5.5 KiB
AGENTS.md
Build & Run
cargo build # debug build
cargo run -- --mode ascii # Vulkan window, ASCII glyphs (default)
cargo run -- --mode graphics # Vulkan window, colored cells
cargo run -- --mode terminal # ANSI terminal mode
cargo run -- --mode pipe # JSON stdin/stdout for AI agents
cargo run -- --mode test # run all JSON scenarios
cargo run -- --mode headless --headless-ticks 60 # dump to headless_dump.txt
Rust edition 2024, requires rustc >= 1.96. Vulkan 1.2+ required for ascii/graphics modes (falls back to terminal).
Tests
cargo test # all 122 integration tests
cargo test --test physics_sand # single test file
cargo test --test slime # slime-specific tests
cargo run -- --mode test --scenario-dir scenarios # 14 JSON scenarios
Tests are in tests/*.rs, use verbatim::ai::GameSession API (not the render loop). Scenarios are in scenarios/*.json.
Shaders
GLSL shaders in assets/shaders/. Pre-compiled to SPIR-V via glslangValidator -V. Recompile after editing:
glslangValidator -V assets/shaders/cell.vert -o assets/shaders/cell_vert.spv
glslangValidator -V assets/shaders/cell.frag -o assets/shaders/cell_frag.spv
glslangValidator -V assets/shaders/graphics.vert -o assets/shaders/graphics_vert.spv
glslangValidator -V assets/shaders/graphics.frag -o assets/shaders/graphics_frag.spv
SPV files are committed. include_bytes! embeds them at compile time.
Architecture
Source of truth: Grid (250x250) of Cell structs. Each Cell stores material, temp, fg/bg color, variant inline. No double buffer.
Four entity kinds: Player, Goblin, Slime, Corpse. Three physics types: cellular (CA materials in grid), rigid (alive entities, AABB + slope stepping), ragdoll (corpses, Verlet constraints).
Three render modes: terminal (crossterm ANSI), ascii (Vulkan glyph atlas + instanced), graphics (Vulkan colored quads). All three read the same Grid + EntityManager.
GpuRenderer trait (main.rs): unifies VulkanRenderer and GraphicsRenderer behind run_gpu_mode<R>(). Both have identical event loops; only shader/instance format differs.
Game loop: Game::fixed_update() = CA step -> rigid update -> ragdoll update -> slime AI -> combat -> damage. Called from event loop with fixed 16ms accumulator. Game::run() is terminal-only (uses InputHandler with crossterm). GPU modes use run_gpu_mode with WindowInput (winit PhysicalKey, layout-agnostic).
BodyTemplate (entity/body_template.rs): data-driven entity body definitions. JSON-serializable. build_humanoid() delegates to template_for_kind().apply_to(). To add a new creature shape, add a BodyTemplate constructor + match arm in template_for_kind. Each SubBody has a color: [u8; 4] field for per-part coloring.
Combat: update_combat() checks AABB overlap between player and all alive enemies. Goblin = 8 dmg, Slime = 5 dmg per 20 ticks on contact. Knockback applied to player. Player combat style is ranged (projectiles planned, not yet implemented).
Slime AI: update_slime_ai() makes slimes jump toward player every 60 ticks when within 40 cells. Jump power scales with proximity.
Key Conventions
- No comments in code unless explicitly requested.
- Cell colors are inline — renderers read
cell.fg/cell.bgdirectly, never lookupMaterialRegistryin render path. Registry is for physics properties only (density, solid, flammable, etc.). - Vector movement —
Player::move_left/rightsets velocity directly (set_horizontal_vel), no accumulation.stop_horizontalzeroes it. Jump is edge-triggered (press only, not held). - Slope stepping —
update_rigid_entitytries stepping up 1 cell before resolving X collision, enabling walking up slopes without jumping. - Adaptive viewport —
check_resize()in both Vulkan renderers recreates swapchain on window resize.grid_w/grid_hrecalculated from extent / 10 (cell size = 10x10 px). Wayland useswindow.inner_size()(surface extent is undefined). Cell::new()copies colors fromMaterialRegistryat creation time. Per-cell color variation is possible by modifyingcell.fg/cell.bgafter creation.- Auto-constraints —
BodyTemplate::auto_constraints(n)connects all parts to all others (n^2). Works for any template shape. Simpler than manual constraint lists.
Module Layout
src/
main.rs # CLI, GpuRenderer trait, run_gpu_mode<R>(), event loops
lib.rs # pub mod declarations
game.rs # Game struct, world gen, fixed_update, collision, combat, slime AI
input.rs # Terminal input (crossterm, InputHandler) — terminal mode only
world/ # Cell, MaterialId, MaterialRegistry, Grid, CellularAutomaton
physics/ # VerletSolver, SubBody (with color field), Constraint, resolve_grid_collision
entity/ # Entity (rigid/ragdoll), EntityManager, Player, BodyTemplate
render/ # terminal.rs, vulkan.rs (ASCII), graphics.rs (cells), window_input.rs
ai/ # GameSession, AiAction, pipe protocol, replay, scenarios
PLAN.md
Detailed roadmap with 8 phases, architecture decisions, milestones, and cross-platform support table. Read it for design context before making architectural changes. Player combat is ranged (projectiles), not melee — this is a design decision recorded in Phase 1.