MRPCI/mrpci-core/src/script.rs
m3ultra c83c90711d MRPCI v0.1 — the SCI-generation Monster Robot Party engine
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>
2026-07-25 22:52:39 +10:00

239 lines
9.6 KiB
Rust

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