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>
14 lines
589 B
Bash
Executable File
14 lines
589 B
Bash
Executable File
#!/bin/sh
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# Launch MRPGI with the local AI parser pointed at your Gemma model.
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# Override by exporting MRPGI_AI_MODEL first, or edit the default below.
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export MRPGI_AI_MODEL="${MRPGI_AI_MODEL:-hf.co/OBLITERATUS/gemma-4-E4B-it-OBLITERATED:latest}"
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#
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# Use OpenRouter instead of local Ollama:
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# MRPGI_AI=openrouter OPENROUTER_API_KEY=sk-... MRPGI_AI_MODEL=google/gemma-2-9b-it:free ./run.sh
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# Disable the AI lane entirely:
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# MRPGI_AI=off ./run.sh
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#
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# Headless surfaces live in the companion binary:
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# cargo run -p mrpgi-core --bin mrpgi-headless -- --help
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exec cargo run -p mrpgi "$@"
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