Refactor
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//! Konsolen-REPL — das erste Frontend des Kerns.
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//!
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//! Konsumiert die `engine`-Schnittstellen: Signale via `signals::dispatch`,
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//! Dialoge via `story_ctrl::advance`, deferred Actions aus `game.actions`.
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//! Der Renderer wird später dieselben Schnittstellen konsumieren; dieses
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//! Modul bleibt daneben als Debug-Werkzeug bestehen.
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use std::io::{self, Write};
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use crate::engine::game::{Action, Game};
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use crate::engine::ink::StoryState;
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use crate::engine::{kv, signals, story_ctrl};
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/// REPL-Hauptschleife. Übernimmt das Game, feuert das reservierte
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/// `[init]`-Signal (KV-Defaults, bevor Stories laufen) und liest dann
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/// Befehle bis `quit`/EOF. `signals_path` wird für `reload` gebraucht.
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pub fn run(mut game: Game, signals_path: &str) {
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println!("wds-Konsole — {} Signale aus {}. `help` für Befehle.",
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game.signals.len(), signals_path);
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fire(&mut game, "init", None);
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while let Some(line) = read_line("> ") {
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let line = line.trim();
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match line {
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"" => {}
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"quit" | "exit" => break,
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"help" => print_help(),
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"kv" => dump_kv(&game),
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"reload" => {
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game.signals = signals::load_signals(signals_path);
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println!("{} Signale geladen.", game.signals.len());
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}
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_ => {
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if let Some(sig) = line.strip_prefix("signal ") {
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fire(&mut game, sig.trim(), None);
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} else if let Some(name) = line.strip_prefix("use ") {
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// Objekt-Interaktion simulieren: Signal ist der gestrippte
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// Name, $self der volle — wie der LMB-Klick-Pfad in irl3d.
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let name = name.trim();
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let key = signals::signal_key(name).to_string();
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fire(&mut game, &key, Some(name.to_string()));
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} else {
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println!("unbekannter Befehl: {line:?} — `help` für Befehle");
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}
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}
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}
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}
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}
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fn print_help() {
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println!(" signal <s> Signal feuern oder Action direkt ausführen");
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println!(" (z.B. `signal Cube`, `signal set has_key true`)");
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println!(" use <instance> Objekt-Interaktion simulieren — `use Mushroom.005`");
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println!(" feuert Signal `Mushroom` mit $self = Mushroom.005");
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println!(" kv KV-Store anzeigen");
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println!(" reload signals.toml neu laden");
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println!(" quit beenden");
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}
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/// Signal dispatchen, deferred Actions ausgeben und — falls eine Action
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/// eine Story gestartet hat — den Dialog-Loop fahren.
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fn fire(game: &mut Game, signal: &str, instance: Option<String>) {
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{
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let mut ctx = game.action_ctx(instance);
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signals::dispatch(signal, &mut ctx);
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}
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drain_actions(game);
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if game.story.is_some() {
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run_story(game);
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}
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}
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/// Dialog-Loop: Story schrittweise treiben, Tags zurück in den Dispatcher,
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/// Choices über nummerierte Eingabe. Läuft bis `End` (oder EOF).
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fn run_story(game: &mut Game) {
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let mut sel: Option<usize> = None;
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loop {
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let state = {
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let mut ctx = game.action_ctx(None);
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let (state, tags) = story_ctrl::advance(sel, &mut ctx);
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for t in &tags { signals::dispatch(t, &mut ctx); }
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state
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};
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drain_actions(game);
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match state {
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None | Some(StoryState::End) => break,
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Some(StoryState::Text(text)) => {
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println!("\n{text}");
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if read_line(" [Enter] ").is_none() { break; }
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sel = None;
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}
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Some(StoryState::Choice { prompt, options }) => {
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if !prompt.is_empty() { println!("\n{prompt}"); }
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for (i, o) in options.iter().enumerate() {
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println!(" {}) {o}", i + 1);
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}
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sel = loop {
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let Some(line) = read_line(" wahl> ") else { return; };
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if let Ok(n) = line.trim().parse::<usize>() {
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if (1..=options.len()).contains(&n) { break Some(n - 1); }
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}
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println!(" (1..{})", options.len());
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};
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}
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}
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}
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}
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fn drain_actions(game: &mut Game) {
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for a in game.actions.drain(..) {
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match a {
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Action::HideObject(n) => println!("[action] hide_object {n}"),
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Action::PlaySound(n) => println!("[action] play_sound {n}"),
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}
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}
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}
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fn dump_kv(game: &Game) {
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let mut keys: Vec<&String> = game.kv.keys().collect();
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keys.sort();
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for k in keys {
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println!(" {k} = {}", kv::format_value(&game.kv[k]));
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}
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}
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/// Zeile von stdin lesen; `None` bei EOF (Ctrl-D) oder Lesefehler.
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fn read_line(prompt: &str) -> Option<String> {
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print!("{prompt}");
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io::stdout().flush().ok();
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let mut buf = String::new();
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match io::stdin().read_line(&mut buf) {
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Ok(0) | Err(_) => None,
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Ok(_) => Some(buf.trim_end().to_string()),
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}
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}
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