Scene exits, Back(), and the current/previous scene accessors
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/push/woodpecker Pipeline was successful
A connection between two scenes had to be hand-built as a hotspot: an area,
a cursor, a GoTo, and a flag check written out again for every door. Scene
now carries Exits, and the engine expands each one into a hotspot.
- Exit{To, Label, Side, Area, Needs, Blocked, OnLook, OnTake} in scene.exit.go.
With no Area an exit is an edge strip, sized as a fraction of Game.SceneArea()
so a game whose HUD covers the foot of the window gets strips inside the
painting. Game.ExitLook / Game.ExitTake supply the look and take responses
once for the whole game, so the phrasing is not repeated per exit.
- Game.SceneHotspots(name) is the scene's own hotspots followed by its exits,
cached per scene. Authored hotspots come first, so a painted thing beats the
edge strip wherever the two overlap. HotspotAt and HotspotDebug read it.
- Game.CurrentScene() / PreviousScene(), both persisted in the save file. The
engine tracked the current scene but exposed no accessor, so every game had
to shadow it to know where it was.
- Back() returns to the previous scene — what an exit with an empty To binds
to, for a scene reachable from several rooms whose way out is a direction
rather than a place.
- Validate rejects an exit naming a scene nobody registered.
Generated hotspots are named ExitName(To) ("exit:street", "exit:back"), so the
location graph can be read straight back out of the registered scenes.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
+17
-14
@@ -15,14 +15,15 @@ const saveVersion = 1
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// runtime mutable state lands here — managers, themes and assets are
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// reconstructed by the domain's Build() on every launch.
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type saveFile struct {
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Version int `json:"version"`
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Title string `json:"title"`
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CurrentScene string `json:"current_scene"`
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SelectedVerb string `json:"selected_verb"`
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ActiveTheme string `json:"active_theme"`
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Characters map[string]savedChar `json:"characters"`
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Inventory savedInventory `json:"inventory"`
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State savedState `json:"state"`
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Version int `json:"version"`
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Title string `json:"title"`
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CurrentScene string `json:"current_scene"`
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PreviousScene string `json:"previous_scene"`
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SelectedVerb string `json:"selected_verb"`
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ActiveTheme string `json:"active_theme"`
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Characters map[string]savedChar `json:"characters"`
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Inventory savedInventory `json:"inventory"`
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State savedState `json:"state"`
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}
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type savedChar struct {
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@@ -95,12 +96,13 @@ func (g *Game) Load(slot int) error {
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func (g *Game) buildSave() saveFile {
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sf := saveFile{
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Version: saveVersion,
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Title: g.Title,
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CurrentScene: g.currentScene,
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SelectedVerb: g.selectedVerb,
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ActiveTheme: g.activeTheme,
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Characters: make(map[string]savedChar, len(g.chars)),
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Version: saveVersion,
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Title: g.Title,
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CurrentScene: g.currentScene,
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PreviousScene: g.previousScene,
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SelectedVerb: g.selectedVerb,
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ActiveTheme: g.activeTheme,
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Characters: make(map[string]savedChar, len(g.chars)),
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Inventory: savedInventory{
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Items: g.Inventory.Items(),
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Selected: g.Inventory.Selected(),
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@@ -142,6 +144,7 @@ func (g *Game) applySave(sf *saveFile) error {
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g.flashTimer = 0
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g.currentScene = sf.CurrentScene
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g.previousScene = sf.PreviousScene
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if sf.SelectedVerb != "" {
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g.selectedVerb = sf.SelectedVerb
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}
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