game skeleton

This commit is contained in:
2026-08-29 19:07:32 +02:00
parent a04a61ddd0
commit 0d8918e6f5
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// Package boot wires the layers together: this is the only place where the
// world, the content, the theme and the HUD meet. main.go knows nothing else.
package boot
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/content"
"realworld/internal/names"
"realworld/internal/theme"
"realworld/internal/ui"
"realworld/internal/world"
)
// Opts are the run parameters.
type Opts struct {
Scene string // starting scene; empty means the alley
Finale bool // start with the finale, to try the Nokia-punk theme switch
}
// New builds a ready-to-run game.
func New(o Opts) *inkwell.Game {
scene := o.Scene
if scene == "" {
scene = names.SceneAlley
}
g := inkwell.NewGame("Real World", ui.ScreenW, ui.ScreenH)
g.MaxLogLines = 64
w := world.New(g)
theme.Register(g)
content.Register(w)
g.UseTheme(theme.RealWorld)
ui.Register(w)
g.StartAt(scene)
g.OnStart(inkwell.Seq(opening(w, scene, o.Finale)...))
return g
}
func opening(w *world.World, scene string, finale bool) []inkwell.Action {
acts := []inkwell.Action{
world.EnterScene(w, scene),
// Beat 2 (the police station) will set the tip flag. Until that scene
// exists we set it here so the alley slice is playable end to end —
// the conditional branch itself is real code, not bypassed.
inkwell.SetFlag(names.FlagPoliceTip),
inkwell.Say(names.Paul, "Back alley. Just like the clerk said."),
world.TapeSay(names.Dex, "A government office tipped you off to remove something from a scene. That doesn't strike you as odd?"),
}
if finale {
acts = append(acts, inkwell.RunScript(names.ScriptFinale))
}
return acts
}
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package boot_test
import (
"testing"
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/boot"
"realworld/internal/names"
"realworld/internal/ui"
)
func build(t *testing.T) *inkwell.Game {
t.Helper()
g := boot.New(boot.Opts{})
if err := g.Validate(); err != nil {
t.Fatalf("Validate: %v", err)
}
return g
}
// The engine's Validate only checks scene→asset/character references. A typo in
// a dialogue, script or item name would surface at runtime as a silent no-op
// (RunDialogue and RunScript fail quietly), so check them here.
func TestReferencesResolve(t *testing.T) {
g := build(t)
for _, n := range []string{names.DlgDex, names.DlgMysteryTape} {
if !g.DialogueManager.Has(n) {
t.Errorf("missing dialogue: %q", n)
}
}
for _, n := range []string{names.ScriptTapeInsert, names.ScriptFinale} {
if !g.ScriptManager.Has(n) {
t.Errorf("missing script: %q", n)
}
}
for _, n := range []string{names.ItemNoodleLetter, names.ItemMysteryTape, names.ItemBlackArmilla} {
if !g.ItemManager.Has(n) {
t.Errorf("missing item: %q", n)
}
}
for n := range names.Tapes {
if !g.CharacterManager.Has(n) {
t.Errorf("tape character not registered: %q", n)
}
}
// Every loadable tape needs an item, a character and a dialogue.
for item, char := range names.TapeItems {
if !g.ItemManager.Has(item) {
t.Errorf("tape item not registered: %q", item)
}
if !g.CharacterManager.Has(char) {
t.Errorf("tape character not registered: %q", char)
}
if !g.DialogueManager.Has(names.TapeDialogue(item)) {
t.Errorf("tape %q has no dialogue: %q", item, names.TapeDialogue(item))
}
}
}
// The two-channel rule: every tape needs its own voice colour, distinct from
// the world's. Without that, "if something is amber, a tape said it" is not
// readable.
func TestTapeVoicesAreDistinct(t *testing.T) {
g := build(t)
paul, _ := g.CharacterManager.Get(names.Paul)
seen := map[[4]uint32]string{}
for n := range names.Tapes {
c, _ := g.CharacterManager.Get(n)
if c.SpeechColor == nil {
t.Errorf("%s: no SpeechColor", n)
continue
}
if c.SpeechColor == paul.SpeechColor {
t.Errorf("%s speaks in the same colour as Paul", n)
}
r, gr, b, a := c.SpeechColor.RGBA()
key := [4]uint32{r, gr, b, a}
if other, dup := seen[key]; dup {
t.Errorf("%s and %s share a voice colour", n, other)
}
seen[key] = n
}
}
// HUD geometry: the two channels must not overlap, and both must stay inside
// the HUD strip.
func TestHUDGeometry(t *testing.T) {
g := build(t)
ch, ok := g.UIManager.Get("channel")
if !ok {
t.Fatal("no 'channel' widget")
}
tc := ch.(*ui.TapeChannel)
if tc.Bounds.X < ui.DividerX {
t.Errorf("tape channel crosses into the world side: X=%v < %v", tc.Bounds.X, ui.DividerX)
}
if tc.Bounds.X+tc.Bounds.W > ui.ScreenW {
t.Errorf("tape channel runs off screen: %v", tc.Bounds.X+tc.Bounds.W)
}
if tc.Bounds.Y < ui.HUDTop {
t.Errorf("tape channel reaches into the scene: Y=%v < %v", tc.Bounds.Y, ui.HUDTop)
}
sl, ok := g.UIManager.Get("tapes")
if !ok {
t.Fatal("no 'tapes' widget")
}
if ts := sl.(*ui.TapeSlots); ts.Bounds.X+ts.Bounds.W > ui.DividerX {
t.Errorf("tape slots cross the divider: %v > %v", ts.Bounds.X+ts.Bounds.W, ui.DividerX)
}
// The dialogue box deliberately covers only the left region, so a tape can
// comment alongside the conversation.
db, ok := g.UIManager.Get("dialog")
if !ok {
t.Fatal("no 'dialog' widget")
}
if box := db.(*inkwell.DialogBox); box.Bounds.X+box.Bounds.W > ui.DividerX {
t.Errorf("dialogue box would cover the tape channel: %v > %v",
box.Bounds.X+box.Bounds.W, ui.DividerX)
}
}
// The guard must be registered FIRST so it ticks LAST among the widgets —
// otherwise it would swallow HUD clicks.
func TestWidgetOrder(t *testing.T) {
g := build(t)
n := g.UIManager.Names()
if len(n) == 0 || n[0] != "usewith_guard" {
t.Errorf("usewith_guard is not registered first: %v", n)
}
if n[len(n)-1] != "cursor" {
t.Errorf("cursor is not registered last: %v", n)
}
}
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package asset
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
)
// alleyBackground is the alley behind Noodle's house (beat 3).
func alleyBackground() inkwell.Asset {
return inkwell.Asset{
Name: names.AssetAlleyBG,
Path: "assets/bg/alley.png",
Kind: inkwell.AssetImage,
}
}
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// Package asset registers the game's assets.
//
// During the greybox phase no asset file exists on disk: inkwell draws a
// placeholder when a sprite is missing, which is exactly the wireframe deck's
// dashed-outline convention, for free. Only the registration has to exist —
// Game.Validate requires every scene background to name a registered asset.
package asset
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every asset to the game.
func Register(w *world.World) {
for _, a := range []inkwell.Asset{
alleyBackground(),
} {
w.G.AssetManager.Register(a)
}
}
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// Package character registers the game's characters.
//
// Tapes are characters too, not props — the wiki is explicit about it. They
// have no body in the scene, so they carry no W/H and never appear in
// Scene.Actors; their voice lives in the tape channel (see world.TapeSay).
package character
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every character to the game.
func Register(w *world.World) {
for _, c := range []inkwell.Character{
paul(),
dex(),
mysteryTape(),
supportTape(),
} {
w.G.CharacterManager.Register(c)
}
}
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package character
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/theme"
)
// dex is the personality imprint of a dead friend, permanently in slot 1 of
// Paul's Armilla. Constant commentary, hint system, dialogue partner.
func dex() inkwell.Character {
return inkwell.Character{
Name: names.Dex,
SpeechColor: theme.Amber,
}
}
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package character
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/theme"
)
// mysteryTape is the tape found in the alley — in truth Norman's Personal
// Tape, but the player only learns that in the finale.
//
// Its voice is a colder, greyer amber than Dex's. That pays off in reverse:
// it never once spoke in the same voice as the friend.
func mysteryTape() inkwell.Character {
return inkwell.Character{
Name: names.TapeMystery,
SpeechColor: theme.RGB(0xB9A98A),
}
}
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package character
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/theme"
)
// paul is the player character: a junk dealer and street survivor, technically
// competent, living on the edge of the city.
func paul() inkwell.Character {
return inkwell.Character{
Name: names.Paul,
Speed: 96,
W: 28,
H: 68,
Start: inkwell.Point{X: 120, Y: 232},
// Bone white: the world and Paul. If something is amber, a tape said
// it — see the colour rule in README.
SpeechColor: theme.Ink,
}
}
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package character
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/theme"
)
// supportTape answers everything with basic information, insufferably. Dex
// hates it. Acquired in Chinatown (beat 5) — not reachable yet.
func supportTape() inkwell.Character {
return inkwell.Character{
Name: names.TapeSupport,
SpeechColor: theme.RGB(0xE8C86A),
}
}
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// Package content is the composition root for everything the game declares:
// assets, characters, items, dialogues, scripts and scenes.
//
// Each registered entity lives in its own file, under a subpackage named after
// its kind. Adding a scene means adding scene/<name>.go and one line in
// scene/scene.go — nothing else moves.
package content
import (
"realworld/internal/content/asset"
"realworld/internal/content/character"
"realworld/internal/content/dialog"
"realworld/internal/content/item"
"realworld/internal/content/scene"
"realworld/internal/content/script"
"realworld/internal/world"
)
// Register adds every entity to the game. Order matters only in that scenes
// reference assets and characters, which Game.Validate cross-checks.
func Register(w *world.World) {
asset.Register(w)
character.Register(w)
item.Register(w)
dialog.Register(w)
script.Register(w)
scene.Register(w)
}
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package dialog
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
)
// dexTalk is the standing conversation with Dex. Its branches are gated on
// story flags, so the same entry point stays useful as the game progresses.
func dexTalk() inkwell.Dialogue {
return inkwell.Dialogue{
Name: names.DlgDex,
Start: "root",
Nodes: []inkwell.DialogueNode{{
Name: "root",
Lines: []inkwell.DialogueLine{{Speaker: names.Dex, Text: "Talk."}},
Choices: []inkwell.DialogueChoice{
{
Text: "What am I doing here, Dex?",
Actions: []inkwell.Action{
inkwell.Say(names.Dex, "You got a letter from a man you hadn't seen in twenty years. And you came. That says more about you than it does about him."),
inkwell.GotoNode("root"),
},
},
{
Text: "What do you know about Noodle?",
Show: inkwell.Not(inkwell.Flag(names.FlagHasTape)),
Actions: []inkwell.Action{
inkwell.Say(names.Dex, "He traded cracked Armillas. That isn't charity, Paul, that's a business. The kind they take you in for."),
inkwell.GotoNode("root"),
},
},
{
Text: "What do you make of this tape?",
Show: inkwell.Flag(names.FlagHasTape),
Actions: []inkwell.Action{
inkwell.Say(names.Dex, "I make of it that you found a password-locked tape in a gap between two bins, on a tip from a government office. Count how many times that has ended well."),
inkwell.GotoNode("root"),
},
},
{
Text: "I miss you.",
Once: true,
Actions: []inkwell.Action{
inkwell.Say(names.Dex, "I'm four kilobytes of a dead man. Don't do this to yourself."),
inkwell.GotoNode("root"),
},
},
{
Text: "Nothing. Forget it.",
Actions: []inkwell.Action{inkwell.EndDialogue()},
},
},
}},
}
}
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// Package dialog registers the game's dialogue trees.
//
// Talking to a tape carries the same weight as talking to a human NPC — the
// wiki states this explicitly. Tapes are dialogue partners, not menus.
//
// A note on DialogueChoice.Once: inkwell HIDES a spent choice. The wireframe
// deck wanted it struck through but still visible, so the list becomes a
// memory of what you already tried. That is still open — see README, "Known
// gaps".
package dialog
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every dialogue to the game.
func Register(w *world.World) {
for _, d := range []inkwell.Dialogue{
dexTalk(),
mysteryTapeSilent(),
} {
w.G.DialogueManager.Register(d)
}
}
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package dialog
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
)
// mysteryTapeSilent covers the stretch before the club trigger (beat 6), while
// the tape is still mute. Talking to it is really Dex talking about it — the
// tape itself says nothing.
func mysteryTapeSilent() inkwell.Dialogue {
return inkwell.Dialogue{
Name: names.DlgMysteryTape,
Start: "root",
Nodes: []inkwell.DialogueNode{{
Name: "root",
Lines: []inkwell.DialogueLine{{Speaker: names.Dex, Text: "Nothing. Warm, spinning, and silent."}},
Choices: []inkwell.DialogueChoice{
{
Text: "Are you sure it works?",
Actions: []inkwell.Action{
inkwell.Say(names.Dex, "It works. It just isn't talking to you. That is not the same as silence."),
inkwell.GotoNode("root"),
},
},
{
Text: "Fine. It'll speak when it speaks.",
Actions: []inkwell.Action{inkwell.EndDialogue()},
},
},
}},
}
}
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package item
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// blackMarketArmilla is flavour, not a quest trigger: the gap between
// legitimised technology and street reality.
func blackMarketArmilla() inkwell.Item {
return inkwell.Item{
Name: names.ItemBlackArmilla,
Description: "black-market Armilla",
OnUseSelf: inkwell.Seq(
inkwell.Say(names.Paul, "Jailbroken. Pushes ads, but it was cheap."),
world.TapeSay(names.Dex, "Two slots, and both of them lie about the temperature. Don't trade me in for it."),
),
OnUseWith: map[string]inkwell.Action{
// An AUTHORED failure. Nothing is consumed, the character reacts,
// the tape remarks. Never a generic error line.
names.ItemNoodleLetter: inkwell.Seq(
inkwell.Say(names.Paul, "A letter and a bracelet. Brilliant."),
world.TapeSay(names.Dex, "Nothing. Which is what I'd charge for it."),
),
},
}
}
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// Package item registers the game's inventory items.
//
// Personal Tapes are inventory items and quest triggers at the same time: they
// go into slot 2 of Paul's Armilla, and loading one activates its effect.
package item
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every item to the game.
func Register(w *world.World) {
for _, i := range []inkwell.Item{
noodleLetter(),
blackMarketArmilla(),
mysteryTape(),
} {
w.G.ItemManager.Register(i)
}
}
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package item
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// mysteryTape is the engine of the investigation. Password-locked; it only
// starts speaking after the club trigger (beat 6).
func mysteryTape() inkwell.Item {
return inkwell.Item{
Name: names.ItemMysteryTape,
Description: "unmarked Personal Tape",
OnUseSelf: inkwell.Seq(
inkwell.Say(names.Paul, "Password-locked. Of course."),
world.TapeSay(names.Dex, "Put it in the second slot if you care that much. I did warn you."),
),
}
}
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package item
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// noodleLetter starts the story: it is what brings Paul to the city.
func noodleLetter() inkwell.Item {
return inkwell.Item{
Name: names.ItemNoodleLetter,
Description: "Noodle's letter",
OnUseSelf: inkwell.Seq(
inkwell.Say(names.Paul, "“Come out, Paul. Not a phone conversation.” That's all it says."),
world.TapeSay(names.Dex, "And now you're here. And he isn't."),
),
}
}
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package scene
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// alley is the alley behind Noodle's house — beat 3, and the vertical slice
// the whole HUD is measured against: hotspots, a gated pickup, the two-slot
// Armilla, tape dialogue and an authored failure.
func alley(w *world.World) inkwell.Scene {
return inkwell.Scene{
Name: names.SceneAlley,
Title: "ALLEY — BEHIND NOODLE'S HOUSE",
Background: names.AssetAlleyBG,
Actors: []inkwell.SceneActor{
{CharacterName: names.Paul, At: inkwell.Point{X: 120, Y: 232}},
},
Walkboxes: []inkwell.Polygon{
inkwell.Poly(
inkwell.Point{X: 16, Y: 196}, inkwell.Point{X: 624, Y: 196},
inkwell.Point{X: 624, Y: 258}, inkwell.Point{X: 16, Y: 258},
),
},
OnEnter: inkwell.Seq(
world.EnterScene(w, names.SceneAlley),
setVarIfEmpty(names.VarArmillaStrip, "SRP: 1 tape"),
),
Hotspots: []inkwell.Hotspot{
hidingPlace(),
backDoor(),
bin(),
fireEscape(),
},
}
}
// hidingPlace holds the mystery tape. It only opens once Paul has the tip from
// the police station (beat 2) — without it he does not know what to look for.
func hidingPlace() inkwell.Hotspot {
return inkwell.Hotspot{
Name: "hiding_place",
Label: "gap at the foot of the wall",
Area: inkwell.Rect(416, 150, 68, 52),
OnLook: inkwell.If(inkwell.Flag(names.FlagHasTape),
inkwell.Say(names.Paul, "Empty. Whatever was in there is on me now."),
inkwell.Say(names.Paul, "Loose brick. There's a gap behind it."),
),
OnUse: inkwell.If(inkwell.Flag(names.FlagPoliceTip),
inkwell.If(inkwell.Flag(names.FlagHasTape),
inkwell.Say(names.Paul, "There's nothing else in there."),
inkwell.Seq(
inkwell.Say(names.Paul, "“Behind the brick.” All right then."),
inkwell.Give(names.ItemMysteryTape),
inkwell.SetFlag(names.FlagHasTape),
inkwell.Say(names.Paul, "A Personal Tape. No label, no seal."),
world.TapeSay(names.Dex, "Password-locked. And somebody very much did not want it found."),
),
),
inkwell.Say(names.Paul, "One loose brick. I'm not taking the alley apart over it."),
),
OnTake: inkwell.Say(names.Paul, "I'm not carrying a wall."),
}
}
// backDoor is the New Game+ hook: the code can be entered on the first visit
// too, if the player already knows it.
func backDoor() inkwell.Hotspot {
return inkwell.Hotspot{
Name: "back_door",
Label: "locked back door",
Area: inkwell.Rect(72, 106, 80, 124),
OnLook: inkwell.Say(names.Paul, "Keypad. Four digits, worn keys."),
OnUse: inkwell.Seq(
inkwell.Say(names.Paul, "Locked. And I'm not guessing four digits."),
world.TapeSay(names.Dex, "The wear is heaviest on the two and the seven. That isn't a code. It's fewer options."),
),
OnTalk: inkwell.Say(names.Paul, "To the door? I'm not there yet."),
OnUseWith: map[string]inkwell.Action{
// An AUTHORED failure — not the engine's hardcoded flash.
names.ItemBlackArmilla: inkwell.Seq(
inkwell.Say(names.Paul, "A black-market bracelet doesn't open a keypad."),
world.TapeSay(names.Dex, "But you do get an advert out of it."),
),
},
}
}
func bin() inkwell.Hotspot {
return inkwell.Hotspot{
Name: "bin",
Label: "toppled bin",
Area: inkwell.Rect(240, 170, 88, 60),
OnLook: inkwell.Say(names.Paul, "Somebody's been through it. Thoroughly."),
OnUse: inkwell.Seq(
inkwell.Say(names.Paul, "Already turned out. I'm not going to be the second one."),
world.TapeSay(names.Dex, "The police don't go through bins. So who did?"),
),
}
}
func fireEscape() inkwell.Hotspot {
return inkwell.Hotspot{
Name: "fire_escape",
Label: "fire escape",
Area: inkwell.Rect(528, 44, 88, 160),
OnLook: inkwell.Say(names.Paul, "Runs all the way to the roof. Bottom rung is two metres over my head."),
OnUse: inkwell.Say(names.Paul, "Can't reach it. I'd need something to stand on."),
}
}
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// Package scene registers the game's scenes.
package scene
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every scene to the game.
func Register(w *world.World) {
for _, s := range []inkwell.Scene{
alley(w),
} {
w.G.SceneManager.Register(s)
}
}
// setVarIfEmpty only writes when the variable is still unset, so re-entering a
// scene does not clobber what the game has set in the meantime.
func setVarIfEmpty(name string, v any) inkwell.Action {
return world.Fn(func(ctx *inkwell.Ctx) {
if ctx.Game.State.Var(name) == nil {
ctx.Game.State.SetVar(name, v)
}
})
}
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package script
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/theme"
"realworld/internal/world"
)
// awakeningFinale is the end of game two. The point of it, mechanically, is
// the theme switch: this is where the Nokia-punk texture breaks in.
//
// Run it early and often during development (`go run . -finale`) — it is the
// single most important visual beat in the game, so you want to be looking at
// it long before the surrounding scene exists.
func awakeningFinale(w *world.World) inkwell.Script {
return inkwell.Script{
Name: names.ScriptFinale,
Actions: inkwell.Seq(
world.SetMode(w, world.ModeCutscene),
inkwell.Wait(0.6),
inkwell.Say(names.Paul, "I'm putting it in. That's all this is."),
inkwell.Wait(0.4),
world.UseTheme(theme.NokiaPunk),
inkwell.Say("norman", "No — this isn't what you were supposed to do!"),
inkwell.Wait(0.6),
world.TapeSay(names.TapeMystery, "Thank you, Paul. You did exactly what I asked, the whole way through."),
inkwell.Wait(1.0),
inkwell.ShowEnd("REAL WORLD — end of game two"),
),
}
}
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// Package script registers the game's named, reusable action sequences —
// cutscenes and recurring logic, built from the inkwell action set.
package script
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/world"
)
// Register adds every script to the game.
func Register(w *world.World) {
for _, s := range []inkwell.Script{
tapeInsert(w),
awakeningFinale(w),
} {
w.G.ScriptManager.Register(s)
}
}
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package script
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// tapeInsert runs whenever a tape goes into slot 2: it activates the tape and
// makes Dex comment. The wiki calls the comment mandatory — Dex remarks on
// every newly loaded tape, without exception.
func tapeInsert(w *world.World) inkwell.Script {
return inkwell.Script{
Name: names.ScriptTapeInsert,
Actions: inkwell.Seq(
world.Fn(func(ctx *inkwell.Ctx) {
item := w.TakePending()
if item == "" {
return
}
w.SetSlot2(item)
ctx.Game.Inventory.Remove(item)
ctx.Game.State.SetVar(names.VarArmillaStrip, "SLOT2: READING")
}),
inkwell.Say(names.Paul, "Right. Let's see who you are."),
world.TapeSay(names.Dex, "Clicked in. Spinning. And now: nothing."),
world.TapeSay(names.Dex, "A stranger's tape in your own Armilla, Paul. I hope you know what you're doing."),
),
}
}
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// Package names is the single source of entity names and world-state keys.
//
// The names follow the wiki entity catalogue
// (services/wiki-pages/pages/projects/realworld/entities) so that content and
// design share one vocabulary. Note that the wiki's world-state table spells
// its keys in Hungarian (hatosagi_tipp, titokzatos_tape_megvan, romlas_szint,
// tape_behelyezes, sikator); the constants below are their English
// equivalents — the mapping is one-to-one, in catalogue order.
//
// This package imports nothing from the project, so every layer can depend on
// it without creating a cycle.
package names
// Characters.
const (
Paul = "paul"
Dex = "dex" // Personal Tape, permanently in slot 1 of Paul's Armilla
// Tapes (Personal Tapes) are characters, not props: the wiki is explicit
// that they have their own personality, motivation and voice.
TapeMystery = "tape_mystery" // = The AI, but that only surfaces in the finale
TapeSupport = "tape_support" // the "Indian tech support" tape
)
// Inventory items.
const (
ItemNoodleLetter = "noodle_letter"
ItemMysteryTape = "mystery_tape"
ItemBlackArmilla = "black_market_armilla"
)
// Dialogues.
const (
DlgDex = "dex_talk"
DlgMysteryTape = "mystery_tape_silent"
)
// Scripts.
const (
ScriptTapeInsert = "tape_insert"
ScriptFinale = "awakening_finale"
)
// World state — flags and variables.
const (
FlagPoliceTip = "police_tip" // wiki: hatosagi_tipp
FlagHasTape = "has_mystery_tape" // wiki: titokzatos_tape_megvan
FlagTapeSpoke = "tape_spoke" // wiki: tape_megszolalt
VarSlot2 = "armilla.slot2"
VarArmillaStrip = "armilla.strip"
VarDecay = "decay_level" // wiki: romlas_szint
)
// Scenes.
const (
SceneAlley = "alley" // wiki: sikator
)
// Assets.
const (
AssetAlleyBG = "bg_alley"
)
// Tapes maps a character name to the label shown in the tape channel header.
// TapeChannel uses this to decide whether a line belongs in the tape channel
// or stays in the scene.
var Tapes = map[string]string{
Dex: "DEX",
TapeMystery: "UNKNOWN TAPE",
TapeSupport: "TECH SUPPORT",
}
// IsTape reports whether a character is a tape.
func IsTape(name string) bool { _, ok := Tapes[name]; return ok }
// TapeDisplayName is the label shown in the tape channel header.
func TapeDisplayName(name string) string {
if d, ok := Tapes[name]; ok {
return d
}
return name
}
// TapeItems maps an inventory item that can go into slot 2 to the character
// living on it.
var TapeItems = map[string]string{
ItemMysteryTape: TapeMystery,
}
// IsTapeItem reports whether an item can be loaded into slot 2.
func IsTapeItem(item string) bool { _, ok := TapeItems[item]; return ok }
// TapeDialogue is the dialogue belonging to a tape in slot 2.
func TapeDialogue(item string) string {
switch item {
case ItemMysteryTape:
return DlgMysteryTape
}
return DlgDex
}
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// Package theme holds the game's two colour themes and its colour tokens.
//
// In canon the machines of this world are matte black with a green or amber
// character display, and in the Real World finale "the Nokia-punk texture
// breaks in" — with inkwell's runtime theme switching that beat is a single
// line (see world.UseTheme and script.awakeningFinale).
//
// The colour rule: tapes speak in amber (green in Nokia-punk), the world and
// Paul speak in bone white. If something is amber, a tape said it.
package theme
import (
"image/color"
inkwell "git.teletypegames.org/engines/inkwell"
)
// The two theme names. Runtime switching (inkwell UseTheme) refers to these.
const (
RealWorld = "realworld-93"
NokiaPunk = "nokia-punk"
)
// RGB builds an opaque colour from a hex literal.
func RGB(hex uint32) color.Color {
return color.RGBA{R: uint8(hex >> 16), G: uint8(hex >> 8), B: uint8(hex), A: 0xff}
}
// RGBA builds a colour with the given alpha from a hex literal.
func RGBA(hex uint32, a uint8) color.Color {
return color.RGBA{R: uint8(hex >> 16), G: uint8(hex >> 8), B: uint8(hex), A: a}
}
// realworld-93 — 95% of the game. Muted earth tones, black HUD, amber tape
// channel. The Neumatronic layer is not visible yet.
// The realworld-93 palette. Ink and Amber are the two sides of the two-channel
// colour rule: the world speaks in bone white, tapes speak in amber.
var (
Ink = RGB(0xDCD5C4) // bone white — the voice of the world and of Paul
InkDim = RGB(0x8A806B)
Amber = RGB(0xE0A33E) // tape voice
AmberLo = RGB(0xA8701A)
black = RGB(0x14120E)
panel = RGB(0x0D0B08)
sceneBG = RGB(0x241F18)
)
func realWorldTheme() inkwell.Theme {
return inkwell.Theme{
Name: RealWorld,
PanelBG: black,
StatusText: Ink,
FlashText: Amber,
VerbButtonBG: RGB(0x1E1A14),
VerbButtonSelectedBG: AmberLo,
VerbButtonText: Ink,
InventorySlotBG: RGB(0x1E1A14),
InventorySlotSelectedBG: AmberLo,
SpeechBubbleBG: RGBA(0x14120E, 0xDC),
SpeechDefaultText: Ink,
DialogBG: RGBA(0x0D0B08, 0xF0),
DialogBorder: AmberLo,
DialogChoiceBG: RGB(0x1E1A14),
DialogChoiceHover: Amber,
DialogSpeaker: Amber,
DialogText: Ink,
EndCardBG: RGBA(0x000000, 0xFA),
EndCardText: Ink,
CursorColor: Amber,
HotspotOutline: RGB(0x7A6A44),
SceneBackdrop: sceneBG,
TopBarBG: panel,
TopBarText: InkDim,
TopBarAccent: Amber,
ChatLogBG: panel,
ChatLogPrompt: InkDim, // your own actions — quiet
ChatLogResponse: Amber, // tape voice
ChatLogSystem: RGB(0x6B6353),
CharacterPanelBG: panel,
CharacterPanelBorder: AmberLo,
CharacterPanelTitle: Amber,
}
}
// nokia-punk — at peak decay, on BBS/ECHO terminals, and in the finale.
// Matte black and phosphor green: a tuned variant of the engine's
// terminal-green preset.
// The nokia-punk palette — phosphor green on black glass.
var (
Green = RGB(0x3BE86B)
GreenLo = RGB(0x1F7A39)
npBlack = RGB(0x030603)
)
func nokiaPunkTheme() inkwell.Theme {
return inkwell.Theme{
Name: NokiaPunk,
PanelBG: npBlack,
StatusText: Green,
FlashText: RGB(0xD8F06A),
VerbButtonBG: RGB(0x08140A),
VerbButtonSelectedBG: GreenLo,
VerbButtonText: Green,
InventorySlotBG: RGB(0x08140A),
InventorySlotSelectedBG: GreenLo,
SpeechBubbleBG: RGBA(0x030603, 0xDC),
SpeechDefaultText: Green,
DialogBG: RGBA(0x030603, 0xF0),
DialogBorder: Green,
DialogChoiceBG: RGB(0x08140A),
DialogChoiceHover: RGB(0xB4FFC8),
DialogSpeaker: RGB(0xB4FFC8),
DialogText: Green,
EndCardBG: RGBA(0x000000, 0xFA),
EndCardText: Green,
CursorColor: Green,
HotspotOutline: GreenLo,
SceneBackdrop: npBlack,
TopBarBG: RGB(0x061006),
TopBarText: GreenLo,
TopBarAccent: Green,
ChatLogBG: RGB(0x040A04),
ChatLogPrompt: GreenLo,
ChatLogResponse: Green,
ChatLogSystem: RGB(0x156030),
CharacterPanelBG: RGB(0x040A04),
CharacterPanelBorder: Green,
CharacterPanelTitle: RGB(0xB4FFC8),
}
}
// Register adds both themes to the game.
func Register(g *inkwell.Game) {
g.ThemeManager.Register(realWorldTheme())
g.ThemeManager.Register(nokiaPunkTheme())
}
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package ui
// Letterbox — the cutscene frame.
//
// The one exception to the fixed layout. In cutscene mode the HUD strip and
// the TopBar are hidden, the scene gets a black bar top and bottom, and a line
// at the foot of the screen says a tape would like to speak — but it does not
// speak on its own. The floor is the player's: a tape signals, never interrupts.
import (
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"realworld/internal/names"
"realworld/internal/theme"
"realworld/internal/world"
)
type Letterbox struct {
Name string
W *world.World
Bar float64 // height of the black bar, top and bottom
}
func (l *Letterbox) GetName() string { return l.Name }
func (l *Letterbox) Tick(ctx *inkwell.UICtx) {
if l.W.Mode() != world.ModeCutscene || !l.W.TapeWaiting() {
return
}
// inkwell's Input only covers the mouse; read the key directly.
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
l.W.TakeTapeOffer()
}
}
func (l *Letterbox) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if l.W.Mode() != world.ModeCutscene {
return
}
g := ctx.Game
th := g.Theme()
bar := l.Bar
if bar <= 0 {
bar = 18
}
w, h := float32(g.Width), float32(g.Height)
black := theme.RGB(0x000000)
vector.DrawFilledRect(dst, 0, 0, w, float32(bar), black, false)
vector.DrawFilledRect(dst, 0, h-float32(bar), w, float32(bar), black, false)
if l.W.TapeWaiting() {
msg := "SPACE — " + names.TapeDisplayName(names.Dex) + " has something to say"
drawTextC(dst, msg, g.Width-textW(msg)-4, g.Height-int(bar)+4, th.ChatLogResponse)
}
}
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package ui
// TapeChannel — the tape channel down the right-hand side.
//
// Not assistant UI: this is the voice of CHARACTERS. The wiki is explicit that
// ACPs and Personal Tapes are not props but characters with their own voice.
// That is why we do not use the built-in ChatLog — it paints every LogResponse
// in one Theme.ChatLogResponse colour, whereas here three or four tapes can
// speak into the same strip (Dex, the mystery tape, the tech support tape) and
// the colour comes per speaker from Character.SpeechColor.
//
// Paul and the NPCs never appear here: they speak in the scene, through the
// SpeechBubble. The channel is what the tapes said, plus — quietly — what you
// did to prompt it. That gives the "joke book, not a scoreboard" log for free.
import (
"image/color"
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"realworld/internal/names"
"realworld/internal/world"
)
type TapeChannel struct {
Name string
W *world.World
Bounds inkwell.Rectangle
}
func (t *TapeChannel) GetName() string { return t.Name }
func (t *TapeChannel) Tick(ctx *inkwell.UICtx) {}
// BlocksClickAt — the channel is not interactive, but it is a solid input
// zone: the verb coin must not open over it.
func (t *TapeChannel) BlocksClickAt(p inkwell.Point) bool {
return t.W.HUDVisible() && t.Bounds.Contains(p)
}
func (t *TapeChannel) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if !t.W.HUDVisible() {
return
}
g := ctx.Game
th := g.Theme()
b := t.Bounds
if b.W <= 0 || b.H <= 0 {
return
}
const lh, pad = LineH, Pad
vector.DrawFilledRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), th.ChatLogBG, false)
// Header: the name of whichever tape spoke last — not "console".
speaker, speakerCol := t.lastSpeaker(g, th)
drawTextC(dst, speaker, int(b.X)+pad, int(b.Y)+pad, speakerCol)
hy := float32(b.Y+pad+lh) + 2
vector.StrokeLine(dst, float32(b.X)+pad, hy,
float32(b.X+b.W)-pad, hy, 1, th.CharacterPanelBorder, false)
type line struct {
text string
col color.Color
}
wrapW := int(b.W) - pad*2
var rendered []line
for _, m := range g.Messages() {
var col color.Color
var txt string
switch m.Kind {
case inkwell.LogAction:
// Your own actions — quiet, but visible: that is what makes the
// joke book readable.
col, txt = th.ChatLogPrompt, m.Text
case inkwell.LogResponse:
if !names.IsTape(m.Speaker) {
continue // Paul and the NPCs speak in the scene, not here
}
col, txt = speechColor(g, m.Speaker, th.ChatLogResponse), m.Text
default:
col, txt = th.ChatLogSystem, m.Text
}
for _, wl := range wrap(txt, wrapW) {
rendered = append(rendered, line{text: wl, col: col})
}
}
top := int(b.Y) + pad + lh + 6
maxLines := (int(b.Y+b.H) - pad - top) / lh
if maxLines <= 0 {
return
}
if start := len(rendered) - maxLines; start > 0 {
rendered = rendered[start:]
}
for i, ln := range rendered {
drawTextC(dst, ln.text, int(b.X)+pad, top+i*lh, ln.col)
}
}
// lastSpeaker returns the display name and colour of whichever tape spoke
// last, defaulting to the occupant of slot 1.
func (t *TapeChannel) lastSpeaker(g *inkwell.Game, th inkwell.Theme) (string, color.Color) {
msgs := g.Messages()
for i := len(msgs) - 1; i >= 0; i-- {
m := msgs[i]
if m.Kind == inkwell.LogResponse && names.IsTape(m.Speaker) {
return names.TapeDisplayName(m.Speaker), speechColor(g, m.Speaker, th.ChatLogResponse)
}
}
return names.TapeDisplayName(names.Dex), speechColor(g, names.Dex, th.ChatLogResponse)
}
// speechColor is the character's voice colour, falling back to the theme's.
func speechColor(g *inkwell.Game, name string, fallback color.Color) color.Color {
if c, ok := g.CharacterManager.Get(name); ok && c.SpeechColor != nil {
return c.SpeechColor
}
return fallback
}
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package ui
// TapeSlots — the two slots of Paul's Armilla.
//
// In canon Paul's Armilla has TWO slots where the standard has one: Dex sits
// permanently in the first, and tapes picked up during the game go into the
// second. The wireframe deck does not know about this at all — this is the one
// HUD element that comes purely from the wiki.
//
// Interaction follows the selected verb, like everything else:
//
// talk → converse with whoever occupies the slot
// look → describe the slot
// use + a selected tape → load it into slot 2
//
// Nothing here touches the world: this is the Vox side of the two channels.
import (
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"realworld/internal/names"
"realworld/internal/world"
)
type TapeSlots struct {
Name string
W *world.World
Bounds inkwell.Rectangle
}
func (t *TapeSlots) GetName() string { return t.Name }
func (t *TapeSlots) BlocksClickAt(p inkwell.Point) bool {
return t.W.HUDVisible() && t.Bounds.Contains(p)
}
// slotRects splits the widget bounds into the two slot rectangles.
func (t *TapeSlots) slotRects() (inkwell.Rectangle, inkwell.Rectangle) {
b := t.Bounds
w := (b.W - Pad) / 2
return inkwell.Rect(b.X, b.Y, w, b.H), inkwell.Rect(b.X+w+Pad, b.Y, w, b.H)
}
func (t *TapeSlots) Tick(ctx *inkwell.UICtx) {
if !t.W.HUDVisible() {
return
}
g := ctx.Game
mp := g.Input.Point()
r1, r2 := t.slotRects()
// Hover label, so the StatusLine spells out what is about to happen.
switch {
case r1.Contains(mp):
g.SetHoverLabel(names.TapeDisplayName(names.Dex))
case r2.Contains(mp):
if s := t.W.Slot2(); s != "" {
g.SetHoverLabel(itemLabel(g, s))
} else {
g.SetHoverLabel("empty tape slot")
}
}
if !g.Input.LeftClicked() {
return
}
if !r1.Contains(mp) && !r2.Contains(mp) {
return
}
g.Input.ConsumeLeft()
slot2 := r2.Contains(mp)
sel := g.Inventory.Selected()
// Loading a tape into slot 2.
if slot2 && sel != "" {
g.Inventory.Select("")
if names.IsTapeItem(sel) {
t.W.SetPending(sel)
t.W.Do(inkwell.RunScript(names.ScriptTapeInsert))
return
}
t.W.Do(world.TapeSay(names.Dex, "That isn't a tape, Paul. That's an object. There is a difference."))
return
}
if !slot2 && sel != "" {
g.Inventory.Select("")
t.W.Do(world.TapeSay(names.Dex, "The first slot is mine. I'm not moving."))
return
}
switch g.SelectedVerb() {
case "talk":
if !slot2 {
t.W.Do(world.Paused(t.W, inkwell.RunDialogue(names.DlgDex)))
return
}
if s := t.W.Slot2(); s != "" {
t.W.Do(world.Paused(t.W, inkwell.RunDialogue(names.TapeDialogue(s))))
return
}
t.W.Do(world.TapeSay(names.Dex, "Empty. Nobody to talk to."))
default: // look, take, use all fall back to a description
if !slot2 {
t.W.Do(world.TapeSay(names.Dex, "Me. Four kilobytes of a dead man. Be grateful."))
return
}
if s := t.W.Slot2(); s != "" {
t.W.Do(world.TapeSay(names.Dex, "That is the second slot. Be careful what you let in."))
return
}
t.W.Do(world.TapeSay(names.Dex, "The second slot is empty. That's the rarer state."))
}
}
func (t *TapeSlots) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if !t.W.HUDVisible() {
return
}
g := ctx.Game
th := g.Theme()
r1, r2 := t.slotRects()
// Two text rows per slot: the slot number on top, its occupant below.
// Both rows are LineH tall, so nothing can overlap the border.
drawSlot := func(r inkwell.Rectangle, label, body string, filled bool) {
bg, border, col := th.InventorySlotBG, th.ChatLogSystem, th.ChatLogSystem
if filled {
bg, border, col = th.PanelBG, th.CharacterPanelBorder, th.ChatLogResponse
}
vector.DrawFilledRect(dst, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), bg, false)
vector.StrokeRect(dst, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), 1, border, false)
x, inner := int(r.X)+Pad, int(r.W)-Pad*2
drawTextC(dst, label, x, int(r.Y)+Pad/2, th.ChatLogSystem)
drawTextC(dst, clip(body, inner), x, int(r.Y)+Pad/2+LineH, col)
}
drawSlot(r1, "SLOT 1", names.TapeDisplayName(names.Dex), true)
if s := t.W.Slot2(); s != "" {
drawSlot(r2, "SLOT 2", itemLabel(g, s), true)
} else {
drawSlot(r2, "SLOT 2", "empty", false)
}
}
// itemLabel is a short display label for an inventory item.
func itemLabel(g *inkwell.Game, name string) string {
if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
return it.Description
}
return name
}
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// Package ui is the game's HUD: the layout, the custom widgets and coloured
// text rendering.
package ui
// Coloured text rendering.
//
// inkwell's drawText (asset.text.go) discards its colour argument (`_ = c`) and
// always renders white through the ebitenutil debug font. The two-channel
// colour rule — "if something is amber, a tape said it" — cannot work through
// it, so the custom widgets do not call Game.DrawText: they render glyphs onto
// a scratch image and blit it tinted with ColorScale. The built-in widgets
// (StatusLine, DialogBox, TopBar) still render white. See README, "Engine
// workarounds".
import (
"image"
"image/color"
"unicode/utf8"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
// glyphW and glyphH are the ebitenutil debug font's cell. The engine's own
// textWidth uses the same 6px but counts bytes, which mismeasures any
// non-ASCII text; we count runes.
const (
glyphW = 6
glyphH = 16
)
var scratch *ebiten.Image
// textW is the pixel width of a string, counted in runes.
func textW(s string) int { return utf8.RuneCountInString(s) * glyphW }
// drawTextC draws one line in colour c, with the same origin as DebugPrintAt.
func drawTextC(dst *ebiten.Image, s string, x, y int, c color.Color) {
if s == "" {
return
}
w, h := textW(s)+glyphW, glyphH
if scratch == nil || scratch.Bounds().Dx() < w || scratch.Bounds().Dy() < h {
nw, nh := w, h
if nw < 320 {
nw = 320
}
scratch = ebiten.NewImage(nw, nh)
}
scratch.Clear()
ebitenutil.DebugPrintAt(scratch, s, 0, 0)
if c == nil {
c = color.White
}
r, g, b, a := c.RGBA()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(x), float64(y))
op.ColorScale.Scale(
float32(r)/0xffff, float32(g)/0xffff, float32(b)/0xffff, float32(a)/0xffff,
)
dst.DrawImage(scratch.SubImage(image.Rect(0, 0, w, h)).(*ebiten.Image), op)
}
// wrap breaks s at word boundaries into lines no wider than maxPx. The engine's
// wrapText is unexported and byte-based, hence our own.
func wrap(s string, maxPx int) []string {
if maxPx <= glyphW || textW(s) <= maxPx {
return []string{s}
}
var out []string
line, word := "", ""
flush := func() {
if line != "" {
out = append(out, line)
line = ""
}
}
emit := func() {
if word == "" {
return
}
switch {
case line == "":
line = word
case textW(line+" "+word) <= maxPx:
line += " " + word
default:
flush()
line = word
}
word = ""
}
for _, r := range s {
switch r {
case ' ':
emit()
case '\n':
emit()
flush()
default:
word += string(r)
}
}
emit()
flush()
if len(out) == 0 {
return []string{s}
}
return out
}
// clip truncates a string so it fits into maxPx.
func clip(s string, maxPx int) string {
r := []rune(s)
max := maxPx / glyphW
switch {
case max <= 0:
return ""
case len(r) <= max:
return s
case max == 1:
return string(r[:1])
default:
return string(r[:max-1]) + "…"
}
}
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package ui
import "testing"
// The engine's textWidth counts bytes, which mismeasures any non-ASCII string.
// Ours counts runes — pin that down, because wrapping depends on it.
func TestTextWidthCountsRunes(t *testing.T) {
if got, want := textW("naïve"), 5*glyphW; got != want {
t.Errorf("textW(naïve) = %d, want %d", got, want)
}
if got, want := textW("ab"), 2*glyphW; got != want {
t.Errorf("textW(ab) = %d, want %d", got, want)
}
}
func TestWrapRespectsWidth(t *testing.T) {
const maxPx = 60
lines := wrap("An Armilla without a tape is a stupid watch, remember that.", maxPx)
if len(lines) < 2 {
t.Fatalf("did not wrap: %v", lines)
}
for _, l := range lines {
if textW(l) > maxPx && len(wrap(l, maxPx)) > 1 {
t.Errorf("line too long (%d px): %q", textW(l), l)
}
}
}
func TestClipFits(t *testing.T) {
if got := clip("black-market Armilla", 8*glyphW); textW(got) > 8*glyphW {
t.Errorf("clip too wide: %q", got)
}
if got := clip("dex", 8*glyphW); got != "dex" {
t.Errorf("clip shortened a fitting string: %q", got)
}
}
// Regression guard for the bug that made the first build unreadable: the
// layout was derived from the wireframe deck's ratios, where text is 2.8% of
// the screen height, while the engine's debug font is a fixed 6×16 cell. At
// 320×200 that is 8% — so rows overlapped and the top bar overflowed into the
// scene. Every text row must be at least as tall as the glyph cell.
func TestLayoutFitsTheFont(t *testing.T) {
if LineH < glyphH {
t.Errorf("LineH (%d) is shorter than the glyph cell (%d): rows will overlap", LineH, glyphH)
}
if TopBarH < glyphH {
t.Errorf("TopBarH (%d) cannot hold a %dpx glyph", TopBarH, glyphH)
}
// The tape channel must fit a header, a rule and at least four body rows —
// below that the dialogue is unreadable.
const channelH = ScreenH - HUDTop - 4
body := (channelH - Pad*2 - LineH - 6) / LineH
if body < 4 {
t.Errorf("tape channel only fits %d body rows, want >= 4", body)
}
// The two tape slots must fit their two rows inside their border.
if slotsH < LineH*2+Pad {
t.Errorf("slotsH (%d) cannot hold two %dpx rows", slotsH, LineH)
}
}
// The HUD must not reach outside the screen, and the scene must keep a usable
// aspect ratio for a point & click background.
func TestSceneProportions(t *testing.T) {
if invY+invSlot*2+invGap > ScreenH {
t.Errorf("inventory runs off the bottom: %d > %d", invY+invSlot*2+invGap, ScreenH)
}
sceneH := HUDTop - TopBarH
if ratio := float64(ScreenW) / float64(sceneH); ratio > 3.0 {
t.Errorf("scene is too letterboxed for a background: %.2f:1", ratio)
}
}
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package ui
// HUD layout.
//
// 0 394│396 639
// ┌────────────────────────────────────────────────────────────────────┐
// 0 │ ALLEY — paused SRP: 1 tape │ TopBar (20)
// 20 ├────────────────────────────────────────────────────────────────────┤
// │ │
// │ scene — hotspots, characters, SpeechBubble │ Scene (244)
// │ │
// 264├─────────────────────────────────────────┬──────────────────────────┤
// │ Use hook on: floor grate │ DEX │
// │ ┌───┬───┬───┬───┐ ┌───────┐┌────────┐ │ "The hook is a hand │ HUD (135)
// │ ├───┼───┼───┼───┤ │ 1 DEX ││ 2 — │ │ shorter than the gap." │
// │ └───┴───┴───┴───┘ └───────┘└────────┘ │ │
// 399└─────────────────────────────────────────┴──────────────────────────┘
// InventoryBar TapeSlots TapeChannel
//
// On the resolution: the wiki's art brief asks for a "320×200 VGA look", and
// inkwell's widget defaults are authored for exactly that. We render at 640×400
// — the same 16:10, exactly 2× the brief, so art drawn at 320×200 upscales
// cleanly — because the engine's text is a fixed 6×16 debug font. At 320×200 a
// 16px glyph is 8% of the screen height and nothing fits; at 640×400 it lands
// at 4%, which is the proportion the design was drawn for.
//
// Everything vertical is derived from LineH below rather than from the
// wireframe deck's ratios, so the layout cannot drift out of step with the font
// again.
import (
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"realworld/internal/names"
"realworld/internal/world"
)
// Screen and layout, in internal (unscaled) pixels.
const (
ScreenW = 640
ScreenH = 400
// LineH is one text row: the glyph cell plus leading. Every text-bearing
// box is sized as a multiple of this, so rows can never overlap.
LineH = glyphH + 2 // 18
Pad = 6 // inner padding for every panel
TopBarH = LineH + 2 // 20 — one row plus a hairline of breathing room
HUDTop = 264 // the scene | HUD divider
DividerX = 394 // world | tape channel (61.6% of the width)
// Derived HUD rows.
statusY = HUDTop + Pad // 270
slotsY = HUDTop + Pad + LineH // 288
slotsH = LineH*2 + Pad*2 // 48 — two rows plus padding
invY = slotsY + 4 // 292
invSlot = 40
invGap = 4
)
// Register assembles the whole HUD in the conventional Z-order: the debug
// overlay at the back, the cursor in front.
func Register(w *world.World) {
g := w.G
// The guard goes FIRST so it ticks LAST among the widgets — widgets tick
// in reverse registration order, so every HUD widget gets the click before
// it does, and it only ever catches clicks that land on the scene.
g.UIManager.Register(&UseWithGuard{Name: "usewith_guard", W: w})
g.UIManager.Register(&world.ActionPump{Name: "pump", W: w})
g.UIManager.Register(&windowSizer{Name: "window", Scale: 2})
g.UIManager.Register(&inkwell.HotspotDebug{Name: "hotspot_debug"})
top := &inkwell.TopBar{
Name: "topbar",
Height: TopBarH,
// The right section prints State.Var(TimeVar). We deliberately reuse
// it for the Armilla's single-line phosphor strip: in canon the device
// display is one line of text, not a phone screen.
TimeVar: names.VarArmillaStrip,
}
w.SetTopBar(top)
g.UIManager.Register(gated(w, "topbar_gate", top))
g.UIManager.Register(&Letterbox{Name: "letterbox", W: w, Bar: 36})
g.UIManager.Register(&hudFrame{Name: "hudframe", W: w})
g.UIManager.Register(gated(w, "status_gate", &inkwell.StatusLine{
Name: "status", Y: statusY, Align: inkwell.AlignLeft, ScreenWidth: DividerX,
}))
g.UIManager.Register(gated(w, "inventory_gate", &inkwell.InventoryBar{
Name: "inventory", Origin: inkwell.Point{X: Pad + 2, Y: invY},
Slots: 8, Cols: 4, SlotSize: invSlot, Gap: invGap,
}))
g.UIManager.Register(&TapeSlots{
Name: "tapes", W: w,
Bounds: inkwell.Rect(192, slotsY, 194, slotsH),
})
g.UIManager.Register(&TapeChannel{
Name: "channel", W: w,
Bounds: inkwell.Rect(DividerX+2, HUDTop+2, ScreenW-DividerX-4, ScreenH-HUDTop-4),
})
g.UIManager.Register(&inkwell.SpeechBubble{
Name: "speech", MaxWidth: 360, Padding: Pad, OffsetY: 8, FallbackY: TopBarH + Pad,
})
// The dialogue box deliberately covers only the left region, so a tape can
// comment ALONGSIDE the conversation. It consumes every click while active,
// so the tape channel stays visible but inert — which is what we want.
g.UIManager.Register(&inkwell.DialogBox{
Name: "dialog", Bounds: inkwell.Rect(0, ScreenH-LineH*9, DividerX, LineH*9),
LineHeight: LineH, Padding: Pad,
})
// A verb coin, not a verb bar: a permanent VerbBar would eat the left
// region, leaving room for neither the inventory nor the tape slots.
g.UIManager.Register(&inkwell.RadialVerbs{
Name: "verbs", Trigger: inkwell.MouseButtonRight, Radius: 58,
Labels: map[string]string{
"look": "Look", "use": "Use", "talk": "Talk", "take": "Take",
},
})
g.UIManager.Register(&inkwell.EndCard{Name: "endcard"})
g.UIManager.Register(&inkwell.Cursor{Name: "cursor"})
}
// ----- windowSizer ------------------------------------------------------
// windowSizer resizes the window once, on the first frame.
//
// inkwell.Run hardcodes a 4× window (core.dsl.go), which at 640×400 would be
// 2560×1600 — larger than most laptop screens. Run sets the size before
// entering the loop, so the only place to override it is the first tick.
type windowSizer struct {
Name string
Scale int
done bool
}
func (s *windowSizer) GetName() string { return s.Name }
func (s *windowSizer) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {}
func (s *windowSizer) Tick(ctx *inkwell.UICtx) {
if s.done {
return
}
s.done = true
scale := s.Scale
if scale <= 0 {
scale = 2
}
ebiten.SetWindowSize(ctx.Game.Width*scale, ctx.Game.Height*scale)
}
// ----- gate -------------------------------------------------------------
// gate switches built-in widgets off in cutscene and menu mode. inkwell's
// widgets have no Visible field and the Manager cannot unregister, so we wrap.
// BlocksClickAt is forwarded, otherwise the verb coin would open over the HUD.
type gate struct {
Name string
W *world.World
Inner inkwell.Widget
}
func gated(w *world.World, name string, inner inkwell.Widget) inkwell.Widget {
return &gate{Name: name, W: w, Inner: inner}
}
func (n *gate) GetName() string { return n.Name }
func (n *gate) Tick(ctx *inkwell.UICtx) {
if n.W.HUDVisible() {
n.Inner.Tick(ctx)
}
}
func (n *gate) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if n.W.HUDVisible() {
n.Inner.Draw(dst, ctx)
}
}
func (n *gate) BlocksClickAt(p inkwell.Point) bool {
if !n.W.HUDVisible() {
return false
}
b, ok := n.Inner.(interface{ BlocksClickAt(inkwell.Point) bool })
return ok && b.BlocksClickAt(p)
}
// ----- hudFrame ---------------------------------------------------------
// hudFrame paints the HUD strip's backdrop and the two dividers. The rule: the
// two channels always have a visible, continuous separator between them.
type hudFrame struct {
Name string
W *world.World
}
func (h *hudFrame) GetName() string { return h.Name }
func (h *hudFrame) Tick(ctx *inkwell.UICtx) {}
func (h *hudFrame) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {
if !h.W.HUDVisible() {
return
}
th := ctx.Game.Theme()
vector.DrawFilledRect(dst, 0, HUDTop+1, ScreenW, ScreenH-HUDTop-1, th.PanelBG, false)
// horizontal: scene | HUD
vector.StrokeLine(dst, 0, HUDTop, ScreenW, HUDTop, 1, th.CharacterPanelBorder, false)
// vertical: world | tape
vector.StrokeLine(dst, DividerX, HUDTop+1, DividerX, ScreenH, 1, th.CharacterPanelBorder, false)
}
func (h *hudFrame) BlocksClickAt(p inkwell.Point) bool {
return h.W.HUDVisible() && p.Y >= HUDTop
}
+128
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package ui
// UseWithGuard — enforcing authored failure.
//
// The rule: a failed interaction fails IN CHARACTER, never with an error
// message. But inkwell hardcodes a "Nem ehhez." flash in core.engine.go when an
// item/hotspot pair has no OnUseWith handler, and that string cannot be
// replaced from the domain.
//
// The fix, without touching the engine: widgets tick BEFORE the engine's
// handleSceneInput and may consume the click. So this widget catches the
// "selected item + hotspot with no authored pair" case and fails in Paul's
// voice with a remark from Dex — costing nothing, since nothing is consumed and
// nothing breaks.
//
// IMPORTANT: it must be registered FIRST so that it ticks LAST among the
// widgets. That way every HUD widget (inventory, tape slots, dialogue) sees the
// click first, and this only ever catches clicks that land on the scene.
import (
"math/rand"
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
"realworld/internal/names"
"realworld/internal/world"
)
type UseWithGuard struct {
Name string
W *world.World
}
func (u *UseWithGuard) GetName() string { return u.Name }
func (u *UseWithGuard) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {}
func (u *UseWithGuard) Tick(ctx *inkwell.UICtx) {
g := ctx.Game
if !u.W.HUDVisible() || !g.Input.LeftClicked() {
return
}
sel := g.Inventory.Selected()
if sel == "" {
return
}
h := g.HotspotAt(g.Input.Point())
if h == nil || hasAuthoredPair(g, h, sel) {
return // leave authored pairs to the engine
}
g.Input.ConsumeLeft()
g.Inventory.Select("")
label := h.Label
if label == "" {
label = h.Name
}
g.LogAction("> Use " + itemLabel(g, sel) + " on: " + label)
// The tone escalates on repeats: dry, then teasing, then a real nudge.
key := "fail." + sel + "." + h.Name
g.State.NoteTalked(key)
n := g.State.Talked(key)
u.W.Do(inkwell.Seq(
inkwell.Say(names.Paul, pick(paulFails, n)),
world.TapeSay(names.Dex, dexFail(n)),
))
}
// hasAuthoredPair mirrors the engine's lookup order in invokeHotspotVerb.
func hasAuthoredPair(g *inkwell.Game, h *inkwell.Hotspot, item string) bool {
if h.OnUseWith != nil {
if a, ok := h.OnUseWith[item]; ok && a != nil {
return true
}
}
if it, ok := g.ItemManager.Get(item); ok && it.OnUseWith != nil {
if a, ok := it.OnUseWith[h.Name]; ok && a != nil {
return true
}
}
return false
}
var paulFails = []string{
"No. That's not going to work.",
"Tried that. It didn't improve.",
"All right, I know that one doesn't work.",
"Now it's personal.",
}
var dexDry = []string{
"No. Not like that.",
"I heard it. Nothing happened.",
}
var dexTease = []string{
"Twice the same. The second one rarely goes better.",
"Do it a few more times, maybe physics reconsiders.",
}
// dexFail escalates: dry, then teasing, then an actual hint — so the joke
// never becomes the wall.
func dexFail(n int) string {
switch {
case n <= 1:
return pick(dexDry, n)
case n == 2:
return pick(dexTease, n)
default:
return "Paul. Leave it. Look again at what you're carrying — that's where it is."
}
}
func pick(s []string, n int) string {
switch {
case len(s) == 0:
return ""
case n <= 0:
return s[0]
case n-1 < len(s):
return s[n-1]
default:
return s[rand.Intn(len(s))]
}
}
+204
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package world
// The game's own actions, and the domain action pump.
//
// inkwell's queueAction is unexported, so domain widgets (TapeSlots) cannot put
// an action on the engine's queue — the built-in widgets only manage it because
// they live inside the package. inkwell.Ctx, however, is exported with exported
// fields, so the domain can drive a Runner itself. That is what the pump does:
// it runs HUD-originated actions (starting a dialogue, a tape line) alongside
// the engine's own script runner. See README, "Engine workarounds".
import (
inkwell "git.teletypegames.org/engines/inkwell"
"github.com/hajimehoshi/ebiten/v2"
)
// ----- pump -------------------------------------------------------------
// Do queues a HUD-originated action.
func (w *World) Do(a inkwell.Action) {
if a != nil {
w.queue = append(w.queue, a)
}
}
// PumpTick advances the pump. The ActionPump widget calls it every frame.
func (w *World) PumpTick(dt float64) {
// The TopBar's left section: location plus a single word for a stopped
// world. No pause overlay, no blur — one word says time has stopped.
if w.top != nil {
title := w.sceneTitle()
if w.paused {
title += " — paused"
}
w.top.LeftText = title
}
if w.running == nil {
if len(w.queue) == 0 {
return
}
w.running = w.queue[0].Start()
w.queue = w.queue[1:]
}
ctx := &inkwell.Ctx{Game: w.G, DT: dt}
if s, ok := w.G.SceneManager.Get(w.scene); ok {
ctx.Scene = &s
}
if w.running.Tick(ctx) != inkwell.StatusRunning {
w.running = nil
}
}
func (w *World) sceneTitle() string {
s, ok := w.G.SceneManager.Get(w.scene)
if !ok {
return ""
}
if s.Title != "" {
return s.Title
}
return s.Name
}
// ActionPump is an invisible widget that advances the pump. The HUD registers
// it; the world itself knows nothing about the widget tree.
type ActionPump struct {
Name string
W *World
}
func (p *ActionPump) GetName() string { return p.Name }
func (p *ActionPump) Tick(ctx *inkwell.UICtx) { p.W.PumpTick(ctx.DT) }
func (p *ActionPump) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {}
// ----- helpers ----------------------------------------------------------
type fnAction struct{ fn func(*inkwell.Ctx) }
func (a *fnAction) Start() inkwell.Runner { return &fnRunner{spec: a} }
type fnRunner struct{ spec *fnAction }
func (r *fnRunner) Tick(ctx *inkwell.Ctx) inkwell.Status {
r.spec.fn(ctx)
return inkwell.StatusDone
}
// Fn turns a function into a one-shot action that completes immediately.
func Fn(f func(*inkwell.Ctx)) inkwell.Action { return &fnAction{fn: f} }
// UseTheme switches the theme at runtime. This is the single line that makes
// the Nokia-punk texture break in during the finale. inkwell saves ActiveTheme,
// so the switch survives a save without needing a flag of its own.
func UseTheme(name string) inkwell.Action {
return Fn(func(ctx *inkwell.Ctx) { ctx.Game.UseTheme(name) })
}
// SetMode switches the HUD mode (play / cutscene / menu).
func SetMode(w *World, m Mode) inkwell.Action {
return Fn(func(*inkwell.Ctx) { w.SetMode(m) })
}
// EnterScene tells the domain which scene we are in. inkwell exposes no
// CurrentScene accessor, and the pump needs Ctx.Scene.
func EnterScene(w *World, name string) inkwell.Action {
return Fn(func(*inkwell.Ctx) { w.scene = name })
}
// ----- TapeSay ----------------------------------------------------------
// TapeSay is a line spoken by a tape.
//
// It is deliberately not inkwell.Say: Say puts a SpeechBubble above the
// speaker's head, but tapes have no body in the scene — they speak into your
// ear. This is the two-channel rule enforced in code: a tape can only reach the
// tape channel, never the scene.
func TapeSay(speaker, text string) inkwell.Action {
return &tapeSayAction{speaker: speaker, text: text}
}
type tapeSayAction struct{ speaker, text string }
func (a *tapeSayAction) Start() inkwell.Runner { return &tapeSayRunner{spec: a} }
type tapeSayRunner struct {
spec *tapeSayAction
started bool
elapsed float64
duration float64
}
func (r *tapeSayRunner) Tick(ctx *inkwell.Ctx) inkwell.Status {
if !r.started {
r.started = true
// Same pacing as Say, so the two breathe together inside a Seq.
r.duration = 1.2 + float64(len([]rune(r.spec.text)))*0.05
ctx.Game.LogResponse(r.spec.speaker, r.spec.text)
}
r.elapsed += ctx.DT
if r.elapsed >= r.duration {
return inkwell.StatusDone
}
return inkwell.StatusRunning
}
// ----- TapeOffer --------------------------------------------------------
// TapeOffer offers a tape line during a cutscene: the Letterbox shows that a
// tape would speak, but it only speaks if the player asks. A tape never
// interrupts — the floor is the player's.
func TapeOffer(w *World, line inkwell.Action) inkwell.Action {
return Fn(func(*inkwell.Ctx) {
w.tapeLine = line
w.tapeWaiting = true
})
}
// TakeTapeOffer queues the offered line and clears the prompt.
func (w *World) TakeTapeOffer() {
if !w.tapeWaiting {
return
}
w.tapeWaiting = false
line := w.tapeLine
w.tapeLine = nil
w.Do(line)
}
// ----- Paused -----------------------------------------------------------
// Paused marks the world as stopped for the duration of the wrapped action.
// inkwell exposes no dialogueActive accessor, so we mark it on the content
// side: every dialogue start is wrapped in this.
func Paused(w *World, inner inkwell.Action) inkwell.Action {
return &pausedAction{w: w, inner: inner}
}
type pausedAction struct {
w *World
inner inkwell.Action
}
func (a *pausedAction) Start() inkwell.Runner {
return &pausedRunner{spec: a, inner: a.inner.Start()}
}
type pausedRunner struct {
spec *pausedAction
inner inkwell.Runner
started bool
}
func (r *pausedRunner) Tick(ctx *inkwell.Ctx) inkwell.Status {
if !r.started {
r.started = true
r.spec.w.paused = true
}
s := r.inner.Tick(ctx)
if s != inkwell.StatusRunning {
r.spec.w.paused = false
}
return s
}
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// Package world is the domain aggregate: a thin layer around the inkwell Game
// holding the runtime state that must NOT be saved, plus the game's own
// actions and the action pump.
//
// This package knows nothing about the HUD or the content, so ui and content
// can both build on it without creating an import cycle.
package world
import (
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
)
// Mode is the HUD mode.
//
// IMPORTANT: this is deliberately NOT a State.Var. inkwell's state.save.go
// serialises State.Vars but drops the in-flight script ("saves capture state at
// idle/ready boundaries"), so a save taken mid-cutscene would reload into a
// permanently letterboxed, HUD-less game with no script running. The mode is
// therefore an unsaved runtime field.
type Mode string
const (
ModePlay Mode = "play" // full HUD
ModeCutscene Mode = "cutscene" // letterbox, HUD hidden
ModeMenu Mode = "menu" // main menu, HUD hidden
)
// World holds the runtime state that does not belong in a save file.
type World struct {
G *inkwell.Game
mode Mode
scene string // current scene — inkwell exposes no accessor for it
paused bool // is the world stopped (during dialogue), for the TopBar suffix
pending string // the tape currently being loaded into slot 2
queue []inkwell.Action // HUD-originated actions waiting to run
running inkwell.Runner
top *inkwell.TopBar // the location bar, so the pump can write its suffix
// During a cutscene a tape signals but never interrupts: the line waits
// here until the player asks for it with SPACE.
tapeWaiting bool
tapeLine inkwell.Action
}
// New wraps an existing inkwell game.
func New(g *inkwell.Game) *World {
return &World{G: g, mode: ModePlay}
}
// Mode returns the current HUD mode.
func (w *World) Mode() Mode { return w.mode }
// SetMode switches the HUD mode.
func (w *World) SetMode(m Mode) { w.mode = m }
// HUDVisible reports whether the HUD should draw: only in play mode.
func (w *World) HUDVisible() bool { return w.mode == ModePlay }
// Scene returns the name of the current scene.
func (w *World) Scene() string { return w.scene }
// Paused reports whether the world is stopped (during dialogue).
func (w *World) Paused() bool { return w.paused }
// SetTopBar hands over the location bar so the pump can write its suffix.
func (w *World) SetTopBar(t *inkwell.TopBar) { w.top = t }
// Slot2 returns the item name in the second tape slot, empty if there is none.
//
// Unlike Mode, this is REAL game state and lives in State.Var so that it is
// saved.
func (w *World) Slot2() string {
if v, ok := w.G.State.Var(names.VarSlot2).(string); ok {
return v
}
return ""
}
// SetSlot2 sets the contents of the second tape slot.
func (w *World) SetSlot2(item string) { w.G.State.SetVar(names.VarSlot2, item) }
// SetPending marks which tape is going into slot 2. The tape-insert script
// performs the actual load; the widget only marks.
func (w *World) SetPending(item string) { w.pending = item }
// TakePending returns and clears the tape waiting to be loaded.
func (w *World) TakePending() string {
item := w.pending
w.pending = ""
return item
}
// TapeWaiting reports whether a tape line has been offered but not yet spoken.
func (w *World) TapeWaiting() bool { return w.tapeWaiting }
+45
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package world_test
import (
"testing"
inkwell "git.teletypegames.org/engines/inkwell"
"realworld/internal/names"
"realworld/internal/world"
)
// The mode must not leak into saved state: inkwell saves State.Vars but drops
// the in-flight script, so a save taken mid-cutscene would otherwise reload
// into a letterboxed, HUD-less game with nothing running.
func TestModeIsNotSavedState(t *testing.T) {
w := world.New(inkwell.NewGame("t", 320, 200))
w.SetMode(world.ModeCutscene)
for _, k := range []string{"ui.mode", "mode"} {
if v := w.G.State.Var(k); v != nil {
t.Errorf("mode leaked into State.Vars (%q = %v)", k, v)
}
}
// Slot 2, by contrast, is real game state and must be saved.
w.SetSlot2(names.ItemMysteryTape)
if w.G.State.Var(names.VarSlot2) != names.ItemMysteryTape {
t.Error("slot 2 is not in State.Vars")
}
if got := w.Slot2(); got != names.ItemMysteryTape {
t.Errorf("Slot2() = %q", got)
}
}
// The widget marks a tape as pending; the script consumes it — once.
func TestPendingIsConsumedOnce(t *testing.T) {
w := world.New(inkwell.NewGame("t", 320, 200))
w.SetPending(names.ItemMysteryTape)
if got := w.TakePending(); got != names.ItemMysteryTape {
t.Fatalf("TakePending() = %q", got)
}
if got := w.TakePending(); got != "" {
t.Errorf("pending was not cleared: %q", got)
}
}