Files
sporel-module-vagrant-skeleton/init.lua
Axel Meyer 644bfe98fd feat: v0.12.0 Workbench-Integration
Workbench-Entity bei (350, 380) als Crafting-Context-Erweiterung.
Right-Click oeffnet Workbench-Crafting-Panel + Workbench-Inventory.
Crafting nutzt Multi-Source-Locale {backpack, workbench} mit sink
= workbench; Take-Action verschiebt vom Workbench-Inventory zum
Backpack. C-Key Backpack-Crafting bleibt unveraendert via Bw-
Compat-Shim in crafting v0.2.0.

Deps: crafting 0.1.0 -> 0.2.0, crafting-display 0.1.0 -> 0.2.0.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-14 20:04:04 +02:00

1197 lines
53 KiB
Lua

-- sporel-module-vagrant-skeleton v0.12.0
-- Sprite-mode test-chamber: 13-bone humanoid puppet + sprite-tilemap +
-- hardcoded furniture. Subterrain-style puppet control model:
-- multi-look-target (aim/soft), slerp body rotation, hip-static legs,
-- foot-body-orientation. Sprint (shift+wasd) + interaction (E near
-- pickup-item) added v0.4.4.
--
-- v0.6.0 (Phase A.4): Backpack promoted to composition-Entity (Atlas-UV
-- render-path via render.draw_entities{tag="renderable"}). Bed + Bench
-- remain hardcoded atlas-furniture in v0.6.0 (no interaction-trigger,
-- no demo-pflicht to be entities yet).
--
-- v0.7.0 (Phase A.6): Player split — actor-entity (state.actor) owns
-- canonical position; puppet (state.player) syncs from actor each frame
-- via puppet.move_to. Movement-Logic moves the actor; puppet renders.
-- Untagged actor — render.draw_entities doesn't see it; puppet handles
-- the render via puppet.render(state.player) unchanged.
--
-- v0.8.0: Backpack template gains container={kind="list"}.
-- End-to-end pickup/drop loop: E on rock → inventory.add(backpack, rock)
-- → rock disappears from draw_entities; Q → rock reappears at player
-- position. engine.print shows inventory count + item-IDs after each
-- add/remove. Tree-check (CI-gated) verifies child placement in
-- composition tree.
--
-- v0.9.0: Inventory panel UI wired in. Tab toggles a panel overlay
-- showing backpack contents. Right-click on an item row opens a context
-- menu with Drop and Inspect actions. Q-drop (LIFO quick-drop) remains
-- available in parallel.
--
-- v0.9.1: Rock template gains player-facing properties (name,
-- description, weight, volume, composition.stone). Inspect prints the
-- name+description+weight+composition block to the console; future
-- notification system will route this to an in-game text panel. Module-
-- side label_resolver override removed — default_label_resolver reads
-- the `name` property.
--
-- v0.10.0: Notification system wired in. Inspect routes to a modal
-- detail-panel (notify-display detail-channel); pickup spawns a
-- world-floating "+1 Rock" overlay; Drop emits an event-toast. L
-- opens the game-log panel listing all events chronologically.
-- engine.print mirror remains enabled — dev tools that parse the log
-- continue to work.
--
-- v0.11.0: Crafting system wired in (lib-core.crafting +
-- lib-core.crafting-display). Stick spawns as a second pickup-item
-- next to the rock. C-key opens a Crafting panel listing the two
-- known recipes (rock_pick = 1 rock + 1 stick, rock_pile = 3 rocks).
-- Right-click a recipe row → Craft + Inspect actions; Craft consumes
-- inputs from the backpack and adds the output; Inspect routes
-- recipe details to a notify-display detail-channel.
--
-- v0.12.0: Workbench-Entity added at (350, 380). Right-Click on the
-- workbench opens a Workbench-Crafting panel + Workbench-Inventory
-- panel. The crafting panel uses a multi-source locale {backpack,
-- workbench} via crafting v0.2.0's locale-factory API; output lands
-- in the workbench. Take-action in workbench-inv moves an item back
-- to the backpack. C-key Backpack-Crafting remains via the bw-compat
-- shim in crafting v0.2.0 (Form-1 bare entity-handle stays valid).
-- Panel-lib v0.1 is single-active so opening both panels lets
-- workbench_inv win; user can close it (X) to reveal workbench_crafting
-- below — Gate-2 walkthrough documents the flow.
local input = require("lib-core.input")
local camera = require("lib-core.camera")
local r_lib = require("lib-core.render")
local maps = require("lib-core.maps")
local puppet = require("lib-core.puppet")
local interaction = require("lib-core.interaction")
local composition = require("lib-core.composition")
local actor = require("lib-core.actor")
local inventory = require("lib-core.inventory-list")
local panel = require("lib-core.panel")
local inv_display = require("lib-core.inventory-list-display")
local notify = require("lib-core.notify")
local notify_display = require("lib-core.notify-display")
local world_overlay = require("lib-core.world-overlay")
local crafting = require("lib-core.crafting")
local crafting_display = require("lib-core.crafting-display")
local M = {}
-- Walk + sprint speed tunings.
local WALK_SPEED_NORMAL = 120
local WALK_SPEED_SPRINT = 240 -- 2x
local ANIM_SPEED_NORMAL = 0.45
local ANIM_SPEED_SPRINT = 0.9 -- 2x
-- Furniture positions (Bed/Bench remain hardcoded for v0.1; Backpack
-- promoted to Inactive-Entity via composition. Bed/Bench have no
-- interaction-trigger and no demo-pflicht to be entities — they stay
-- atlas-furniture until a container-on-bed feature or similar triggers).
local BACKPACK_X, BACKPACK_Y = 350, 400
local INTERACTION_RANGE = 40 -- pixels
-- World-overlay float colors (pickup confirmation)
local COLOR_PICKUP_FLOAT = 0xFFFF80FF
-- Backpack-Template (Phase A.4 — Atlas-UV render-path).
-- v0.8.0: container={kind="list"} declared so the backpack receives
-- items via inventory.add (capability-by-declaration).
-- Real sprite_atlas + sprite_uv values are filled in M.init after the
-- atlas-JSON is parsed; defaults here are placeholders so the inert-
-- declaration types are correct (string + numbers).
composition.define_template{
id = "backpack",
properties = {
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
position = {x = 0, y = 0},
},
tags = {"renderable"},
container = { kind = "list" }, -- receives items via inventory.add
}
-- Rock-Template: an item sitting in the world that the player can pick up.
-- sprite_atlas + sprite_uv are filled in M.init after the blob_rect_stone atlas
-- is loaded; placeholder defaults here keep the inert-declaration types correct.
-- slot_00_isolated is a standalone isolated stone tile — visually reads as a
-- single rock on the ground.
composition.define_template{
id = "rock",
properties = {
stack_mode = "individual", -- required by inventory-list
-- Player-facing properties (item-template-convention v0.x):
name = "Rock", -- shown by inventory display
description = "A heavy stone. Could be useful for crafting.",
weight = 2.5, -- kg (real units)
volume = 0.001, -- L (real units)
-- Material composition (composition-model.md §4 — 0-1 platonic;
-- 1.0 = pure stone). Phase E (property-driven recipes) reads this.
["composition.stone"] = 1.0,
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
position = {x = 0, y = 0},
},
tags = {"renderable", "item"},
}
-- Stick-Template: placeholder pickup-item that joins rock in the world.
-- Re-uses the blob_rect_stone atlas for visual placeholder (per Phase C-Q10
-- pragmatic resolution — echtes Stick-Sprite kommt mit dem ersten
-- atlas-baker-decals-Slice). slot_04_straight reads as a long horizontal
-- bar — visually distinct from the rock's slot_00_isolated blob.
composition.define_template{
id = "stick",
properties = {
stack_mode = "individual",
name = "Stick",
description = "A wooden stick. Useful for crafting tool handles.",
weight = 0.3, -- kg
volume = 0.0005, -- L
["composition.wood"] = 1.0,
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
position = {x = 0, y = 0},
},
tags = {"renderable", "item"},
}
-- NOTE: Crafted-output templates (rock_pick, rock_pile) are defined inside
-- M.init rather than at top-level, because their sprite_atlas defaults need
-- the resolved blob_rect_stone PNG path. Crafting calls composition.create
-- with no extra properties, so the template defaults are the only place to
-- carry sprite_atlas / sprite_uv onto crafted items. See M.init for the
-- actual define_template calls.
-- Player-Actor-Template (Phase A.6). Vagrant's player is an actor whose
-- position drives the puppet (sync each frame). NOT tagged renderable —
-- the puppet handles rendering, render.draw_entities doesn't see this
-- entity. movement_speed is informational; vagrant's sprint-logic uses
-- its own WALK_SPEED constants directly for the per-frame move.
composition.define_template{
id = "vagrant_player",
properties = {
position = {x = 0, y = 0},
movement_speed = 120, -- WALK_SPEED_NORMAL
},
tags = {}, -- intentionally untagged: not renderable
}
-- Item-Template-Convention:
-- An "item" is a composition-template with:
-- - properties.stack_mode = "individual" (required by inventory-list)
-- - properties.sprite_atlas + sprite_uv (Atlas-UV render path)
-- - properties.position = {x = 0, y = 0} (world anchor)
-- - tags = {"renderable", "item"} ("renderable" → drawn by
-- render.draw_entities;
-- "item" → reserved/visible to
-- future inventory queries)
-- Pickup: register_pickup(item) registers an interaction-trigger at the
-- item's current position; on interact, the item moves into state.backpack
-- via inventory.add (renderable-tag flips off → world stops drawing it).
-- Drop: input-action "drop" pops the last item out of state.backpack,
-- re-parents it to the world at the player position, and re-registers a
-- pickup-trigger at the new location.
--
-- Rock template (v0.7.3) and container block on backpack (v0.8.0) activate this
-- convention end-to-end. The pickup/drop glue (v0.7.2) sets up the wiring.
local state = {
player = nil, -- puppet handle (state-bearing for animation)
actor = nil, -- composition-entity owning position
map = nil,
world_tex = nil, -- subterrain_world atlas diffuse handle (used for bed/bench)
furniture_uvs = nil, -- name -> { x, y, w, h } from atlas JSON
backpack = nil, -- composition-entity, created in M.init after atlas load
rock = nil, -- composition-entity (item), created in M.init after blob_rect_stone load
stick = nil, -- composition-entity (item), placeholder for crafting demo
workbench = nil, -- composition-entity (container), Phase D Workbench
crafting_widget = nil, -- crafting-display widget handle (Backpack)
workbench_crafting_widget = nil, -- crafting-display widget handle (Workbench-context)
workbench_inv_widget = nil, -- inventory-list-display widget handle (Workbench-Inv)
-- Subterrain-style controller state:
walk_anim_current = nil, -- "walk_fwd_lower" / "walk_back_lower" / etc. (nil = idle_lower)
lower_control_rot_deg = 0,
move_x = 0,
move_y = 0,
sprinting = false, -- shift+wasd = 2x speed + 2x anim
}
-- CI hook gating (mirrors Phase 1 convention).
local CI_FRAME_PERF = (os.getenv("SPOREL_CI") == "1")
local CI_DRIVE = (os.getenv("SPOREL_VAGRANT_PHASE1_DRIVE") == "1")
local ci_frame_count = 0
local ci_t_start = nil
local ci_drive_frame = 0
local ci_last_state = nil
local ci_sprite_traced = false
local ci_assets_traced = false
-- All 4 directional walk animation ids.
local WALK_ANIMS = {"walk_fwd_lower", "walk_back_lower", "walk_left_lower", "walk_right_lower"}
-- register_pickup(item)
-- Registers an interaction-trigger at the item's current world position.
-- When the player presses E within INTERACTION_RANGE, the item is moved
-- into state.backpack via inventory.add (renderable-tag flips off) and
-- the trigger is unregistered so the item no longer shows as interactable.
-- Called after placing the rock, and by drop-glue after relocation.
local function register_pickup(item)
local x = item:get_property("position.x")
local y = item:get_property("position.y")
local trigger_id
trigger_id = interaction.register(x, y, INTERACTION_RANGE, "interact",
function()
inventory.add(state.backpack, item)
-- World-float "+1 <item-name>" anchored on the player
local item_name = item:get_property("name") or "item"
world_overlay.spawn{
kind = "text",
text = "+1 " .. item_name,
anchor = state.actor, -- follow player
offset = { x = -20, y = -48 },
ttl = 1.2,
font_size = 16,
color = COLOR_PICKUP_FLOAT,
rise_px = 24,
}
-- Pickup event-toast + log entry
notify.post{
tags = {"pickup", "inventory"},
text = string.format("Picked up %s", item_name),
}
interaction.unregister(trigger_id)
if CI_FRAME_PERF then engine.print("vagrant: event=pickup") end
-- Inventory inspection trace (unconditional — user-facing demo output).
local count = inventory.count(state.backpack)
local items = inventory.contents(state.backpack)
local ids = {}
for _, it in ipairs(items) do
table.insert(ids, tostring(it:get_property("composition.reg_id")))
end
engine.print(string.format("vagrant: backpack count=%d items=[%s]",
count, table.concat(ids, ",")))
-- Tree-check (CI-gated): verify the item was actually placed as a
-- child of the backpack entity in the composition tree.
if CI_FRAME_PERF then
local found = false
for slot_name, _ in pairs(state.backpack:get_children()) do
if slot_name:match("^item%.%d+$") then found = true; break end
end
engine.print(string.format("vagrant: tree_check_after_pickup=%s",
found and "ok" or "MISSING"))
end
end)
end
-- register_interaction_use(entity)
-- Phase D Workbench: registers a right-click ("use") interaction-trigger at
-- the entity's current world position. When the player fires "use" within
-- INTERACTION_RANGE, the callback opens both the Workbench-Crafting and
-- Workbench-Inventory panels.
--
-- lib-core.interaction v0.1.0 is XY-based (not entity-bound); the trigger
-- snapshots the position at registration time. Workbench is static in v0.12
-- so a single registration suffices. Action-name "use" is bound to
-- mouse_right in M.init's input.bind block.
--
-- Note on dual-panel-open: lib-core.panel v0.1.1 enforces a single active
-- widget. Calling panel.open twice means the second call wins
-- (workbench_inv shows on top; workbench_crafting is hidden until the
-- player closes the inv panel via X). This matches the spec §4.4 note that
-- "v0.2 default ist whatever panel-lib default" — proper side-by-side
-- layout is a panel-lib v0.2 task, out of scope for D.2.
local function register_interaction_use(entity)
local x = entity:get_property("position.x")
local y = entity:get_property("position.y")
interaction.register(x, y, INTERACTION_RANGE, "use", function()
panel.open("workbench_crafting")
panel.open("workbench_inv")
if CI_FRAME_PERF then engine.print("vagrant: event=workbench_use") end
end)
end
-- discover_sources(workbench) → array of container entities
-- Phase D v0.2 source-discovery policy: Player-Backpack is always a source
-- (independent of workbench position; player carries it everywhere), and
-- the workbench itself is always a source. Forward-compat stub below
-- documents the intended adjacent-container scan (deferred to a future
-- slice with multi-container demos).
local function discover_sources(workbench)
local sources = { state.backpack, workbench }
-- Forward-compat stub for adjacent-container scan (deferred):
-- for _, ent in ipairs(composition.list_by_tag("container")) do
-- if ent ~= workbench and ent ~= state.backpack then
-- local wx = workbench:get_property("position.x")
-- local wy = workbench:get_property("position.y")
-- local ex = ent:get_property("position.x")
-- local ey = ent:get_property("position.y")
-- if ex and ey and wx and wy then
-- local dx, dy = math.abs(ex - wx), math.abs(ey - wy)
-- if math.max(dx, dy) <= 1 then -- Chebyshev radius 1
-- sources[#sources + 1] = ent
-- end
-- end
-- end
-- end
return sources
end
-- Signed angle between two 2D vectors (in degrees, range [-180, 180]).
-- Sporel uses Y-down screen-coords. Substrate's math assumes Y-up; the cross
-- component is flipped so "positive num = move-direction is CCW from body-fwd
-- in screen-coords" matches substrate's "positive num = walk_left sector".
local function signed_angle_2d(v1x, v1y, v2x, v2y)
local cross = v1y * v2x - v1x * v2y -- Y-down flip
local dot = v1x * v2x + v1y * v2y
return math.deg(math.atan(cross, dot))
end
-- Given signed angle num_deg from body-forward to move-direction, pick the
-- appropriate walk animation and compute the lower_control offset rotation (degrees).
-- Substrate convention: body-forward = sprite top = -Y at rot=0.
local function pick_walk_anim(num_deg)
if num_deg >= -45 and num_deg <= 45 then
-- Movement roughly aligns with body-forward = backpedaling
return "walk_back_lower", math.max(-30, math.min(30, num_deg))
elseif num_deg > 45 and num_deg < 135 then
-- Movement ~90° left of body-forward = strafe left
return "walk_left_lower", math.max(60, math.min(120, num_deg)) - 90
elseif num_deg > -135 and num_deg < -45 then
-- Movement ~90° right of body-forward = strafe right
return "walk_right_lower", math.max(-120, math.min(-60, num_deg)) + 90
elseif num_deg > 0 then
-- Movement roughly opposite body-forward, positive side = walk forward
return "walk_fwd_lower", -(30 - (math.max(150, math.min(180, num_deg)) - 150))
else
-- Movement roughly opposite body-forward, negative side = walk forward
return "walk_fwd_lower", 30 + (math.max(-180, math.min(-150, num_deg)) + 150)
end
end
-- Lower-body controller: legs rotate to walk direction (NOT Substrate's
-- body-relative wedge). User preference: leg stride visually aligns with
-- movement axis. lower_control.rot = atan(move_x, -move_y) so leg sprites
-- (which oscillate scl_y along their local Y) cycle along the walk axis.
-- One generic walk_fwd_lower anim suffices since the rotation handles
-- the directional change (4-direction anims kept on disk for future
-- gait-style differentiation).
local function update_lower_anim(moving, move_x, move_y)
if not moving then
-- Idle: stop walk anims, resume idle_lower. Preserve last
-- lower_control_rot_deg so legs keep their last orientation
-- (no snap-back to north on stop).
if state.walk_anim_current ~= nil then
for _, a in ipairs(WALK_ANIMS) do
puppet.stop(state.player, a)
end
state.walk_anim_current = nil
puppet.play(state.player, "idle_lower", { loop = true })
puppet.stop(state.player, "walk_upper")
if not puppet.is_playing(state.player, "idle") then
puppet.play(state.player, "idle", { loop = true })
end
if CI_FRAME_PERF and ci_last_state ~= "idle" then
engine.print("vagrant: state=idle")
ci_last_state = "idle"
end
end
return
end
-- Walking: legs face walk direction (sprite-top convention: rot=0 = -Y).
state.lower_control_rot_deg = math.deg(math.atan(move_x, -move_y))
-- Single generic walk anim (4-direction-picker deferred until we have
-- differentiated gait styles per direction).
local anim_id = "walk_fwd_lower"
if state.walk_anim_current ~= anim_id then
for _, a in ipairs(WALK_ANIMS) do
if a ~= anim_id then puppet.stop(state.player, a) end
end
puppet.stop(state.player, "idle_lower")
puppet.stop(state.player, "idle")
-- Play with current speed (normal or sprint).
local anim_speed = state.sprinting and ANIM_SPEED_SPRINT or ANIM_SPEED_NORMAL
puppet.play(state.player, anim_id, { loop = true, speed = anim_speed })
if not puppet.is_playing(state.player, "walk_upper") then
puppet.play(state.player, "walk_upper", { loop = true, speed = anim_speed })
end
state.walk_anim_current = anim_id
if CI_FRAME_PERF and ci_last_state ~= "walk" then
engine.print("vagrant: state=walk")
ci_last_state = "walk"
end
end
end
function M.init(ctx)
local aliases = engine.module.asset_aliases()
-- Map + sprite-tilemap.
state.map = maps.load("maps/vagrant_test.map.json")
maps.set_current(state.map)
maps.load_textures(aliases)
-- Player-Actor owns canonical position (Phase A.6). Puppet is spawned
-- at the same coords and stays in sync via puppet.move_to each frame.
state.actor = actor.create{
template = "vagrant_player",
properties = {
position = {x = 320, y = 240},
movement_speed = 120, -- WALK_SPEED_NORMAL
},
}
-- Puppet rig + sprite textures.
local rig = puppet.load_rig("rigs/humanoid.rig.json", aliases)
state.player = puppet.spawn(rig, { x = 320, y = 240 })
-- Load all animations.
local walk_fwd = puppet.load_animation("animations/walk_fwd_lower.anim.json", rig)
local walk_back = puppet.load_animation("animations/walk_back_lower.anim.json", rig)
local walk_left = puppet.load_animation("animations/walk_left_lower.anim.json", rig)
local walk_right = puppet.load_animation("animations/walk_right_lower.anim.json", rig)
local walk_upper = puppet.load_animation("animations/walk_upper.anim.json", rig)
local idle = puppet.load_animation("animations/idle.anim.json", rig)
local idle_lower = puppet.load_animation("animations/idle_lower.anim.json", rig)
for _, a in ipairs({walk_fwd, walk_back, walk_left, walk_right, walk_upper, idle, idle_lower}) do
puppet.register_animation(state.player, a)
end
-- Start in idle state.
puppet.play(state.player, "idle", { loop = true })
puppet.play(state.player, "idle_lower", { loop = true })
-- Procedural leg+foot orientation:
-- * Hips are body-relative (legs.parent=body, position cascade follows body).
-- * leg.world.rot = walk_dir (independent of body). Set leg.local.rot =
-- walk_dir - body.world.rot so cascade gives correct world rot.
-- * foot.world.rot = body.world.rot (user pref: feet stay body-oriented
-- even when legs swing to walk-direction = "tactical twist"). Cascade:
-- foot.world.rot = leg.world.rot + foot.local.rot = body.rot.
-- → foot.local.rot = body.rot - leg.world.rot = body.rot - walk_dir
-- = -leg_local_deg.
-- Per-channel guard v0.4.2 allows leg.rot + foot.rot writes alongside
-- walk_fwd_lower (which only writes leg.scl).
puppet.set_procedural(state.player, "leg_foot_orientation", function(handle, dt)
local _, _, body_rot = puppet.bone_world_transform(handle, "body")
local leg_local_deg = state.lower_control_rot_deg - math.deg(body_rot)
local foot_local_deg = -leg_local_deg
puppet.write_bone(handle, "leg_l", { rot = leg_local_deg })
puppet.write_bone(handle, "leg_r", { rot = leg_local_deg })
puppet.write_bone(handle, "foot_l", { rot = foot_local_deg })
puppet.write_bone(handle, "foot_r", { rot = foot_local_deg })
end)
-- Furniture atlas (subterrain_world): load JSON + diffuse texture once.
local world_lib = aliases.subterrain_world
local world_base = world_lib .. "/assets/atlases/subterrain_world"
local world_atlas_png = world_base .. "/tiles.diffuse.atlas.png"
local world_meta = engine.asset.load_json(world_base .. "/tiles.atlas.json")
state.world_tex = engine.asset.load_texture(world_atlas_png)
state.furniture_uvs = {}
for _, t in ipairs(world_meta.tiles) do
state.furniture_uvs[t.name] = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] }
end
-- Spawn Backpack-Entity with real Atlas-UV values now that the
-- atlas-json is parsed. lib-core.render's atlas-cache will load
-- the texture lazy-on-first-draw (separate from state.world_tex
-- which serves bed/bench's direct draw_sprite_transform call;
-- ineffizient aber kein-Schaden, single-texture-handle-merge ist
-- ein späterer Slice).
local backpack_uv = state.furniture_uvs["backpack_001"]
state.backpack = composition.create{
template = "backpack",
properties = {
sprite_atlas = world_atlas_png,
sprite_uv = {x = backpack_uv.x, y = backpack_uv.y,
w = backpack_uv.w, h = backpack_uv.h},
position = {x = BACKPACK_X, y = BACKPACK_Y},
},
}
-- Blob-rect-stone atlas: load JSON + diffuse texture for the rock sprite.
-- blob_rect_stone alias resolves to lib-asset.prototype-blob-geom. The
-- "slot_00_isolated" tile is the standalone isolated stone shape — reads as
-- a single rock on the ground. Separate atlas/texture from world atlas
-- (lib-core.render's atlas-cache de-duplicates on path, no wasted load).
local stone_lib = aliases.blob_rect_stone
local stone_base = stone_lib .. "/assets/atlases/blob_rect_stone"
local stone_atlas_png = stone_base .. "/tiles.diffuse.atlas.png"
local stone_meta = engine.asset.load_json(stone_base .. "/tiles.atlas.json")
local stone_uvs = {}
for _, t in ipairs(stone_meta.tiles) do
stone_uvs[t.name] = { x = t.uv[1], y = t.uv[2], w = t.uv[3], h = t.uv[4] }
end
-- Crafted-output templates: defined here (not top-level) so their
-- sprite_atlas defaults can carry the resolved blob_rect_stone PNG path.
-- crafting.craft calls composition.create with no overrides, so the
-- template defaults are the only carrier for sprite_atlas / sprite_uv
-- on the crafted instance. Without this, crafted items render as a
-- "?" placeholder in the inventory and a magenta-fallback square on
-- drop (lib-core.render path-3).
-- slot_05_tee_open reads as a tool-shaped tile (rock_pick).
-- slot_13_solid reads as a dense cluster tile (rock_pile).
local rock_pick_uv = stone_uvs["slot_05_tee_open"]
composition.define_template{
id = "rock_pick",
properties = {
stack_mode = "individual",
name = "Stone Pick",
description = "A crude pick for mining stone.",
weight = 2.8, -- rock + stick (real units)
volume = 0.0015,
["composition.stone"] = 0.9,
["composition.wood"] = 0.1,
sprite_atlas = stone_atlas_png,
sprite_uv = {x = rock_pick_uv.x, y = rock_pick_uv.y,
w = rock_pick_uv.w, h = rock_pick_uv.h},
position = {x = 0, y = 0},
},
tags = {"renderable", "item"},
}
local rock_pile_uv = stone_uvs["slot_13_solid"]
composition.define_template{
id = "rock_pile",
properties = {
stack_mode = "individual",
name = "Rock Pile",
description = "A stack of rocks bundled together for storage.",
weight = 7.5, -- 3x rock
volume = 0.003,
["composition.stone"] = 1.0,
sprite_atlas = stone_atlas_png,
sprite_uv = {x = rock_pile_uv.x, y = rock_pile_uv.y,
w = rock_pile_uv.w, h = rock_pile_uv.h},
position = {x = 0, y = 0},
},
tags = {"renderable", "item"},
}
-- Workbench-Template (Phase D v0.2). Container-kind=list so it can
-- accept items via inventory.add (crafting output landing spot).
-- Placeholder visual re-uses the blob_rect_stone atlas with
-- slot_07_tee_full — visually distinct from the slots already taken
-- (00=rock, 04=stick, 05=rock_pick, 13=rock_pile). slot_07 is a
-- filled T-junction shape — dense + asymmetric, reads as a sturdy
-- piece of furniture against the rest of the in-world items. A
-- proper sprite would come from atlas-baker-decals in a future slice.
local workbench_uv = stone_uvs["slot_07_tee_full"]
composition.define_template{
id = "workbench",
properties = {
stack_mode = "individual",
name = "Workbench",
description = "A crafting bench.",
weight = 50,
volume = 100,
["composition.wood"] = 0.7,
["composition.stone"] = 0.3,
sprite_atlas = stone_atlas_png,
sprite_uv = {x = workbench_uv.x, y = workbench_uv.y,
w = workbench_uv.w, h = workbench_uv.h},
position = {x = 0, y = 0},
},
container = { kind = "list" },
tags = { "renderable", "container", "workbench", "interactable" },
}
-- Spawn Rock-Entity 80px to the left of the backpack so it sits in a
-- distinct position: visible to the player on first load, not overlapping
-- the backpack, reachable by walking left from spawn.
local ROCK_X, ROCK_Y = BACKPACK_X - 80, BACKPACK_Y
local rock_uv = stone_uvs["slot_00_isolated"]
state.rock = composition.create{
template = "rock",
properties = {
sprite_atlas = stone_atlas_png,
sprite_uv = {x = rock_uv.x, y = rock_uv.y,
w = rock_uv.w, h = rock_uv.h},
position = {x = ROCK_X, y = ROCK_Y},
},
}
register_pickup(state.rock)
if CI_FRAME_PERF then engine.print("vagrant: rock_spawned") end
-- Stick spawn 80px to the right of the rock (160px left of the backpack
-- on the same Y as rock + backpack). Placeholder visual: slot_04_straight
-- from blob_rect_stone reads as a long horizontal bar (Phase C-Q10 atlas
-- re-use; echtes Stick-Sprite folgt mit atlas-baker-decals).
local STICK_X, STICK_Y = BACKPACK_X - 160, BACKPACK_Y
local stick_uv = stone_uvs["slot_04_straight"]
state.stick = composition.create{
template = "stick",
properties = {
sprite_atlas = stone_atlas_png,
sprite_uv = {x = stick_uv.x, y = stick_uv.y,
w = stick_uv.w, h = stick_uv.h},
position = {x = STICK_X, y = STICK_Y},
},
}
register_pickup(state.stick)
if CI_FRAME_PERF then engine.print("vagrant: stick_spawned") end
-- Workbench spawn (Phase D v0.2). Placed at (350, 380) — 20px above
-- the backpack (at 350, 400) so they are visually distinct but still
-- on the visible-on-spawn area. register_interaction_use registers a
-- right-click ("use") proximity-trigger at the workbench position.
state.workbench = composition.create{
template = "workbench",
properties = {
position = {x = 350, y = 380},
},
}
if CI_FRAME_PERF then engine.print("vagrant: workbench_spawned") end
-- ====== Crafting Recipes ======
crafting.define_recipe{
id = "rock_pick",
inputs = {
{template = "rock", count = 1},
{template = "stick", count = 1},
},
output = {template = "rock_pick", count = 1},
name = "Stone Pick",
description = "A pick for mining stone.",
}
crafting.define_recipe{
id = "rock_pile",
inputs = {
{template = "rock", count = 3},
},
output = {template = "rock_pile", count = 1},
name = "Rock Pile",
description = "Stack rocks for storage.",
}
-- Inventory-UI Setup
panel.set_theme{ panel_width_frac = 0.4, font_size_title = 20 }
local backpack_widget = inv_display.create(state.backpack, {
title = "Backpack",
widget_id = "backpack",
pause_on_open = false,
})
-- Default label_resolver reads `name` property from the item-template
-- (set on the rock template above). No override needed in v0.9.1.
-- Drop action: knows world-reparenting + player position
inv_display.register_action(backpack_widget, "Drop", function(item, c)
inventory.remove(state.backpack, item)
local px = state.actor:get_property("position.x")
local py = state.actor:get_property("position.y")
item:set_property("position.x", px + 30)
item:set_property("position.y", py)
register_pickup(item)
c.close_menu()
if CI_FRAME_PERF then engine.print("vagrant: event=drop_via_menu") end
notify.post{
tags = {"drop", "inventory"},
text = string.format("Dropped %s",
item:get_property("name") or "item"),
}
end)
-- Inspect action: routes to a modal detail-panel via notify.post.
-- engine.print mirror kept for dev-tool compatibility.
inv_display.register_action(backpack_widget, "Inspect", function(item, c)
-- Collect composition.<material>.* properties for the detail payload
local props = item:get_properties()
local comp = {}
for k, v in pairs(props) do
local mat = k:match("^composition%.(.+)$")
if mat and mat ~= "reg_id" then comp[mat] = v end
end
notify.post{
tags = {"inspect"},
text = item:get_property("name") or "(unnamed)",
data = {
description = item:get_property("description"),
weight = item:get_property("weight"),
volume = item:get_property("volume"),
composition = comp,
},
}
c.close_menu()
end)
panel.register("backpack", backpack_widget)
panel.bind_default_trigger("tab", "backpack")
-- ====== Crafting Widget ======
state.crafting_widget = crafting_display.create(state.backpack, {
title = "Crafting",
widget_id = "crafting",
pause_on_open = false,
ctx_factory = function()
return { actor = state.actor }
end,
})
-- Craft action: invokes crafting.craft on the backpack, posts a
-- notify-toast on success or a warn-toast on missing inputs.
crafting_display.register_action(state.crafting_widget, "Craft",
function(recipe_id, c)
local r = crafting.craft(recipe_id, c.container,
{ actor = state.actor })
if r.ok then
local recipe = crafting.get_recipe(recipe_id)
notify.post{
tags = {"craft", "event"},
text = "Crafted " .. (recipe.name or recipe_id),
severity = "info",
}
if CI_FRAME_PERF then
engine.print("vagrant: event=craft_ok recipe=" .. recipe_id)
end
else
local msg
if r.error == "missing_inputs" then
msg = "Missing inputs"
else
msg = "Cannot craft: " .. tostring(r.error)
end
notify.warn({"craft", "event"}, msg)
if CI_FRAME_PERF then
engine.print("vagrant: event=craft_fail recipe=" .. recipe_id
.. " error=" .. tostring(r.error))
end
end
c.close_menu()
end)
-- Inspect action: routes recipe details to the notify detail-channel.
crafting_display.register_action(state.crafting_widget, "Inspect",
function(recipe_id, c)
local recipe = crafting.get_recipe(recipe_id)
local lines = {
recipe.name or recipe.id,
"",
recipe.description or "",
"",
"Inputs:",
}
for _, inp in ipairs(recipe.inputs) do
lines[#lines + 1] = " " .. inp.template .. " \xc3\x97 " .. inp.count
end
lines[#lines + 1] = ""
lines[#lines + 1] = "Output: " .. recipe.output.template
.. " \xc3\x97 " .. recipe.output.count
notify.post{
tags = {"inspect", "detail"},
text = table.concat(lines, "\n"),
severity = "info",
}
c.close_menu()
end)
panel.register("crafting", state.crafting_widget)
panel.bind_default_trigger("c", "crafting")
-- ====== Workbench Crafting Widget (Phase D v0.2) ======
-- Locale-Factory returns Form-2 locale {sources, sink}: sources come
-- from discover_sources (player-backpack + workbench), sink is the
-- workbench. Crafting v0.2.0 greedy-drains sources in array-order
-- (backpack first, then workbench) before adding the output to sink.
state.workbench_crafting_widget = crafting_display.create(
function()
return {
sources = discover_sources(state.workbench),
sink = state.workbench,
}
end,
{
title = "Workbench Crafting",
widget_id = "workbench_crafting",
pause_on_open = false,
ctx_factory = function()
return { actor = state.actor, at_workbench = true }
end,
})
-- Craft action: invokes crafting.craft on the resolved locale (multi-
-- source), posts a success or warning toast. ctx_inner.locale carries
-- the per-frame-resolved Form-2 locale; we forward it verbatim.
crafting_display.register_action(state.workbench_crafting_widget,
"Craft", function(recipe_id, ctx_inner)
local r = crafting.craft(recipe_id, ctx_inner.locale,
{ actor = state.actor, at_workbench = true })
if r.ok then
local recipe = crafting.get_recipe(recipe_id)
notify.post{
tags = {"craft", "event"},
text = "Crafted " .. (recipe.name or recipe_id),
severity = "info",
}
if CI_FRAME_PERF then
engine.print("vagrant: event=craft_ok recipe=" .. recipe_id
.. " at_workbench=1")
end
else
local msg
if r.error == "missing_inputs" then
msg = "Missing inputs"
else
msg = "Cannot craft: " .. tostring(r.error)
end
notify.warn({"craft", "event"}, msg)
if CI_FRAME_PERF then
engine.print("vagrant: event=craft_fail recipe=" .. recipe_id
.. " error=" .. tostring(r.error)
.. " at_workbench=1")
end
end
ctx_inner.close_menu()
end)
-- Inspect action: routes recipe details to the notify detail-channel
-- (same pattern as backpack-crafting Inspect).
crafting_display.register_action(state.workbench_crafting_widget,
"Inspect", function(recipe_id, ctx_inner)
local recipe = crafting.get_recipe(recipe_id)
local lines = {
recipe.name or recipe.id,
"",
recipe.description or "",
"",
"Inputs:",
}
for _, inp in ipairs(recipe.inputs) do
lines[#lines + 1] = " " .. inp.template
.. " \xc3\x97 " .. inp.count
end
lines[#lines + 1] = ""
lines[#lines + 1] = "Output: " .. recipe.output.template
.. " \xc3\x97 " .. recipe.output.count
notify.post{
tags = {"inspect", "detail"},
text = table.concat(lines, "\n"),
severity = "info",
}
ctx_inner.close_menu()
end)
panel.register("workbench_crafting", state.workbench_crafting_widget)
-- KEIN bind_default_trigger: trigger is the workbench right-click via
-- register_interaction_use(state.workbench) below.
-- ====== Workbench Inventory Widget (Phase D v0.2) ======
state.workbench_inv_widget = inv_display.create(state.workbench, {
title = "Workbench Inventory",
widget_id = "workbench_inv",
pause_on_open = false,
})
-- Take action: moves an item from workbench → backpack via
-- inventory.remove + inventory.add. Posts a transfer-event toast.
inv_display.register_action(state.workbench_inv_widget, "Take",
function(item, c)
inventory.remove(state.workbench, item)
inventory.add(state.backpack, item)
notify.post{
tags = {"transfer", "event"},
text = "Took " .. (item:get_property("name")
or composition.template_of(item) or "item"),
severity = "info",
}
c.close_menu()
if CI_FRAME_PERF then engine.print("vagrant: event=take") end
if c.refresh then c.refresh() end
end)
-- Inspect action: mirrors the backpack-inv Inspect so that workbench
-- contents have the same detail-modal payload (name + description +
-- weight + volume + composition.* materials).
inv_display.register_action(state.workbench_inv_widget, "Inspect",
function(item, c)
local props = item:get_properties()
local comp = {}
for k, v in pairs(props) do
local mat = k:match("^composition%.(.+)$")
if mat and mat ~= "reg_id" then comp[mat] = v end
end
notify.post{
tags = {"inspect"},
text = item:get_property("name") or "(unnamed)",
data = {
description = item:get_property("description"),
weight = item:get_property("weight"),
volume = item:get_property("volume"),
composition = comp,
},
}
c.close_menu()
end)
panel.register("workbench_inv", state.workbench_inv_widget)
-- Right-click trigger registered AFTER both workbench widgets are
-- panel.register'd; the callback panel.open()s them by id, so they
-- must already be in the panel registry.
register_interaction_use(state.workbench)
-- ====== Notification System Setup ======
-- Channels (created BEFORE display attach + widget register)
notify.create_channel{ id = "inspect", filter = {"inspect"},
display_mode = "detail" }
notify.create_channel{ id = "events", filter = {"pickup", "drop", "craft", "transfer"},
display_mode = "toast" }
notify.create_channel{ id = "log", filter = {}, -- catch-all
display_mode = "log" }
-- Widgets MUST be registered BEFORE attach_mode("detail"/"log") because
-- attach_mode auto-opens detail-widget on first message (requires registered).
panel.register("inspect-detail",
notify_display.create_detail_widget{
widget_id = "inspect-detail", title = "Item Details" })
panel.register("game-log",
notify_display.create_log_widget{
widget_id = "game-log", title = "Game Log" })
-- Attach display-layer modes
notify_display.attach_mode("detail", { panel_widget_id = "inspect-detail" })
notify_display.attach_mode("toast", { position = "top-right", max_visible = 5 })
notify_display.attach_mode("log", { panel_widget_id = "game-log" })
-- L opens game-log (inspect-detail auto-opens on notify.post; no hotkey)
panel.bind_default_trigger("l", "game-log")
-- Input bindings.
input.bind("walk_left", { "a" })
input.bind("walk_right", { "d" })
input.bind("walk_up", { "w" })
input.bind("walk_down", { "s" })
input.bind("sprint", { "shift" }) -- held while walking → 2x speed
input.bind("interact", { "e" }) -- fires nearest proximity-trigger
input.bind("use", { "mouse_right" }) -- Phase D right-click "use" trigger (workbench)
input.bind("drop", { "q" }) -- drop most-recent item from backpack
input.bind("quit_to_launcher", { "escape" })
-- Note: no backpack proximity-trigger registered here. The backpack is now
-- a container; interaction is driven by the rock's register_pickup
-- trigger. The old backpack-print callback has been removed.
-- CI trace: assets loaded count (4 atlas textures: player + tiles + world + stone).
if CI_FRAME_PERF and not ci_assets_traced then
engine.print("vagrant: assets_loaded=4")
ci_assets_traced = true
end
if CI_FRAME_PERF then
ci_t_start = engine.time.now()
end
end
function M.update(ctx, dt)
if input.was_action_pressed("quit_to_launcher") then
-- ESC: close any open panel first; only quit to launcher when no panel is open.
if panel.is_open() then
panel.close()
else
engine.switch_module("lib-management.launcher")
return
end
end
-- Inventory panel input handling
panel.update(dt)
if panel.is_pausing() then return end
notify_display.update(dt)
world_overlay.update(dt)
-- Drop: Q pops the most-recently-added item from backpack, relocates
-- it to world at player position + 30px right offset, and re-registers
-- a pickup-trigger. inventory.remove restores the renderable tag.
if input.was_action_pressed("drop") then
local items = inventory.contents(state.backpack)
if #items > 0 then
local item = inventory.remove(state.backpack, items[#items])
local px = state.actor:get_property("position.x")
local py = state.actor:get_property("position.y")
item:set_property("position.x", px + 30)
item:set_property("position.y", py)
register_pickup(item)
if CI_FRAME_PERF then engine.print("vagrant: event=drop") end
notify.post{
tags = {"drop", "inventory"},
text = string.format("Dropped %s",
item:get_property("name") or "item"),
}
-- Inventory inspection trace (unconditional — user-facing demo output).
local count = inventory.count(state.backpack)
local remaining_items = inventory.contents(state.backpack) -- re-read post-remove
local ids = {}
for _, it in ipairs(remaining_items) do
table.insert(ids, tostring(it:get_property("composition.reg_id")))
end
engine.print(string.format("vagrant: backpack count=%d items=[%s]",
count, table.concat(ids, ",")))
-- Tree-check (CI-gated): verify the backpack has no item.* children
-- after drop (item was re-parented to world).
if CI_FRAME_PERF then
local found = false
for slot_name, _ in pairs(state.backpack:get_children()) do
if slot_name:match("^item%.%d+$") then found = true; break end
end
engine.print(string.format("vagrant: tree_check_after_drop=%s",
found and "MISSING" or "ok"))
end
end
end
-- WASD input → normalized move vector.
local dx, dy = 0, 0
if input.is_action_down("walk_left") then dx = dx - 1 end
if input.is_action_down("walk_right") then dx = dx + 1 end
if input.is_action_down("walk_up") then dy = dy - 1 end
if input.is_action_down("walk_down") then dy = dy + 1 end
local moving = (dx ~= 0 or dy ~= 0)
-- Sprint = shift held + actually moving. Updated BEFORE move so the
-- selected speed matches; also feeds update_lower_anim's anim-speed
-- pick at walk-start transitions.
local sprint_held = input.is_action_down("sprint")
state.sprinting = moving and sprint_held
local current_walk_speed = state.sprinting and WALK_SPEED_SPRINT or WALK_SPEED_NORMAL
-- CI_DRIVE: synthetic scripted move (preserve existing P0-S25b semantics).
if CI_DRIVE then
ci_drive_frame = ci_drive_frame + 1
if ci_drive_frame > 20 and ci_drive_frame <= 40 then
dx = 1; dy = 0
moving = true
actor.move(state.actor, dx * WALK_SPEED_NORMAL * dt, 0)
else
moving = false
end
end
-- Move actor (position-owner). Puppet syncs from actor below.
if moving and not CI_DRIVE then
local len = math.sqrt(dx * dx + dy * dy)
state.move_x = dx / len
state.move_y = dy / len
actor.move(state.actor,
state.move_x * current_walk_speed * dt,
state.move_y * current_walk_speed * dt)
elseif not moving then
state.move_x = 0
state.move_y = 0
end
-- Sync puppet position from actor (Phase A.6: actor is source-of-truth).
-- Done once per frame after movement, before puppet.update consumes
-- position for animation.
puppet.move_to(state.player, actor.position(state.actor))
-- CI_DRIVE move_x/move_y for anim selection.
if CI_DRIVE and moving then
state.move_x = dx
state.move_y = dy
end
update_lower_anim(moving, state.move_x, state.move_y)
-- Sprint toggle mid-walk: adjust play-speed of running anims without
-- restarting their cycle (puppet v0.4.4 set_play_speed). Silent no-op
-- if anim not currently playing.
local anim_speed = state.sprinting and ANIM_SPEED_SPRINT or ANIM_SPEED_NORMAL
puppet.set_play_speed(state.player, "walk_fwd_lower", anim_speed)
puppet.set_play_speed(state.player, "walk_upper", anim_speed)
-- Look-targets: head tracks raw mouse (aim), body tracks same for now (soft).
local mx, my = engine.input.get_mouse_pos()
local wx, wy = camera.screen_to_world(mx, my)
puppet.set_look_target(state.player, "aim", wx, wy)
puppet.set_look_target(state.player, "soft", wx, wy)
-- Interaction: dispatches the nearest matching proximity-trigger when
-- 'interact' was pressed this frame. Uses actor.position as anchor.
if not panel.is_open() then
interaction.update(actor.position(state.actor))
end
-- Camera follows actor position each frame.
camera.set_target(actor.position(state.actor))
camera.update(dt)
puppet.update(dt)
if CI_FRAME_PERF and ci_t_start then
ci_frame_count = ci_frame_count + 1
if ci_frame_count == 60 then
local elapsed_ms = (engine.time.now() - ci_t_start) * 1000.0
local avg = elapsed_ms / 60.0
print(string.format("vagrant: frame_avg_ms=%.2f", avg))
engine.exit(0)
end
end
end
function M.draw(ctx)
camera.begin()
maps.draw_map_pre_entities()
-- Bed + Bench remain hardcoded furniture (no interaction-trigger →
-- no entity-Pflicht in Phase A; see Backpack-Template comment).
local bed_uv = state.furniture_uvs["bed_001"]
local bench_uv = state.furniture_uvs["bench_001"]
engine.render.draw_sprite_transform(state.world_tex, 200, 150, 0, 1, 1,
bed_uv.w / 2, bed_uv.h / 2, 0xFFFFFFFF,
bed_uv.x, bed_uv.y, bed_uv.w, bed_uv.h)
engine.render.draw_sprite_transform(state.world_tex, 400, 300, 0, 1, 1,
bench_uv.w / 2, bench_uv.h / 2, 0xFFFFFFFF,
bench_uv.x, bench_uv.y, bench_uv.w, bench_uv.h)
-- Backpack (and any other renderable entity) via Phase-A.2 tag-based
-- render. The atlas-cache loads tiles.diffuse.atlas.png lazy-on-first
-- call (separate handle from state.world_tex — see M.init note).
r_lib.draw_entities{ tag = "renderable" }
-- Puppet (sprite-mode via texture_handles populated by load_rig+load_textures).
puppet.render(state.player)
maps.draw_map_post_entities()
camera.finish()
if CI_FRAME_PERF then
engine.print("vagrant: render_frame_ok")
if not ci_sprite_traced then
engine.print("vagrant: sprite_mode=on")
ci_sprite_traced = true
end
end
-- Camera handle for world_overlay (built from lib-core.camera state)
local target = camera.target() -- returns {x, y}
local w, h = engine.window.size()
local camera_handle = {
target_x = target.x,
target_y = target.y,
zoom = camera.zoom(),
offset_x = w / 2,
offset_y = h / 2,
}
world_overlay.render(camera_handle)
-- Inventory panel overlay (z-top: drawn after all world content).
panel.render()
-- Toast overlay on top of everything.
notify_display.render()
end
-- Engine lifecycle globals (engine looks up by name; module-table is bridged).
function init(ctx) M.init(ctx) end
function update(ctx, dt) M.update(ctx, dt) end
function render(ctx) M.draw(ctx) end
return M