Scriber, technically

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How the game is put together. The README is the game itself; this is for anyone who wants to read or change the code, or build something like it on Cauldron.

What each library does here

Cauldronthe engine — the run is a Cauldron2D.Game in a Cauldron2D.World stepped once per key, the tiles are a Cauldron2D.Atlas, and Cauldron2D.Drafter.Surface draws the map from the world's view: pixels through the terminal's graphics protocol where it has one, glyphs where it has not
drafterthe application — layout, keys, the console mode and the epitaph, headless tests
french_curvethe art — every tile is a sprite drawn in code with FrenchCurve.Draw, composited into one image a frame

The run is a world

Scriber.Game is a Cauldron2D.Game: a value, and pure callbacks over it. Scriber.App starts a Cauldron2D.World of the player's own with tick: :on_input — no clock; the world steps once each time input arrives — and every key becomes one action (:move_ne, :wait, :use, :equip_2, :descend, ...) sent as input. The frame the world sends back is what is drawn, and its events ({:descended, depth}) are where the two side effects of a turn happen: writing the next stratum's files and switching the ambience.

A purchase at the console is the same: Scriber.Console runs forge against the view to print its answer, records the transaction as an action (:buy_patch, :sell_mace), and the application sends that to the world, which is the only thing that changes the game. Cauldron2D.Test drives the game as the world would, in the tests, and a run started with record: true keeps a Cauldron2D.Replay.

The console is a directory

The prompt is Scriber.Console, a shell-like command set in Elixir — ls, cat, grep, probe, unseal, forge, clear, help — over a real directory under ~/.local/state/scriber/runs/<seed>/stratum-<n>/ that Scriber.Lattice wrote. .seal holds the SHA-256 of the code rather than the code, so reading every file in the directory still does not hand you the answer. From stratum 3 the node records are sharded into logs/ and you need grep across them.

The game never learns the code was accepted through a message. unseal writes an unsealed marker and the application watches for that file, then sends the world :unseal. It works if you write the marker by any other means.

The map is an image

Where the terminal supports a pixel protocol, the map is not characters. Each tile is a 16×16 RGBA sprite drawn with FrenchCurve.Draw primitives — no asset files and no image decoder — installed as a Cauldron2D.Atlas, and a frame is those sprites composited by Cauldron2D.Surface into one raster and transmitted through the terminal's protocol: kitty, iTerm2 or sixel, as Cauldron2D.Renderer detects it or SCRIBER_MODE forces it.

Tiles are two terminal cells wide and one tall. Cells are about twice as tall as they are wide, so a square tile drawn across two of them stays square. Terminals with no pixel protocol get two-cell coloured glyphs from the same atlas, so the two renderings cannot disagree about what is visible.

Sound

Every event the game emits is placed where it happened and played against where the player stands, fading with distance, on a Cauldron2D.Audio of the application's own. Scriber.Sound.voice/1 is the table from event to voice; Scriber.Ambience holds the beds, one a stratum.

Where a run is kept

$XDG_STATE_HOME/scriber/runs/<seed>/, falling back to ~/.local/state/scriber/runs/<seed>/. $SCRIBER_HOME overrides both, which is also how the test suite keeps its own strata out of yours.

The state directory rather than data or cache: a run is the position of something the player is in the middle of. It is mostly regenerable — prepare/2 rebuilds a stratum byte for byte from its seed — but what the player did in the console is not, which is why it is neither a cache directory nor $TMPDIR. On macOS $TMPDIR is a path like /var/folders/…: both undiscoverable and periodically swept out from under a game you might come back to.

Runs are never deleted by the game. Scriber.Lattice.runs/0 lists the seeds on disk and destroy/1 removes one, so a long-lived install accumulates a small directory per run until you clear them.

Layout

lib/scriber/
  game.ex       the whole run as one value and a Cauldron2D.Game; command/2 is the only
                way it changes, and step/2 turns the actions pressed into commands
  level.ex      procedural generation, and the tiles a stratum is made of
  entity.ex     the player and the daemons, one struct
  gear.ex       the weapons; forge.ex  what shards buy and sell
  lattice.ex    the real directory, the code, and the puzzle
  console.ex    the prompt over a stratum's directory
  art.ex        the tiles, drawn in code, installed as an atlas
  renderer.ex   SCRIBER_MODE over Cauldron2D.Renderer
  sound.ex      the ambience, one bed a stratum, and the voice of every event, on a
                Cauldron2D.Audio of the app's own
  ambience.ex   the beds
  app.ex        the drafter application: the world, the keys, the console mode

Scriber.Game has no dependency on drafter or a terminal: it is a function from a state and a command to the next state, and a whole run can be played out in a test by folding commands over it. The random numbers are Cauldron2D.Rng, carried in the state so a seed reproduces a run; the field of view is Cauldron2D.Grid.Fov over Scriber.Level.transparent?/2.

Tests

mix test

They cover the pure core by playing it, shadowcasting against hand-drawn maps (including the property that sight is mutual), the puzzle by reading the files Scriber.Lattice writes, the game as a world through Cauldron2D.Test, and the application headlessly through Drafter.Test, the console included.

Screen assertions poll rather than reading immediately: the world answers a key with a frame a moment later, and the application paints a few milliseconds after that.