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.
36 lines
1.7 KiB
Rust
36 lines
1.7 KiB
Rust
use makepad_game_gen::*;
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use makepad_game_script::compose::{kit_from_index, level_placements, KitUse};
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fn main() {
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let idx = makepad_game_assets::AssetIndex::build(&std::path::PathBuf::from("apps/arcade/resources"));
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println!("library: {} entries", idx.len());
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let roads = kit_from_index(&idx, "city-kit-roads", KitUse::Structure).unwrap();
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let houses = kit_from_index(&idx, "city-kit-suburban", KitUse::Buildings).unwrap();
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println!(
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"roads {} tiles, houses {} tiles ({} classed Building)",
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roads.tiles.len(),
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houses.tiles.len(),
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houses.by_role(TileRole::Building).len()
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);
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let t0 = std::time::Instant::now();
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let level = town(&roads, &TownParams {
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seed: 11, extent: (18, 18), block: 6, density: 0.7,
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buildings: Some(&houses), props: None,
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});
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let us = t0.elapsed().as_micros();
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let kits = [roads.clone(), houses.clone()];
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let placed = level_placements(&level, &kits);
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let buildings = placed.iter().filter(|p| p.model.contains("suburban")).count();
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println!("town: {} tiles in {us}us — {} buildings, {} road", placed.len(), buildings, placed.len() - buildings);
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let d = kit_from_index(&idx, "modular-dungeon-kit", KitUse::Structure).unwrap();
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let dl = dungeon(&d, &DungeonParams { seed: 11, extent: (20, 20), min_room: 5, depth: 4 });
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let dp = level_placements(&dl, std::slice::from_ref(&d));
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println!("dungeon: {} tiles, entrance {:?}", dp.len(), dl.entrance.is_some());
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println!("adjacency errors: {}", level.layers.iter().map(|l| {
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adjacency_errors(&TileLayout { kit_id: l.kit_id.clone(), tile_size: l.tile_size,
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placements: l.placements.clone(), open_cells: vec![], entrance: None, exit: None }).len()
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}).sum::<usize>());
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}
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