Refactor
This commit is contained in:
+136
@@ -0,0 +1,136 @@
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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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@@ -11,9 +11,15 @@
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//! sie, die Engine führt sie später aus. So bleibt der Kern headless
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//! testbar und kennt keines der Subsysteme.
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use crate::ink;
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use crate::kv::Store;
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use crate::signals::Signals;
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use std::collections::HashMap;
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use crate::engine::ink;
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use crate::engine::kv::Store;
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/// Signal-Table aus `assets/signals.toml`: Signal-Name → Action-Strings.
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/// Geladen/geparst von [`crate::engine::signals`]; definiert ist der Typ
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/// hier beim Zustand, damit `game` ← `signals` eine Einbahnstraße bleibt.
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pub type Signals = HashMap<String, Vec<String>>;
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/// Action, die der Kern nicht selbst ausführt, sondern ans Frontend
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/// weiterreicht. Die Queue in `Game::actions` gehört nach jedem Dispatch
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@@ -15,7 +15,7 @@ use std::fs::read_to_string;
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use bladeink::story::Story as BladeStory;
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use crate::kv::Store;
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use crate::engine::kv::Store;
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pub enum StoryState {
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Text(String),
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@@ -3,7 +3,7 @@
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//! Single Source of Truth für alle Spielvariablen (Quest-Flags, Inventar-
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//! Counter, Story-Beats). Ink-Skripte haben eigene `variables_state`-Stores;
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//! die werden bei jedem `cont()` mit diesem KV synchronisiert (siehe
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//! [`crate::ink`]). Damit der KV authoritativ bleibt: externe Actions
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//! [`crate::engine::ink`]). Damit der KV authoritativ bleibt: externe Actions
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//! (`set`, `inc`, `clear`) ändern *immer* den KV, niemals direkt die Story.
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//!
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//! Wir nutzen `bladeink::ValueType` als Value, damit die Sync-Konvertierung
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@@ -0,0 +1,24 @@
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//! Headless-Kern: alles, was läuft, ohne dass ein Frontend existiert.
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//!
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//! Schicht-Regel: `engine` kennt keine Frontends. Nach außen kommuniziert
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//! der Kern nur über Rückgabewerte (`StoryState`, Tags) und die
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//! [`game::Action`]-Queue — niemals über Aufrufe in Frontend-Module.
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//! Frontends (CLI-REPL jetzt, Renderer später) sind Geschwister-Module,
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//! die `engine` konsumieren; die Richtung kehrt sich nie um.
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//!
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//! Interner Abhängigkeitsgraph (azyklisch, Pfeil = „benutzt"):
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//!
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//! kv ← ink ← game ← story_ctrl ← signals
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//! ↑ ↑
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//! kv assets
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//!
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//! Bitte azyklisch halten: neue Querverbindungen lieber über Rückgabewerte
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//! an den Aufrufer lösen (so wie story_ctrl Tags zurückgibt, statt selbst
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//! signals::dispatch zu rufen).
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pub mod assets;
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pub mod game;
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pub mod ink;
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pub mod kv;
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pub mod signals;
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pub mod story_ctrl;
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@@ -30,11 +30,9 @@
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use std::collections::HashMap;
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use std::fs::read_to_string;
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use crate::game::{Action, ActionCtx};
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use crate::kv;
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use crate::story_ctrl;
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pub type Signals = HashMap<String, Vec<String>>;
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use crate::engine::game::{Action, ActionCtx, Signals};
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use crate::engine::kv;
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use crate::engine::story_ctrl;
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/// Strippt Blenders Duplikat-Suffix (`.NNN` mit reinen Ziffern am Ende),
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/// damit `Mushroom.001`, `Mushroom.042` etc. alle auf `[Mushroom]` in
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@@ -129,7 +127,7 @@ pub fn load_signals(path: &str) -> Signals {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::game::Game;
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use crate::engine::game::Game;
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#[test]
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fn signal_key_strips_blender_suffix() {
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@@ -7,9 +7,9 @@
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//! Aufrufer entscheidet, ob/wie er sie via `signals::dispatch` weiterreicht
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//! (vermeidet den Modul-Zyklus signals → story_ctrl → signals).
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use crate::assets;
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use crate::game::ActionCtx;
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use crate::ink::{Story, StoryState};
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use crate::engine::assets;
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use crate::engine::game::ActionCtx;
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use crate::engine::ink::{Story, StoryState};
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/// Lädt ein Ink-Skript (Pfad relativ zu `assets/interactions/`) in den
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/// Story-Slot. Der erste Schritt passiert noch nicht — das Frontend ruft
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+10
-136
@@ -1,144 +1,18 @@
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//! wds — Weirdcore Dating Simulator.
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//!
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//! CLI-Phase: Die Kern-Systeme (Signal/Action-Dispatcher, KV-Store,
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//! Ink-Stories) laufen headless; diese REPL ist ihr erstes Frontend.
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//! Der Renderer kommt später dazu (siehe notes/renderer-plan.md) und
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//! konsumiert dieselben Schnittstellen — insbesondere `StoryState` und
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//! die `Action`-Queue.
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//! Aufbau: `engine/` ist der headless Kern (Signal/Action-Dispatcher,
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//! KV-Store, Ink-Stories); Frontends konsumieren ihn über `StoryState`
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//! und die `Action`-Queue. Aktuell einziges Frontend: die CLI-REPL in
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//! `cli`. Der Renderer kommt als zweites dazu (notes/renderer-plan.md).
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use std::io::{self, Write};
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mod cli;
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mod engine;
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mod assets;
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mod game;
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mod ink;
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mod kv;
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mod signals;
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mod story_ctrl;
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use game::{Action, Game};
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use ink::StoryState;
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use engine::game::Game;
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use engine::{assets, signals};
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fn main() {
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let signals_path = assets::path("assets/signals.toml");
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let signal_table = signals::load_signals(&signals_path);
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println!("wds-Konsole — {} Signale aus {}. `help` für Befehle.",
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signal_table.len(), signals_path);
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let mut game = Game::new(signal_table);
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// Reserviertes `[init]`-Signal: KV-Defaults setzen, bevor Stories laufen.
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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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let game = Game::new(signals::load_signals(&signals_path));
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cli::run(game, &signals_path);
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}
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