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

6.0 KiB

Driving MRPGI programmatically

The engine core (mrpgi-core) is fully headless: a GameState driven by JSON Commands in and Events 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:

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)

mrpgi-headless --game games/mygame

One JSON command per line on stdin, events stream back on stdout:

{"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)

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)

mrpgi-headless --render-room games/mygame/rooms/room0.json out.png --game games/mygame

2. HTTP

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:

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)

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):

{"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"}}

ObjDefname, 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=...