Headless core (mrpci-core) + macroquad GUI (mrpci), inheriting MRPGI's Command/Event bus architecture and jumping a Sierra generation: - 256-color palettes with live median-cut quantization + palette cycling - four screens: visual / priority / control / hotspot - A* pathfinding with LOS-verified edges and line-exact path following - perspective scale tables (actors shrink toward the horizon) - point-and-click verb bar AND a text parser, one shared verb pipeline - rhai room scripts (on_enter/on_verb/on_trigger + after() tick timers) - deterministic 30Hz cycles, seeded RNG — byte-identical script replays - checkpoint at room entry; death rewinds instead of restarting - save-anywhere slots; multi-voice chip synth; JSONL/HTTP/MCP surfaces - demo game: Neon Precinct (3 rooms, 25 points, one merciful fusebox) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
239 lines
9.6 KiB
Rust
239 lines
9.6 KiB
Rust
//! The script host — SCI's whole reason to exist, minus its whole reason to
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//! crash. Rooms carry [rhai](https://rhai.rs) scripts with hook functions:
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//!
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//! ```rhai
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//! fn on_enter() { say("The precinct hums."); }
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//! fn on_verb(verb, noun) { if verb == "do" && noun == "console" { ... return true; } false }
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//! fn on_trigger(name) { if name == "tripwire" { die("Zap."); } }
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//! fn on_tick() { /* every cycle — keep it light */ }
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//! fn my_timer() { say("The kettle boils."); } // via after(90, "my_timer")
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//! ```
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//!
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//! Scripts never touch the engine directly: reads go through a shared
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//! [`ScriptCtx`] snapshot, writes queue as [`Fx`] effects the state layer
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//! applies after the call returns. That one-way airlock is why a buggy
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//! script can print garbage but can't corrupt the sim — the modern answer
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//! to `Error 47: Not an object`.
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//!
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//! Timers (`after`) count **game ticks**, not wall time, and the only RNG is
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//! the engine's seeded xorshift — so a replayed command log is bit-identical
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//! on any machine. The entire CPU-speed-bug family, extinct.
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use crate::audio::AudioCue;
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use rhai::{Engine, Scope, AST};
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use std::collections::HashMap;
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use std::sync::{Arc, Mutex};
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/// Effects a script can queue. Applied in order by the state layer.
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#[derive(Clone, Debug)]
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pub enum Fx {
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Say(String),
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SayBy(String, String),
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Give(String),
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RemoveItem(String),
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GotoRoom(u32),
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PlaceEgo(i32, i32),
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WalkEgo(i32, i32),
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FreezeEgo(bool),
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NpcWalk(String, i32, i32),
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NpcPlace(String, i32, i32),
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NpcFreeze(String, bool),
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Play(String),
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Music(u8),
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AddPoints(u32),
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Win,
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Die(String),
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After(u32, String),
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PalCycle(usize, bool),
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}
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/// What scripts see and touch. Flags/vars are written directly (so a script
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/// reads back its own writes mid-call); everything else queues as Fx.
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#[derive(Default)]
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pub struct ScriptCtx {
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pub flags: HashMap<String, bool>,
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pub vars: HashMap<String, i64>,
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pub inventory: Vec<String>,
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pub ego: (i32, i32),
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pub room: u32,
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pub rng: u64,
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pub fx: Vec<Fx>,
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}
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impl ScriptCtx {
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/// xorshift64* — tiny, seedable, identical everywhere. The only RNG any
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/// game logic is allowed to have.
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pub fn next_rand(&mut self, n: i64) -> i64 {
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if n <= 1 {
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return 0;
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}
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let mut x = self.rng.max(1);
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x ^= x >> 12;
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x ^= x << 25;
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x ^= x >> 27;
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self.rng = x;
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((x.wrapping_mul(0x2545F4914F6CDD1D) >> 33) % n as u64) as i64
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}
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}
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pub struct ScriptHost {
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engine: Engine,
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ast: Option<AST>,
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pub ctx: Arc<Mutex<ScriptCtx>>,
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/// Last compile error, surfaced once as an Event::Error by the caller.
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pub compile_error: Option<String>,
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}
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impl ScriptHost {
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pub fn new() -> Self {
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let ctx: Arc<Mutex<ScriptCtx>> = Arc::new(Mutex::new(ScriptCtx::default()));
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let mut engine = Engine::new();
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// Scripts run at most 50k ops per hook call: an accidental
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// `while true {}` becomes a skipped hook, not a hung game.
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engine.set_max_operations(50_000);
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macro_rules! fx {
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($ctx:expr, $e:expr) => {{
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$ctx.lock().unwrap().fx.push($e);
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}};
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}
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let c = ctx.clone();
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engine.register_fn("say", move |s: &str| fx!(c, Fx::Say(s.into())));
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let c = ctx.clone();
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engine.register_fn("say_by", move |who: &str, s: &str| fx!(c, Fx::SayBy(who.into(), s.into())));
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let c = ctx.clone();
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engine.register_fn("flag", move |n: &str| -> bool { c.lock().unwrap().flags.get(n).copied().unwrap_or(false) });
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let c = ctx.clone();
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engine.register_fn("set_flag", move |n: &str, v: bool| {
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c.lock().unwrap().flags.insert(n.into(), v);
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});
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// ("var" is a rhai reserved word, so numeric state reads as val().)
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let c = ctx.clone();
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engine.register_fn("val", move |n: &str| -> i64 { c.lock().unwrap().vars.get(n).copied().unwrap_or(0) });
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let c = ctx.clone();
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engine.register_fn("set_val", move |n: &str, v: i64| {
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c.lock().unwrap().vars.insert(n.into(), v);
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});
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let c = ctx.clone();
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engine.register_fn("has", move |item: &str| -> bool { c.lock().unwrap().inventory.iter().any(|i| i == item) });
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let c = ctx.clone();
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engine.register_fn("give", move |item: &str| fx!(c, Fx::Give(item.into())));
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let c = ctx.clone();
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engine.register_fn("remove_item", move |item: &str| fx!(c, Fx::RemoveItem(item.into())));
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let c = ctx.clone();
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engine.register_fn("room", move || -> i64 { c.lock().unwrap().room as i64 });
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let c = ctx.clone();
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engine.register_fn("ego_x", move || -> i64 { c.lock().unwrap().ego.0 as i64 });
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let c = ctx.clone();
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engine.register_fn("ego_y", move || -> i64 { c.lock().unwrap().ego.1 as i64 });
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let c = ctx.clone();
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engine.register_fn("goto_room", move |n: i64| fx!(c, Fx::GotoRoom(n.max(0) as u32)));
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let c = ctx.clone();
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engine.register_fn("place_ego", move |x: i64, y: i64| fx!(c, Fx::PlaceEgo(x as i32, y as i32)));
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let c = ctx.clone();
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engine.register_fn("walk_ego", move |x: i64, y: i64| fx!(c, Fx::WalkEgo(x as i32, y as i32)));
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let c = ctx.clone();
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engine.register_fn("freeze_ego", move |v: bool| fx!(c, Fx::FreezeEgo(v)));
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let c = ctx.clone();
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engine.register_fn("npc_walk", move |n: &str, x: i64, y: i64| fx!(c, Fx::NpcWalk(n.into(), x as i32, y as i32)));
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let c = ctx.clone();
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engine.register_fn("npc_place", move |n: &str, x: i64, y: i64| fx!(c, Fx::NpcPlace(n.into(), x as i32, y as i32)));
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let c = ctx.clone();
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engine.register_fn("npc_freeze", move |n: &str, v: bool| fx!(c, Fx::NpcFreeze(n.into(), v)));
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let c = ctx.clone();
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engine.register_fn("play", move |cue: &str| fx!(c, Fx::Play(cue.into())));
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let c = ctx.clone();
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engine.register_fn("music", move |mood: i64| fx!(c, Fx::Music(mood.clamp(0, 255) as u8)));
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let c = ctx.clone();
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engine.register_fn("points", move |n: i64| fx!(c, Fx::AddPoints(n.max(0) as u32)));
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let c = ctx.clone();
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engine.register_fn("win", move || fx!(c, Fx::Win));
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let c = ctx.clone();
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engine.register_fn("die", move |text: &str| fx!(c, Fx::Die(text.into())));
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let c = ctx.clone();
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engine.register_fn("after", move |ticks: i64, f: &str| fx!(c, Fx::After(ticks.max(1) as u32, f.into())));
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let c = ctx.clone();
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engine.register_fn("pal_cycle", move |i: i64, on: bool| fx!(c, Fx::PalCycle(i.max(0) as usize, on)));
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let c = ctx.clone();
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engine.register_fn("rand", move |n: i64| -> i64 { c.lock().unwrap().next_rand(n) });
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ScriptHost { engine, ast: None, ctx, compile_error: None }
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}
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/// Compile `main.rhai` (if any) + the room script (if any) into one AST.
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/// A compile error disables the host for this room and is reported —
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/// the game keeps running on its declarative data.
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pub fn load(&mut self, global_src: Option<&str>, room_src: Option<&str>) {
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self.ast = None;
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self.compile_error = None;
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let mut ast: Option<AST> = None;
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for (label, src) in [("main.rhai", global_src), ("room script", room_src)] {
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let Some(src) = src else { continue };
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match self.engine.compile(src) {
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Ok(a) => {
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ast = Some(match ast {
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None => a,
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Some(mut base) => {
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base += a;
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base
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}
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});
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}
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Err(e) => {
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self.compile_error = Some(format!("{}: {}", label, e));
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return;
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}
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}
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}
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self.ast = ast;
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}
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pub fn active(&self) -> bool {
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self.ast.is_some()
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}
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/// Call a hook that returns nothing. Missing functions are fine (rooms
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/// implement only the hooks they care about); real errors are returned.
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pub fn call(&self, name: &str, args: impl rhai::FuncArgs) -> Result<(), String> {
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let Some(ast) = &self.ast else {
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return Ok(());
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};
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let mut scope = Scope::new();
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match self.engine.call_fn::<rhai::Dynamic>(&mut scope, ast, name, args) {
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Ok(_) => Ok(()),
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Err(e) => match *e {
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rhai::EvalAltResult::ErrorFunctionNotFound(ref f, _) if f.starts_with(name) => Ok(()),
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_ => Err(format!("script {}(): {}", name, e)),
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},
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}
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}
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/// Call `on_verb(verb, noun)` → did the script handle it?
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pub fn call_on_verb(&self, verb: &str, noun: &str) -> Result<bool, String> {
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let Some(ast) = &self.ast else {
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return Ok(false);
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};
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let mut scope = Scope::new();
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match self.engine.call_fn::<rhai::Dynamic>(&mut scope, ast, "on_verb", (verb.to_string(), noun.to_string())) {
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Ok(d) => Ok(d.as_bool().unwrap_or(false)),
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Err(e) => match *e {
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rhai::EvalAltResult::ErrorFunctionNotFound(ref f, _) if f.starts_with("on_verb") => Ok(false),
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_ => Err(format!("script on_verb(): {}", e)),
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},
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}
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}
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/// Map a cue name from scripts to the engine's cue set (unknown = blip —
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/// a wrong sound, never a crash).
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pub fn cue_by_name(name: &str) -> AudioCue {
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AudioCue::ALL.into_iter().find(|c| c.name() == name).unwrap_or(AudioCue::Blip)
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}
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}
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impl Default for ScriptHost {
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fn default() -> Self {
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Self::new()
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}
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}
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