- MRPGI_WEB_GAME env (default games/lost-fuse via .cargo/config.toml)
selects the game include_dir! embeds; web/build.sh <game-dir> stages
just game.json+rooms+sprites (a repo's raw art was ballooning the wasm
to 41MB; now 1.9MB) and ships the game's web/index.html and music/.
- sound.rs: file overrides load through macroquad's loader (fs on native,
HTTP fetch on web), and AudioOut now loads inside a coroutine behind
LazyAudio — browsers gate audio decoding behind a user gesture, and
blocking boot on it was a black screen. First frame draws immediately;
music starts when ready, remembering the requested mood/mute.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New authoring surface (all serde-defaulted; old games load unchanged):
- RoomDoc: name + enter_text (announced on entry), exit_flags/exit_blocked
(per-direction flag gates with authored refusal lines, latched per attempt)
- ObjDef: points (once per room+name), consumes, kills, visible_flag,
hidden_by_flag; DlgChoice: points (latched on sets_flag flip), kills
(goto node's says = death text)
- GameManifest: max_score enables scoring; GUI shows the classic
'Score: X of Y' in the menu bar; score_changed + died on the bus
- Death restarts the day, keeping the cause at the top of the fresh transcript
Reviewed by an adversarial multi-agent pass; confirmed findings fixed:
corner push-back no longer slingshots through a perpendicular open exit
(and checks the landing pixel), blocked messages latch per attempt,
kill choices pay no points/flags, new_game re-zeroes the score on the bus,
AI-lane prompts respect object visibility. Deliberate behavior change:
drop/consumes now emit inventory_changed (was a silent client desync).
Built for MORPQUEST (games/… ssh://…/monster/mrpquest.git), which uses all
of it: 250-point budget, four gated exits, two deaths, vanishing Beckies.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scheduled daily at 4am on the ultra. launchd can't exec scripts inside
~/Documents (TCC), so the job runs a copy under Application Support;
header documents the sync/manage/remove commands.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The vault's user data (argon2 hashes + saved worlds) only lives on the
VPS and isn't in git. backup.sh pulls /opt/mrpgi-vault/data down as a
timestamped tarball, keeps the 30 newest, and documents the restore
path in its header.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- web/manual.html — 17 chapters: playing, the editor deeply, the
authoring cookbook (full JSON reference + the five load-bearing
puzzle patterns), dialogue trees, flags, the art pipeline with
sprite-generation prompts, sound, driving the engine with code
(real JSONL transcripts), AIs + MCP, prompt patterns with actual
outputs (the roof room is the real shipped expansion), the web
build & cloud saves, engine internals, extension recipes,
troubleshooting, and full command/event/palette reference.
- Game menu gains "Manual": window.open on the web (via a JS plugin
import), the default browser natively.
- README tab links the Book; repo README points at it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- mrpgi-vault (standalone crate): tiny signup/login/world-save service.
Argon2 password hashes, random session cookies, JSON-file storage,
naive per-IP rate limit, 4MB body cap. tiny_http, no framework, no db.
Runs as a container on the dealgod network; nginx proxies
/engine/api/ to it.
- core: WorldBundle — a whole world (manifest + every room) as one JSON
document, with World::to_bundle/apply_bundle.
- web bridge: mrpgi_request_save / mrpgi_alloc / mrpgi_world_in exports
+ an mrpgi_world_saved JS plugin import; the page's SAVE button pulls
the live world out of the running engine, LOAD swaps it back in.
SAVE_REQUESTED is an AtomicBool on purpose — wasm's thread-less
Mutex<bool> is a plain static to LLVM and release builds const-folded
the read (the only writer is JS-visible, not IR-visible).
- web UI: SIGN IN tab → create account (own username + password) /
sign in / Save world / Load world / sign out. Session restores on
revisit.
Verified live end-to-end through Cloudflare: signup → save → reload →
anonymous rejected; throwaway account removed after.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The classic dropdown menus across the top of the play screen: Game
(New Game / Edit Mode / CRT / Sound / About) and Action (Look Around /
Inventory / Help). Pure bus consumers — menu items inject the same
Commands every other surface uses. Sliding along the bar switches
menus, clicks outside close, clicks never leak into click-to-walk.
- web: README tab pinned top-right with the short guide — controls,
editor shortcuts (undo is just Z, no Ctrl), the two-layer paint model,
and why the lake is scenery for now.
- --shot out.png: render a few Play frames and save the real backbuffer
to PNG — ground-truth GPU screenshots for debugging and CI. (Used to
prove the menu colors were right when a preview browser's auto-dark
filter was inverting light neutrals on canvas.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live at https://monsterrobot.games/engine/ (dealgod VPS, dealgod-nginx
/engine alias over /opt/dealgod/images/engine/).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- mrpgi-core: ureq/tiny_http/threads are native-only deps; the AI lane
compiles to an always-off stub on wasm32 (deterministic parser stays).
- World::from_memory + assets::cel_from_bytes — boot a game with no
filesystem.
- mrpgi GUI on wasm: embeds games/lost-fuse via include_dir, boots
straight into Play (Tab still opens the editor; saving needs a disk,
so web is play + paint-only for now).
- web/: index.html shell + macroquad JS loader + build.sh producing a
self-contained static web/dist (1.1 MB total, game included).
- .cargo/config.toml: --allow-undefined for miniquad's JS imports.
Verified in-browser: renders, typed commands reach the parser,
click-to-walk works, zero console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- MANUAL.md brought up to the workspace era: game folders + manifest,
flags & gated puzzles, hidden dialogue choices, audio file
overrides, a Programmatic control section (CLI/HTTP/MCP/Python),
and the new two-crate architecture map.
- games/lost-fuse: three rooms that demonstrate every mechanic in one
chain — item, needs-lock, object sets_flag, a dialogue choice hidden
behind requires_flag, dialogue sets_flag, and a flag-locked wins
finale. Verified winnable headlessly, gate included.
- games/lost-fuse/expansion/roof.jsonl: a live lore drop that upserts
a fourth room into a running game and rewires an exit — the "drop
JSON lore in" workflow, runnable as a one-liner.
- games/README.md: the guided tour — mechanic-to-JSON map, the live
expansion demo, and how to prompt an LLM (or point Claude's MCP at
the engine) to write valid lore.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The handover plan (docs/HANDOVER.md), P0-P6, in one pass. One insight
powers it: CLI/HTTP/MCP/Python is one feature, not four — a headless
core driven by Commands in, Events out, with every surface a thin
adapter.
- mrpgi-core: the whole sim as a library with zero macroquad (the
workspace boundary is the guardrail). GameState::apply/tick, fixed
1/20s cycles, deterministic replays, headless RGBA/PNG rendering.
- mrpgi-headless: JSONL stdio REPL, --script replay (AI lane off =
byte-identical), --render-room PNG, --serve HTTP (state/command/
events cursor/frame.png), --mcp JSON-RPC stdio server whose
render_frame returns a real PNG so a model sees its own moves.
- Games are folders: game.json manifest (all fields default — legacy
dirs still load), data-driven verb table feeding both the parser and
the AI whitelist, flags with requires_flag/sets_flag gating on
objects and dialogue choices, live UpsertRoom lore ingestion with
validation.
- mrpgi (GUI): now one consumer of the bus; editor commits through the
same commands MCP uses; audio became core events with per-game
sfx/ music/ file overrides beating the chiptune synth.
- Tests: parser goldens + a full win-path playthrough asserting
byte-identical transcripts across runs.
Deleted: the old fused src/ (root is now a virtual workspace), the
dead demo Scene/Assets path.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Captures the 2026-07-05 design session: making MRPGI fully
programmatically controllable (MCP + CLI/stdio + HTTP/WebSocket) via a
headless mrpgi-core engine behind a typed command/event bus, with the
macroquad GUI as one optional front-end.
Includes: current-state analysis, the core refactor (GameState with
apply/tick), games-as-folders + JSON lore ingestion, an "always want
options" audio design (SynthSink / FileSink mp3-ogg-wav / StrudelSink,
all toggleable), a P0-P6 roadmap, quick wins, risks, and a source map.
Adds docs/architecture.svg (self-contained) plus an inline Mermaid
diagram in the handover.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>