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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81
init.lua
81
init.lua
@@ -1,9 +1,9 @@
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-- sporel-module-vagrant-skeleton v0.7.3
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-- sporel-module-vagrant-skeleton v0.8.0
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-- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap +
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-- hardcoded furniture. Subterrain-style puppet control model:
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-- multi-look-target (aim/soft), slerp body rotation, hip-static legs,
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-- foot-body-orientation. Sprint (shift+wasd) + interaction (E near
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-- backpack) added v0.4.4.
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-- pickup-item) added v0.4.4.
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--
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-- v0.6.0 (Phase A.4): Backpack promoted to composition-Entity (Atlas-UV
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-- render-path via render.draw_entities{tag="renderable"}). Bed + Bench
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@@ -15,6 +15,13 @@
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-- via puppet.move_to. Movement-Logic moves the actor; puppet renders.
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-- Untagged actor — render.draw_entities doesn't see it; puppet handles
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-- the render via puppet.render(state.player) unchanged.
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--
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-- v0.8.0: Backpack template gains container={kind="list"}.
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-- End-to-end pickup/drop loop: E on rock → inventory.add(backpack, rock)
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-- → rock disappears from draw_entities; Q → rock reappears at player
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-- position. engine.print shows inventory count + item-IDs after each
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-- add/remove. Tree-check (CI-gated) verifies child placement in
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-- composition tree.
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local input = require("lib-core.input")
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local camera = require("lib-core.camera")
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@@ -37,11 +44,13 @@ local ANIM_SPEED_SPRINT = 0.9 -- 2x
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-- Furniture positions (Bed/Bench remain hardcoded for v0.1; Backpack
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-- promoted to Inactive-Entity via composition. Bed/Bench have no
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-- interaction-trigger and no demo-pflicht to be entities — they stay
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-- atlas-furniture until Phase B (container-on-bed) or similar triggers).
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-- atlas-furniture until a container-on-bed feature or similar triggers).
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local BACKPACK_X, BACKPACK_Y = 350, 400
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local INTERACTION_RANGE = 40 -- pixels
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-- Backpack-Template (Phase A.4 — Atlas-UV render-path).
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-- v0.8.0: container={kind="list"} declared so the backpack receives
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-- items via inventory.add (capability-by-declaration).
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-- Real sprite_atlas + sprite_uv values are filled in M.init after the
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-- atlas-JSON is parsed; defaults here are placeholders so the inert-
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-- declaration types are correct (string + numbers).
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@@ -53,6 +62,7 @@ composition.define_template{
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position = {x = 0, y = 0},
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},
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tags = {"renderable"},
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container = { kind = "list" }, -- receives items via inventory.add
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}
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-- Rock-Template: an item sitting in the world that the player can pick up.
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@@ -85,7 +95,7 @@ composition.define_template{
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tags = {}, -- intentionally untagged: not renderable
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}
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-- Item-Template-Convention (Phase B):
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-- Item-Template-Convention:
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-- An "item" is a composition-template with:
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-- - properties.stack_mode = "individual" (required by inventory-list)
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-- - properties.sprite_atlas + sprite_uv (Atlas-UV render path)
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@@ -101,8 +111,8 @@ composition.define_template{
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-- re-parents it to the world at the player position, and re-registers a
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-- pickup-trigger at the new location.
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--
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-- Rock template (B.4) and container block on backpack (B.5) activate this
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-- convention end-to-end. B.3 establishes the glue only.
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-- Rock template (v0.7.3) and container block on backpack (v0.8.0) activate this
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-- convention end-to-end. The pickup/drop glue (v0.7.2) sets up the wiring.
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local state = {
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player = nil, -- puppet handle (state-bearing for animation)
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@@ -138,7 +148,7 @@ local WALK_ANIMS = {"walk_fwd_lower", "walk_back_lower", "walk_left_lower", "wal
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-- When the player presses E within INTERACTION_RANGE, the item is moved
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-- into state.backpack via inventory.add (renderable-tag flips off) and
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-- the trigger is unregistered so the item no longer shows as interactable.
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-- Called by B.4 after placing the rock, and by drop-glue after relocation.
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-- Called after placing the rock, and by drop-glue after relocation.
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local function register_pickup(item)
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local x = item:get_property("position.x")
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local y = item:get_property("position.y")
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@@ -148,6 +158,27 @@ local function register_pickup(item)
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inventory.add(state.backpack, item)
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interaction.unregister(trigger_id)
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if CI_FRAME_PERF then engine.print("vagrant: event=pickup") end
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-- Inventory inspection trace (unconditional — user-facing demo output).
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local count = inventory.count(state.backpack)
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local items = inventory.contents(state.backpack)
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local ids = {}
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for _, it in ipairs(items) do
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table.insert(ids, tostring(it:get_property("composition.reg_id")))
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end
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engine.print(string.format("vagrant: backpack count=%d items=[%s]",
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count, table.concat(ids, ",")))
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-- Tree-check (CI-gated): verify the item was actually placed as a
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-- child of the backpack entity in the composition tree.
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if CI_FRAME_PERF then
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local found = false
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for slot_name, _ in pairs(state.backpack:get_children()) do
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if slot_name:match("^item%.%d+$") then found = true; break end
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end
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engine.print(string.format("vagrant: tree_check_after_pickup=%s",
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found and "ok" or "MISSING"))
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end
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end)
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end
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@@ -368,18 +399,9 @@ function M.init(ctx)
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input.bind("drop", { "q" }) -- drop most-recent item from backpack
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input.bind("quit_to_launcher", { "escape" })
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-- Proximity trigger on the backpack-Entity. Anchor read from the
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-- entity's position-Properties; sign is stationary so a snapshot is
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-- correct (interaction-API takes raw numbers, not closures, in v0.1).
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interaction.register(
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state.backpack:get_property("position.x"),
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state.backpack:get_property("position.y"),
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INTERACTION_RANGE, "interact",
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function(ctx)
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engine.print(string.format(
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"vagrant: interact with backpack (distance=%.1f)",
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ctx.distance))
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end)
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-- Note: no backpack proximity-trigger registered here. The backpack is now
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-- a container; interaction is driven by the rock's register_pickup
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-- trigger. The old backpack-print callback has been removed.
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-- CI trace: assets loaded count (4 atlas textures: player + tiles + world + stone).
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if CI_FRAME_PERF and not ci_assets_traced then
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@@ -411,6 +433,27 @@ function M.update(ctx, dt)
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item:set_property("position.y", py)
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register_pickup(item)
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if CI_FRAME_PERF then engine.print("vagrant: event=drop") end
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-- Inventory inspection trace (unconditional — user-facing demo output).
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local count = inventory.count(state.backpack)
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local items = inventory.contents(state.backpack)
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local ids = {}
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for _, it in ipairs(items) do
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table.insert(ids, tostring(it:get_property("composition.reg_id")))
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end
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engine.print(string.format("vagrant: backpack count=%d items=[%s]",
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count, table.concat(ids, ",")))
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-- Tree-check (CI-gated): verify the backpack has no item.* children
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-- after drop (item was re-parented to world).
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if CI_FRAME_PERF then
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local found = false
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for slot_name, _ in pairs(state.backpack:get_children()) do
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if slot_name:match("^item%.%d+$") then found = true; break end
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end
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engine.print(string.format("vagrant: tree_check_after_drop=%s",
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found and "MISSING" or "ok"))
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end
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end
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end
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@@ -1,6 +1,6 @@
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{
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"id": "vagrant-skeleton",
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"version": "0.7.3",
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"version": "0.8.0",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 60,
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