feat(vagrant): backpack as inventory container — end-to-end pickup/drop demo
- Add container={kind="list"} to the backpack template so inventory.add
accepts it as a valid list-container
- Remove old backpack proximity-trigger (print-only callback, pre-B.5);
the rock's register_pickup is now the sole interaction trigger
- Emit unconditional inventory inspection trace after every add/remove:
backpack count + item reg-ids for user-facing demo feedback
- Add CI-gated tree-check traces: tree_check_after_pickup=ok and
tree_check_after_drop=ok verify composition-tree child placement
- Bump version 0.7.3 -> 0.8.0 across init.lua header, manifest.module,
and README
- README: rewrite Controls section into full demo walkthrough; add Demo
Walkthrough section; update Demonstrates + Interactions sections;
add v0.8.0 CHANGELOG entry
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
78
README.md
78
README.md
@@ -5,11 +5,12 @@ WASD movement, camera-chase, multi-target look-at (body lazy-tracks mouse via
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slerp, head snaps to mouse with ±60° clamp). Demonstrates the Subterrain-style
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puppet control model: leg orientation decoupled from body via procedural
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callback, foot-body-orientation ("tactical twist"), scale-deformation walk
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cycle, and inheritance-decoupled foot sprites.
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cycle, and inheritance-decoupled foot sprites. End-to-end inventory pickup/drop
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demo: pick up a rock into a backpack container, drop it back into the world.
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**Version:** 0.7.3
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**Version:** 0.8.0
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**Module-ID:** vagrant-skeleton
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**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-asset.prototype-subterrain >=0.1.0
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**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.1.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-core.composition >=0.2.0, lib-core.inventory-list >=0.1.0, lib-asset.prototype-subterrain >=0.1.0
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**Tags:** test-chamber, puppet, walking-sim, interaction
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## Topology
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@@ -22,15 +23,37 @@ cycle, and inheritance-decoupled foot sprites.
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- **W A S D** — direct movement (4-way, normalized for diagonals)
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- **Shift + WASD** — sprint (2x player speed + 2x walk-anim cadence)
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- **Mouse** — body + head look-at targets (same position, different smoothing)
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- **E** — interact with nearest proximity-trigger in range (pickup nearby item into backpack)
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- **Q** — drop most-recent item from backpack at player position + re-register pickup trigger
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- **E** — interact: if within range of the rock, picks it up into the backpack
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- **Q** — drop: places the most-recently-added backpack item at player position (+30px right)
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- **ESC** — return to launcher
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> **Note:** The world now contains a rock (near the backpack, 80px to its left). Walk up
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> and press E to pick it up into the backpack; press Q to drop it back at your feet.
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> Picking up the rock currently throws a loud error because the backpack is not yet a
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> container — this confirms the pickup wiring is alive. Full pickup-into-backpack works
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> once the backpack becomes a container (next slice).
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## Demo Walkthrough
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The world contains three notable entities at startup:
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1. **Player** — spawns at (320, 240), controlled via WASD + mouse.
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2. **Backpack** — a visible sprite at (350, 400). Acts as a container (kind="list").
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Not directly interactable; it receives items via inventory.add.
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3. **Rock** — a standalone stone tile at (270, 400), 80px to the left of the backpack.
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Tagged "renderable" + "item"; starts visible on the ground.
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**Pickup flow:**
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- Walk toward the rock (it sits to the left of the backpack).
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- Press **E** within 40px of the rock.
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- The rock moves into the backpack via `inventory.add`; its "renderable" tag is
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removed so it no longer appears in the world.
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- The console prints: `vagrant: backpack count=1 items=[<reg_id>]`
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**Drop flow:**
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- Press **Q** at any time when the backpack has items.
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- The most-recently-added item is removed from the backpack (`inventory.remove`)
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and placed at the player position +30px to the right. Its "renderable" tag
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is restored so it reappears in the world.
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- A new pickup trigger is registered at the drop position.
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- The console prints: `vagrant: backpack count=0 items=[]`
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**Multiple pickups:** Each E → Q → E cycle moves the same rock in and out.
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Only one rock is spawned per session.
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## Demonstrates
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@@ -48,8 +71,10 @@ cycle, and inheritance-decoupled foot sprites.
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- Idle state → idle + idle_lower animations
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- Camera-chase via lib-core.camera target-provider
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- Sprite-tilemap via lib-core.maps
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- lib-core.interaction proximity trigger on the backpack sprite at (350, 400),
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range 40px, "interact" action bound to E — fires log on dispatch
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- lib-core.interaction proximity trigger on the rock at (270, 400), range 40px,
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"interact" action bound to E — fires inventory.add on dispatch
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- lib-core.inventory-list: backpack is a container (kind="list"); rock is an
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individual-stack item; add/remove toggle renderable tag
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## Interactions
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@@ -58,8 +83,10 @@ cycle, and inheritance-decoupled foot sprites.
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- WASD released → idle_lower collapses legs (scl=0); upper body returns to idle sway
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- Mouse moved → body lazy-rotates via slerp (look_at_slerp: 6); head snaps within ±60° of body
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- Walking east while body faces north → legs perpendicular to body, hips body-relative, feet face north
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- E pressed within 40px of the backpack sprite → fires `"interact"` action;
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callback logs `vagrant: interact with backpack (distance=X.X)`
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- E pressed within 40px of the rock → fires `"interact"` action; rock moves into backpack;
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console prints `vagrant: backpack count=N items=[...]`
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- Q pressed with items in backpack → most-recent item drops at player position; pickup trigger
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re-registered at drop location; console prints updated backpack state
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## CI Hooks
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@@ -82,15 +109,30 @@ cycle, and inheritance-decoupled foot sprites.
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## CHANGELOG
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### v0.8.0 — end-to-end inventory demo functional
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- **Backpack container**: `composition.define_template{id="backpack"}` now includes
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`container={kind="list"}`. The composition v0.2 validator accepts this; the backpack
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can now receive items via `inventory.add`.
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- **End-to-end pickup/drop**: E on the rock calls `inventory.add(state.backpack, rock)`;
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inventory-list removes the "renderable" tag so the rock disappears from the world.
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Q calls `inventory.remove`, restores "renderable", relocates item to player position
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+30px right, and re-registers the pickup trigger. Full loop functional.
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- **Inventory inspection trace**: after every add or remove, `engine.print` emits
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`vagrant: backpack count=N items=[...]` (unconditional; user-facing demo feedback).
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- **Tree-check traces (CI-gated)**: after pickup, `vagrant: tree_check_after_pickup=ok`
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verifies item appears as `item.*` child of the backpack in the composition tree.
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After drop, `vagrant: tree_check_after_drop=ok` verifies no `item.*` children remain.
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- **Backpack interaction.register removed**: the old print-only proximity trigger on the
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backpack sprite has been deleted. The rock's pickup trigger is the only interaction
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trigger registered.
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### v0.7.3
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- **Rock entity**: `composition.define_template{id="rock"}` added (stack_mode=individual,
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tags=renderable+item). One rock entity spawned at (270, 400) — 80px left of the backpack.
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Uses `slot_00_isolated` UV from the `blob_rect_stone` atlas (lib-asset.prototype-blob-geom).
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`register_pickup(state.rock)` wires an interaction trigger so pressing E near the rock
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fires the pickup callback. The callback calls `inventory.add(state.backpack, …)` which
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errors until the backpack becomes a container (next slice) — the error confirms the wiring
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is alive. `render.draw_entities{tag="renderable"}` (existing Phase A render path) draws
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the rock without any special-case render code.
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fires the pickup callback. `render.draw_entities{tag="renderable"}` (existing Phase A
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render path) draws the rock without any special-case render code.
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### v0.4.4
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- **Sprint** (Shift+WASD): doubles `WALK_SPEED` (120 → 240) and walk-anim
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