> = bundle.sprites.clone().into_iter().collect();
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sprites.sort_by(|a, b| a.0.cmp(&b.0));
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let world2 = World::from_memory(bundle.manifest, bundle.rooms, bundle.scripts, sprites);
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let mut gs = GameState::new(world2);
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gs.apply(Command::NewGame { room: None });
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// The world is really alive: art cooked, scripts compiled, sim ticking.
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assert!(gs.world.cel("keycard").is_some(), "sprites quantized from bundle art");
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let snap = gs.snapshot();
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assert_eq!(snap.room_name, "Neon Row");
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assert!(!snap.props.is_empty());
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gs.apply(Command::Tick { n: 60 });
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let frame = gs.render_indices(true);
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assert_eq!(frame.len(), 320 * 190);
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assert!(frame.iter().any(|&p| p != 0), "frame isn't blank");
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}
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