MRPGI/docs/CONTROL.md
type-two 96b45561d0 Carve the engine into a headless core behind a command/event bus
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>
2026-07-05 09:18:33 +10:00

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Markdown

# Driving MRPGI programmatically
The engine core (`mrpgi-core`) is fully headless: a `GameState` driven by
JSON `Command`s in and `Event`s out, over your choice of surface. The GUI is
just one more consumer of the same bus.
```
GUI (macroquad) ─┐
CLI / stdio ─────┤
HTTP ────────────┼──▶ Command ▶ GameState ▶ Event
MCP (Claude) ────┤
Python ──────────┘
```
Everything below uses one binary:
```sh
cargo build -p mrpgi-core # builds target/debug/mrpgi-headless
mrpgi-headless --help
```
`--game DIR` points any mode at a game folder (default: the current dir).
## Game = a folder
```
games/mygame/
game.json # manifest: name, start_room, intro_text, verbs, flags
rooms/room0.json # RoomDoc: strokes, spawn, exits [N,E,S,W], objects, music
sprites/*.png # auto-quantized to EGA; filename = sprite name
sfx/door.ogg # optional: overrides the built-in chiptune per cue
music/calm.ogg # optional: overrides a music mood (by name or index 1-5)
```
Every manifest field defaults, so a bare `rooms/` folder is already a valid
game. Write starter content with `--sample` (3-room robot party) or `--kit`
(fantasy world + object archetype catalog).
## 1. JSONL stdio (the substrate)
```sh
mrpgi-headless --game games/mygame
```
One JSON command per line on stdin, events stream back on stdout:
```jsonl
{"cmd":"parse","text":"take key"}
{"cmd":"walk_to","x":150,"y":90}
{"cmd":"tick","n":20}
{"cmd":"choose","n":1}
{"cmd":"query"}
{"cmd":"new_game"}
{"cmd":"goto_room","n":2}
{"cmd":"set_flag","name":"power_on","value":true}
{"cmd":"paint_stroke","stroke":{"Rect":{"x":0,"y":0,"w":160,"h":16,"color":0,"meaning":"Wall"}}}
{"cmd":"upsert_object","obj":{"name":"gem","sprite":"potion","x":90,"y":120,"look":"Shiny.","takeable":true}}
{"cmd":"upsert_room","n":7,"doc":{"strokes":[],"spawn":[80,140]},"persist":true}
{"cmd":"save_room"}
{"cmd":"load_game","dir":"games/other"}
```
Notes:
- The engine only advances when told: `tick` runs fixed 1/20s cycles
(movement, room transitions, AI results). `walk_to` ticks until arrival.
- `upsert_room` validates before committing (walkable spawn, exits must point
at rooms that exist) and rejects bad lore with an `error` event.
- Events look like `{"event":"transcript","line":"You take the key."}`,
`{"event":"room_changed","room":1,"music":4}`, `{"event":"won"}`,
`{"event":"audio","cue":"pickup"}`, `{"event":"state","state":{...}}`.
### Script replay (deterministic)
```sh
mrpgi-headless --script play.jsonl --game games/mygame > events.log
```
Replays a command log through the fixed-step engine. The AI lane defaults to
**off** under `--script`, so the same script always produces byte-identical
events — that's the golden-test workflow for CI.
### Render a room to PNG (no window)
```sh
mrpgi-headless --render-room games/mygame/rooms/room0.json out.png --game games/mygame
```
## 2. HTTP
```sh
mrpgi-headless --serve 127.0.0.1:7777 --game games/mygame
```
| Route | Does |
|---|---|
| `POST /command` | body = one Command JSON → JSON array of resulting Events |
| `GET /state` | full snapshot: room, ego, inventory, flags, objects, exits |
| `GET /frame.png` | the current frame, headless-rendered |
| `GET /events?since=N` | event log from cursor N → `{"next":M,"events":[...]}` |
| `POST /rooms/{n}` | body = RoomDoc JSON (add `?persist` to write to disk) |
Python needs no client library:
```python
import requests, json
E = "http://127.0.0.1:7777"
requests.post(f"{E}/command", data=json.dumps({"cmd": "parse", "text": "look"}))
state = requests.get(f"{E}/state").json()
open("frame.png", "wb").write(requests.get(f"{E}/frame.png").content)
```
## 3. MCP (Claude authors & plays)
```sh
claude mcp add mrpgi -- /path/to/target/debug/mrpgi-headless --mcp --game games/mygame
```
Tools: `mrpgi_parse`, `mrpgi_walk_to`, `mrpgi_choose`, `mrpgi_tick`,
`mrpgi_state`, `mrpgi_render_frame` (returns a real PNG image — the model
*sees* the frame it authored), `mrpgi_new_game`, `mrpgi_load_game`,
`mrpgi_upsert_room`, `mrpgi_upsert_object`, `mrpgi_paint_stroke`,
`mrpgi_save_room`, and `mrpgi_command` (raw bus escape hatch).
The loop that makes a whole game from prompts: upsert rooms/objects as JSON →
`mrpgi_render_frame` to look at them → play the game with `mrpgi_parse` /
`mrpgi_walk_to` to test the puzzle chain → `mrpgi_save_room` to commit.
## Authoring JSON reference
**RoomDoc**`{"strokes":[...], "spawn":[x,y], "exits":[N,E,S,W], "objects":[...], "music":0-5}`
(exit entries are room numbers or `null`; music: 0 off, 1 calm, 2 eerie, 3 tense, 4 jolly, 5 spooky)
**Stroke** (paint ops; `meaning` is `"None" | "Floor" | "Wall" | "Water" | "Trigger"`, colors are EGA 0-15):
```json
{"Rect": {"x":0,"y":0,"w":160,"h":16,"color":0,"meaning":"Wall"}}
{"Ellipse": {"x":10,"y":40,"w":30,"h":20,"color":2,"meaning":"None"}}
{"Fill": {"x":80,"y":100,"color":7,"meaning":"Floor"}}
{"Line": {"pts":[[0,80],[159,80]],"color":15}}
{"Brush": {"pts":[[50,60],[52,61]],"color":4,"meaning":"None","size":2}}
{"Image": {"name":"tree","x":60,"y":80,"meaning":"None"}}
```
**ObjDef**`name, sprite, x, y` plus optional `look`, `takeable`, `synonyms`
(space-separated), `use_text`, `needs` (item that unlocks it), `wins`,
`requires_flag` / `sets_flag` (puzzle gating), `dialogue` (nodes of
`{"says":"...","choices":[{"text":"...","goto":1,"requires_flag":"","sets_flag":""}]}`,
`goto:-1` ends).
**game.json**`{"name":"...", "start_room":0, "intro_text":"...", "verbs":[{"name":"take","words":["yoink"]}], "flags":{"met_wizard":false}}`
(manifest verbs merge extra synonyms into the built-in table; the AI parser's
whitelist is generated from the same table so they can never drift.)
## The AI parser lane
Free text the deterministic parser doesn't understand goes to a small LLM
that may only translate it into an *already-legal* command, which is then
re-run through the real logic — the AI can never invent state.
```
MRPGI_AI=ollama|openrouter|off MRPGI_AI_MODEL=... MRPGI_AI_URL=...
```