AI lane (ported from MRPGI): unknown typed sentences go to a local LLM (MRPCI_AI: ollama default / openrouter / off) that maps them onto already-legal commands; one in flight, polled per tick, hard-off under --script so replays stay byte-identical. Portraits: NPCs/props gain a portrait sprite drawn beside the dialogue window in the GUI (6x) and annotated frames (2x); sergeant + vend-bot faces in the demo. Also: --script + --render-room renders the frame a replay ends on. Verified: 5 test suites green, deterministic 25/25 playthrough, GUI boots. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
25 lines
1.1 KiB
TOML
25 lines
1.1 KiB
TOML
[package]
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name = "mrpci-core"
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version = "0.1.0"
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edition = "2021"
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description = "MRPCI headless engine core — the SCI-generation sim: 256-color rooms, walkbox pathfinding, rhai scripts, and the command/event bus. Zero windowing dependencies: a compile error is the guardrail."
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[dependencies]
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serde = { version = "1", features = ["derive"] }
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serde_json = "1"
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image = { version = "0.24", default-features = false, features = ["png"] } # PNG-only: lean builds
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# Room logic. "sync" keeps the engine Send+Sync (the HTTP surface shares
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# GameState across threads); "no_time" bans wall-clock from scripts, so a
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# replayed script is bit-identical — the whole CPU-speed-bug class, deleted.
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rhai = { version = "1", features = ["sync", "no_time"] }
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# Native-only: the HTTP surface and the AI parser lane don't exist in
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# browser builds (wasm gets the deterministic parser and bundles).
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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tiny_http = "0.12" # the --serve control surface
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ureq = { version = "2", features = ["json", "tls"] } # AI parser lane: Ollama / OpenRouter HTTP
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[[bin]]
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name = "mrpci-headless"
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path = "src/bin/mrpci-headless/main.rs"
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