makepad/libs/game/assets/examples/chars.rs
andodeki 435135ed50 feat(arcade): port makepad game libs + arcade from makepad-internal onto the fork
Reintroduce apps/arcade and the ten game crates that were ripped out of
the fork (assets, audio, blocks, coedit, gen, net, pkg, render, script,
session), from makepad-internal/dev. Reconcile against the fork's layout:

- makepad-game-sim/math come from the fork's existing libs/sim + sim/math;
  the copied internal libs/game/{sim,math} are dropped and the kept game
  crates plus arcade point at ../../sim and ../../sim/math.
- arcade AI is rewritten off the removed makepad-ai agent API onto the
  makepad-ai-hub headless ChatProvider worker (example/cad pattern):
  AiWorker{send,cancel,poll}, ai_worker_loop driving
  ClaudeApiChatProvider(ClaudeCli), AiWorkerEvent availability/delta/
  done/error mapped into the chat feed and authoring land_edit, with
  main.rs send_message/cancel_request/event-drain rebuilt around it.
- the game-script sandbox is adapted to the fork's jailed splash storage:
  every isolate gets mod.fs = splash_storage jail; splaes splash_storage
  set_root_for_heap is now public so the ScriptHost (or Splash) can grant
  a per-game jail root. ENT font: build.rs/dispatch.rs entities fill new
  fork sim Entity/Part fields via ..Default::default(); world_raycast now
  borrows mutably and returns the material id.

cargo check -p makepad-arcade and the game + arcade test suites pass.
2026-09-05 05:49:12 +03:00

28 lines
1.2 KiB
Rust

//! What rigged characters the library holds, and what the AI is told about them.
fn main() {
use makepad_game_assets::agent;
let idx = makepad_game_assets::AssetIndex::build(std::path::Path::new(
"apps/arcade/resources",
));
for c in idx.casts() {
println!(
"rig {:>2} joints — {} members, up to {} clips",
c.joints, c.members.len(), c.max_clips
);
println!(" states: {}", c.shared_states.join(", "));
println!(" members: {}", c.members.join(", "));
if c.richest.len() < c.members.len() {
println!(" richest ({} clips): {}", c.max_clips, c.richest.join(", "));
}
println!();
}
let json = agent::casts_to_json(&agent::execute_cast(&idx, None), 6);
println!("find_cast JSON ({} bytes):\n{}", json.len(), json);
println!();
for q in ["a character that can attack", "a skeleton enemy", "someone who can run and jump"] {
let hits = idx.find(q);
let top: Vec<&str> = hits.iter().filter(|h| h.entry.rigged).take(3)
.map(|h| h.entry.id.as_str()).collect();
println!("{q:<34} -> {}", top.join(", "));
}
}