MRPCI/CLAUDE.md
type-two ce42d69a3a v0.5 — playtest-driven fixes + engine/UX upgrades
Bugs found by playing the game over the bus:
- hotspots now have positions: 'walk to precinct door' pathfinds there,
  and touch verbs walk over to hotspots like they do to props/NPCs
- GameState::settle(): the MCP surface resolves walk-then-act in one call
  instead of returning zero events on a distant verb
- typed 'use X on Y' walks over like a clicked use (was unlimited range)
- taking/deleting a solid prop rebakes — no more lingering invisible walls
- sergeant dialogue no longer loops back to its greeting
- serde-facing maps are BTreeMap: room JSON and --sample are byte-stable

Engine:
- sprite-sheet actor views: <name>-sheet<C>x<R>.png slices into C frames x
  R direction loops (vend-bot now rolls on animated treads)
- pixel-accurate click targeting with 1px slop; typed commands click
  mid-sprite (a feet click lands between an actor's legs)
- parser: compass walking (go east / n), 'bye' ends conversations,
  'look' lists exits

GUI:
- hover hot-text: cursor reads the sentence a click would say
- death banner + '+N' score toast

Tests: full-playthrough regression suite (win path, death rewind,
walk-over dialogue, solid-prop footprint) + sheet slicing unit test.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:38:33 +10:00

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# MRPCI — working notes for Claude
SCI-generation adventure engine (sibling of MRPGI). Rust workspace:
`mrpci-core` (headless sim — **must never depend on macroquad**; that's the
architectural guardrail) and `mrpci` (the macroquad GUI, a thin bus client).
## Build / test / run
```sh
cargo build --workspace
cargo test --workspace # includes full-playthrough regression tests
cargo run -p mrpci # play Neon Precinct in a window
target/debug/mrpci-headless --game games/neon-precinct --render-room out.png
```
## Invariants — do not break
- **Everything goes through the bus.** All mutation is a `Command` on
`GameState::apply`; all output is `Event`s. GUI, stdio, HTTP, MCP and the
in-engine editor are thin adapters with zero private powers.
- **Determinism.** Fixed 30Hz cycles; timers count ticks; the only RNG is
the seeded xorshift in `ScriptCtx`. `--script` replays must stay
byte-identical (the AI parser lane is force-disabled there). Weather
particles run a separate RNG stream on purpose.
- **Deterministic serialization.** Serde-facing maps are `BTreeMap` so room
JSON/bundles are diffable and `--sample` output is byte-stable.
- **Scripts can't corrupt the sim.** rhai reads a `ScriptCtx` snapshot,
writes queue as `Fx` — keep that airlock.
- **Missing resources degrade, never crash** (placeholders + `error` event).
## Gotchas
- `games/neon-precinct/` is **generated** by `mrpci-headless --sample`
(source: `mrpci-core/src/bin/mrpci-headless/sample.rs`). Edit the
generator, then regenerate — don't hand-edit the JSON.
- Distant verbs queue a walk-then-act (`pending_verb`); real-time surfaces
resolve it on later ticks, the MCP adapter calls `GameState::settle()`.
Raw stdio/HTTP callers must send `tick`.
- Sprites named `<base>-sheet<C>x<R>.png` are sliced into animated actor
views (rows: front/back/left/right, right falls back to mirrored left).
Sheets are for egos/NPCs; props/portraits use plain single-cel sprites.
- Solid props stamp CTL_BLOCK footprints; anything that can remove one must
`rebake()`, not just re-stamp (else invisible walls linger).
- Hit-testing is pixel-accurate with 1px slop (`cel_hit`); typed commands
"click" mid-sprite via `target_click_pos` (a feet-point click lands
between an actor's legs).
## Docs
`README.md` (architecture + game-folder format), `docs/CONTROL.md` (bus
reference: every Command, all four surfaces), `docs/EDITOR.md` (F8 editor).