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December 7, 2025 23:18
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Solution draft log for https://github.com/uselessgoddess/nhack/pull/2
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| # Solve.mjs Log - 2025-12-07T23:00:22.886Z | |
| [2025-12-07T23:00:22.887Z] [INFO] 📁 Log file: /home/hive/solve-2025-12-07T23-00-22-886Z.log | |
| [2025-12-07T23:00:22.889Z] [INFO] (All output will be logged here) | |
| [2025-12-07T23:00:23.446Z] [INFO] | |
| [2025-12-07T23:00:23.447Z] [INFO] 🚀 solve v0.37.18 | |
| [2025-12-07T23:00:23.447Z] [INFO] 🔧 Raw command executed: | |
| [2025-12-07T23:00:23.448Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/uselessgoddess/nhack/issues/1 --model opus --auto-fork --auto-continue --attach-logs --verbose --no-tool-check | |
| [2025-12-07T23:00:23.449Z] [INFO] | |
| [2025-12-07T23:00:23.463Z] [INFO] | |
| [2025-12-07T23:00:23.464Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2025-12-07T23:00:23.464Z] [INFO] | |
| [2025-12-07T23:00:23.465Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2025-12-07T23:00:23.465Z] [INFO] The log may contain sensitive information such as: | |
| [2025-12-07T23:00:23.466Z] [INFO] • API keys, tokens, or secrets | |
| [2025-12-07T23:00:23.466Z] [INFO] • File paths and directory structures | |
| [2025-12-07T23:00:23.467Z] [INFO] • Command outputs and error messages | |
| [2025-12-07T23:00:23.467Z] [INFO] • Internal system information | |
| [2025-12-07T23:00:23.467Z] [INFO] | |
| [2025-12-07T23:00:23.468Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2025-12-07T23:00:23.468Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2025-12-07T23:00:23.469Z] [INFO] | |
| [2025-12-07T23:00:23.469Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2025-12-07T23:00:23.469Z] [INFO] | |
| [2025-12-07T23:00:28.475Z] [INFO] | |
| [2025-12-07T23:00:28.503Z] [INFO] 💾 Disk space check: 17571MB available (500MB required) ✅ | |
| [2025-12-07T23:00:28.505Z] [INFO] 🧠 Memory check: 10787MB available, swap: 2047MB (0MB used), total: 12834MB (256MB required) ✅ | |
| [2025-12-07T23:00:28.506Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2025-12-07T23:00:28.506Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2025-12-07T23:00:28.506Z] [INFO] 📋 URL validation: | |
| [2025-12-07T23:00:28.507Z] [INFO] Input URL: https://github.com/uselessgoddess/nhack/issues/1 | |
| [2025-12-07T23:00:28.507Z] [INFO] Is Issue URL: true | |
| [2025-12-07T23:00:28.507Z] [INFO] Is PR URL: false | |
| [2025-12-07T23:00:28.507Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2025-12-07T23:00:29.160Z] [INFO] Repository visibility: public | |
| [2025-12-07T23:00:29.161Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2025-12-07T23:00:29.172Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2025-12-07T23:00:29.489Z] [INFO] Repository visibility: public | |
| [2025-12-07T23:00:29.490Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2025-12-07T23:00:29.491Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #1... | |
| [2025-12-07T23:00:30.435Z] [INFO] 📝 No existing PRs found for issue #1 - creating new PR | |
| [2025-12-07T23:00:30.435Z] [INFO] 📝 Issue mode: Working with issue #1 | |
| [2025-12-07T23:00:30.436Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1765148430436 | |
| [2025-12-07T23:00:30.439Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2025-12-07T23:00:30.440Z] [INFO] Checking fork status... | |
| [2025-12-07T23:00:30.733Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2025-12-07T23:00:31.852Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2025-12-07T23:00:32.524Z] [INFO] 🔄 Creating fork... | |
| [2025-12-07T23:00:33.436Z] [INFO] ✅ Fork created: konard/uselessgoddess-nhack | |
| [2025-12-07T23:00:33.437Z] [INFO] 🔍 Verifying fork: Checking accessibility... | |
| [2025-12-07T23:00:33.776Z] [INFO] ✅ Fork verified: konard/uselessgoddess-nhack is accessible | |
| [2025-12-07T23:00:33.777Z] [INFO] ⏳ Waiting: For fork to be fully ready... | |
| [2025-12-07T23:00:36.782Z] [INFO] | |
| 📥 Cloning repository: konard/uselessgoddess-nhack | |
| [2025-12-07T23:00:37.959Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1765148430436 | |
| [2025-12-07T23:00:37.975Z] [INFO] 🔗 Setting upstream: uselessgoddess/nhack | |
| [2025-12-07T23:00:37.990Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2025-12-07T23:00:37.990Z] [INFO] 🔄 Fetching upstream... | |
| [2025-12-07T23:00:38.317Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2025-12-07T23:00:38.318Z] [INFO] 🔄 Syncing default branch... | |
| [2025-12-07T23:00:38.669Z] [INFO] ℹ️ Default branch: main | |
| [2025-12-07T23:00:38.686Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2025-12-07T23:00:38.686Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2025-12-07T23:00:39.124Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2025-12-07T23:00:39.206Z] [INFO] | |
| 📌 Default branch: main | |
| [2025-12-07T23:00:39.221Z] [INFO] | |
| 🌿 Creating branch: issue-1-67d5bb6c6930 from main | |
| [2025-12-07T23:00:39.237Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2025-12-07T23:00:39.251Z] [INFO] ✅ Branch created: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:39.252Z] [INFO] ✅ Current branch: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:39.252Z] [INFO] Branch operation: Create new branch | |
| [2025-12-07T23:00:39.252Z] [INFO] Branch verification: Matches expected | |
| [2025-12-07T23:00:39.255Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2025-12-07T23:00:39.255Z] [INFO] Creating: Initial commit and draft PR... | |
| [2025-12-07T23:00:39.256Z] [INFO] | |
| [2025-12-07T23:00:39.256Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2025-12-07T23:00:39.256Z] [INFO] Issue URL from argv['issue-url']: https://github.com/uselessgoddess/nhack/issues/1 | |
| [2025-12-07T23:00:39.256Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2025-12-07T23:00:39.256Z] [INFO] Final issue URL: https://github.com/uselessgoddess/nhack/issues/1 | |
| [2025-12-07T23:00:39.257Z] [INFO] ✅ File created: CLAUDE.md | |
| [2025-12-07T23:00:39.257Z] [INFO] 📦 Adding file: To git staging | |
| [2025-12-07T23:00:39.275Z] [INFO] Git status after add: A CLAUDE.md | |
| [2025-12-07T23:00:39.276Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2025-12-07T23:00:39.290Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2025-12-07T23:00:39.290Z] [INFO] Commit output: [issue-1-67d5bb6c6930 8994fc1] Initial commit with task details for issue #1 | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2025-12-07T23:00:39.302Z] [INFO] Commit hash: 8994fc1... | |
| [2025-12-07T23:00:39.315Z] [INFO] Latest commit: 8994fc1 Initial commit with task details for issue #1 | |
| [2025-12-07T23:00:39.327Z] [INFO] Git status: clean | |
| [2025-12-07T23:00:39.339Z] [INFO] Remotes: origin https://github.com/konard/uselessgoddess-nhack.git (fetch) | |
| [2025-12-07T23:00:39.352Z] [INFO] Branch info: * issue-1-67d5bb6c6930 8994fc1 Initial commit with task details for issue #1 | |
| main a22c9bf [origin/main] dungeon starts here | |
| [2025-12-07T23:00:39.352Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2025-12-07T23:00:39.353Z] [INFO] Push command: git push -u origin issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:40.088Z] [INFO] Push exit code: 0 | |
| [2025-12-07T23:00:40.088Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-1-67d5bb6c6930' on GitHub by visiting: | |
| remote: https://github.com/konard/uselessgoddess-nhack/pull/new/issue-1-67d5bb6c6930 | |
| remote: | |
| To https://github.com/konard/uselessgoddess-nhack.git | |
| * [new branch] issue-1-67d5bb6c6930 -> issue-1-67d5bb6c6930 | |
| branch 'issue-1-67d5bb6c6930' set up to track 'origin/issue-1-67d5bb6c6930'. | |
| [2025-12-07T23:00:40.089Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2025-12-07T23:00:40.089Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-1-67d5bb6c6930' on GitHub by visiting: | |
| remote: https://github.com/konard/uselessgoddess-nhack/pull/new/issue-1-67d5bb6c6930 | |
| remote: | |
| To https://github.com/konard/uselessgoddess-nhack.git | |
| * [new branch] issue-1-67d5bb6c6930 -> issue-1-67d5bb6c6930 | |
| branch 'issue-1-67d5bb6c6930' set up to track 'origin/issue-1-67d5bb6c6930'. | |
| [2025-12-07T23:00:40.089Z] [INFO] Waiting for GitHub to sync... | |
| [2025-12-07T23:00:42.514Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2025-12-07T23:00:42.514Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2025-12-07T23:00:42.798Z] [INFO] Branch verified on GitHub: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:43.271Z] [INFO] Remote commit SHA: 8994fc1... | |
| [2025-12-07T23:00:43.272Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2025-12-07T23:00:43.545Z] [INFO] Issue title: "Ollama based infinite roguelike" | |
| [2025-12-07T23:00:43.546Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2025-12-07T23:00:44.000Z] [INFO] Current user: konard | |
| [2025-12-07T23:00:44.242Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2025-12-07T23:00:44.247Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2025-12-07T23:00:44.248Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2025-12-07T23:00:44.564Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2025-12-07T23:00:44.565Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2025-12-07T23:00:44.579Z] [INFO] Commits ahead of origin/main: 1 | |
| [2025-12-07T23:00:44.580Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2025-12-07T23:00:44.580Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2025-12-07T23:00:44.581Z] [INFO] 🎯 Target branch: main (default) | |
| [2025-12-07T23:00:44.581Z] [INFO] PR Title: [WIP] Ollama based infinite roguelike | |
| [2025-12-07T23:00:44.581Z] [INFO] Base branch: main | |
| [2025-12-07T23:00:44.582Z] [INFO] Head branch: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:44.582Z] [INFO] Assignee: konard | |
| [2025-12-07T23:00:44.582Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue uselessgoddess/nhack#1. | |
| ### 📋 Issue Reference | |
| Fixes uselessgoddess/nhack#1 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2025-12-07T23:00:44.584Z] [INFO] Command: cd "/tmp/gh-issue-solver-1765148430436" && gh pr create --draft --title "$(cat '/tmp/pr-title-1765148444584.txt')" --body-file "/tmp/pr-body-1765148444583.md" --base main --head konard:issue-1-67d5bb6c6930 --repo uselessgoddess/nhack | |
| [2025-12-07T23:00:45.991Z] [INFO] 🔍 Verifying: PR creation... | |
| [2025-12-07T23:00:46.304Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2025-12-07T23:00:46.305Z] [INFO] ✅ PR created: #2 | |
| [2025-12-07T23:00:46.306Z] [INFO] 📍 PR URL: https://github.com/uselessgoddess/nhack/pull/2 | |
| [2025-12-07T23:00:46.306Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2025-12-07T23:00:46.306Z] [INFO] 🔗 Linking: Issue #1 to PR #2... | |
| [2025-12-07T23:00:46.627Z] [INFO] Issue node ID: I_kwDOQkbaFs7cyAtn | |
| [2025-12-07T23:00:46.964Z] [INFO] PR node ID: PR_kwDOQkbaFs63jz4t | |
| [2025-12-07T23:00:47.513Z] [INFO] ✅ Link verified: Issue #1 → PR #2 | |
| [2025-12-07T23:00:47.767Z] [INFO] 👤 Current user: konard | |
| [2025-12-07T23:00:47.768Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2025-12-07T23:00:47.769Z] [INFO] prNumber: 2 | |
| [2025-12-07T23:00:47.769Z] [INFO] branchName: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:47.769Z] [INFO] isContinueMode: false | |
| [2025-12-07T23:00:47.770Z] [INFO] Will count comments: true | |
| [2025-12-07T23:00:47.770Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2025-12-07T23:00:47.771Z] [INFO] PR #2 on branch: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:47.771Z] [INFO] Owner/Repo: uselessgoddess/nhack | |
| [2025-12-07T23:00:48.114Z] [INFO] 📅 Last commit time (from API): 2025-12-07T23:00:39.000Z | |
| [2025-12-07T23:00:48.902Z] [INFO] 💬 New PR comments: 0 | |
| [2025-12-07T23:00:48.902Z] [INFO] 💬 New issue comments: 0 | |
| [2025-12-07T23:00:48.903Z] [INFO] Total new comments: 0 | |
| [2025-12-07T23:00:48.903Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2025-12-07T23:00:48.903Z] [INFO] PR review comments fetched: 0 | |
| [2025-12-07T23:00:48.903Z] [INFO] PR conversation comments fetched: 0 | |
| [2025-12-07T23:00:48.903Z] [INFO] Total PR comments checked: 0 | |
| [2025-12-07T23:00:51.930Z] [INFO] Feedback info will be added to prompt: | |
| [2025-12-07T23:00:51.931Z] [INFO] - Pull request description was edited after last commit | |
| [2025-12-07T23:00:51.931Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2025-12-07T23:00:52.240Z] [INFO] 📝 Issue updated: 2025-12-07T22:59:52.000Z | |
| [2025-12-07T23:00:52.518Z] [INFO] 💬 Comments: None found | |
| [2025-12-07T23:00:52.896Z] [INFO] 🔀 Recent PR: 2025-12-07T23:00:45.000Z | |
| [2025-12-07T23:00:52.897Z] [INFO] | |
| ✅ Reference time: 2025-12-07T23:00:45.000Z | |
| [2025-12-07T23:00:52.898Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2025-12-07T23:00:52.911Z] [INFO] ✅ No uncommitted changes found | |
| [2025-12-07T23:00:53.215Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2025-12-07T23:00:53.215Z] [INFO] Characters: 365 | |
| [2025-12-07T23:00:53.216Z] [INFO] System prompt characters: 8450 | |
| [2025-12-07T23:00:53.216Z] [INFO] Feedback info: Included | |
| [2025-12-07T23:00:53.217Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2025-12-07T23:00:53.218Z] [INFO] Model: opus | |
| [2025-12-07T23:00:53.218Z] [INFO] Working directory: /tmp/gh-issue-solver-1765148430436 | |
| [2025-12-07T23:00:53.218Z] [INFO] Branch: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:53.218Z] [INFO] Prompt length: 365 chars | |
| [2025-12-07T23:00:53.218Z] [INFO] System prompt length: 8450 chars | |
| [2025-12-07T23:00:53.219Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2025-12-07T23:00:53.239Z] [INFO] 📈 System resources before execution: | |
| [2025-12-07T23:00:53.240Z] [INFO] Memory: MemFree: 8085228 kB | |
| [2025-12-07T23:00:53.240Z] [INFO] Load: 0.06 0.12 0.47 1/370 643355 | |
| [2025-12-07T23:00:53.240Z] [INFO] | |
| 📝 Raw command: | |
| [2025-12-07T23:00:53.241Z] [INFO] (cd "/tmp/gh-issue-solver-1765148430436" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/uselessgoddess/nhack/issues/1 | |
| Your prepared branch: issue-1-67d5bb6c6930 | |
| Your prepared working directory: /tmp/gh-issue-solver-1765148430436 | |
| Your prepared Pull Request: https://github.com/uselessgoddess/nhack/pull/2 | |
| Your forked repository: konard/uselessgoddess-nhack | |
| Original repository (upstream): uselessgoddess/nhack | |
| Proceed." --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo uselessgoddess/nhack --branch issue-1-67d5bb6c6930 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo uselessgoddess/nhack --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. | |
| - When you need issue details, use gh issue view https://github.com/uselessgoddess/nhack/issues/1. | |
| - When you need related code, use gh search code --owner uselessgoddess [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need latest comments on pull request (sorted newest first), use appropriate GitHub API commands. | |
| - When you need latest comments on issue (sorted newest first), use appropriate GitHub API commands. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 2 --body \"your message\" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo uselessgoddess/nhack --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 2, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 2. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-1-67d5bb6c6930. | |
| - When you finish, create a pull request from branch issue-1-67d5bb6c6930. (Note: PR 2 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-1-67d5bb6c6930. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 2 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent." | jq -c .) | |
| [2025-12-07T23:00:53.241Z] [INFO] | |
| [2025-12-07T23:00:53.241Z] [INFO] 📋 User prompt: | |
| [2025-12-07T23:00:53.242Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2025-12-07T23:00:53.242Z] [INFO] Issue to solve: https://github.com/uselessgoddess/nhack/issues/1 | |
| Your prepared branch: issue-1-67d5bb6c6930 | |
| Your prepared working directory: /tmp/gh-issue-solver-1765148430436 | |
| Your prepared Pull Request: https://github.com/uselessgoddess/nhack/pull/2 | |
| Your forked repository: konard/uselessgoddess-nhack | |
| Original repository (upstream): uselessgoddess/nhack | |
| Proceed. | |
| [2025-12-07T23:00:53.242Z] [INFO] ---END USER PROMPT--- | |
| [2025-12-07T23:00:53.242Z] [INFO] | |
| [2025-12-07T23:00:53.243Z] [INFO] 📋 System prompt: | |
| [2025-12-07T23:00:53.243Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2025-12-07T23:00:53.244Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo uselessgoddess/nhack --branch issue-1-67d5bb6c6930 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo uselessgoddess/nhack --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. | |
| - When you need issue details, use gh issue view https://github.com/uselessgoddess/nhack/issues/1. | |
| - When you need related code, use gh search code --owner uselessgoddess [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need latest comments on pull request (sorted newest first), use appropriate GitHub API commands. | |
| - When you need latest comments on issue (sorted newest first), use appropriate GitHub API commands. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 2 --body "your message" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo uselessgoddess/nhack --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 2, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 2. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-1-67d5bb6c6930. | |
| - When you finish, create a pull request from branch issue-1-67d5bb6c6930. (Note: PR 2 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-1-67d5bb6c6930. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 2 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| [2025-12-07T23:00:53.244Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2025-12-07T23:00:53.245Z] [INFO] | |
| [2025-12-07T23:00:53.245Z] [INFO] 📋 Command details: | |
| [2025-12-07T23:00:53.246Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1765148430436 | |
| [2025-12-07T23:00:53.246Z] [INFO] 🌿 Branch: issue-1-67d5bb6c6930 | |
| [2025-12-07T23:00:53.246Z] [INFO] 🤖 Model: Claude OPUS | |
| [2025-12-07T23:00:53.246Z] [INFO] 🍴 Fork: konard/uselessgoddess-nhack | |
| [2025-12-07T23:00:53.246Z] [INFO] | |
| ▶️ Streaming output: | |
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| [2025-12-07T23:00:55.599Z] [INFO] 📌 Session ID: ca92ea25-151a-4561-bd3b-f56bdef0446d | |
| [2025-12-07T23:00:55.600Z] [INFO] 📁 Log renamed to: /home/hive/ca92ea25-151a-4561-bd3b-f56bdef0446d.log | |
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| [2025-12-07T23:01:02.981Z] [INFO] { | |
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| "content": "title:\tOllama based infinite roguelike\nstate:\tOPEN\nauthor:\tuselessgoddess\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t1\n--\nAct as a Senior Rust Game Developer. I want to build a TUI Roguelike (NetHack-style) called \"NeuroHack\".\n\n**Core Concept:**\nA hybrid game engine.\n1. **The Skeleton (Rust):** A rigid, high-performance roguelike engine using an Entity Component System (ECS). It handles the grid map, movement, basic combat math, and inventory management.\n2. **The Flesh (AI/Ollama):** An AI Game Master that runs locally. It generates narrative descriptions for rooms, unique dialogue for NPCs based on game state, and interprets complex \"improvisational\" actions from the user.\n\n**Tech Stack:**\n- Language: Rust (2024 edition)\n- TUI: `ratatui` (for rendering the map and logs) + `crossterm`\n- ECS: `bevy_ecs` or `specs` (for game entities)\n- Serialization: `serde` + `serde_json`\n- AI Client: `reqwest` + `tokio` (communicating with local Ollama instance)\n- Async Runtime: `tokio` (for non-blocking AI generation while keeping the UI responsive)\n\n**Architecture Requirements:**\nI have 16GB VRAM, so I want to use it.\n- **Async Event Loop:** The TUI must not freeze when waiting for the AI. Use channels (`tokio::sync::mpsc`) to send \"Narrative Requests\" to a background worker and receive \"Flavor Text\" back.\n- **Structured AI:** The AI must return strictly formatted JSON to populate ECS components (e.g., `DescriptionComponent`, `DialogueComponent`).\n\n**Your Task:**\n1. Design the project directory structure suitable for a medium-sized Rust project with bevy 0.17 version.\n2. Create the `Cargo.toml` with necessary dependencies.\n3. Write the code for the **\"AI-to-ECS Bridge\"**. Show me a Rust function that takes a raw game state (e.g., \"Player enters Room 3, contains: [Orc, Chest]\"), sends a prompt to Ollama requesting a horror-themed description in JSON, and deserializes it into a Rust struct.\n4. Provide a basic `main.rs` that initializes the TUI and spawns the background AI worker.\n\nFocus on \"Blazing Fast\" Rust code: proper error handling, safe concurrency, and zero-cost abstractions where possible. Also research bevy 0.17 https://bevy.org/news/bevy-0-17/\n\nAlso try to inspire some things from here: https://github.com/TheBevyFlock/bevy_new_2d\nUse raw ratatui or bevy with ratatui renderer", | |
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| "stdout": "title:\tOllama based infinite roguelike\nstate:\tOPEN\nauthor:\tuselessgoddess\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t1\n--\nAct as a Senior Rust Game Developer. I want to build a TUI Roguelike (NetHack-style) called \"NeuroHack\".\n\n**Core Concept:**\nA hybrid game engine.\n1. **The Skeleton (Rust):** A rigid, high-performance roguelike engine using an Entity Component System (ECS). It handles the grid map, movement, basic combat math, and inventory management.\n2. **The Flesh (AI/Ollama):** An AI Game Master that runs locally. It generates narrative descriptions for rooms, unique dialogue for NPCs based on game state, and interprets complex \"improvisational\" actions from the user.\n\n**Tech Stack:**\n- Language: Rust (2024 edition)\n- TUI: `ratatui` (for rendering the map and logs) + `crossterm`\n- ECS: `bevy_ecs` or `specs` (for game entities)\n- Serialization: `serde` + `serde_json`\n- AI Client: `reqwest` + `tokio` (communicating with local Ollama instance)\n- Async Runtime: `tokio` (for non-blocking AI generation while keeping the UI responsive)\n\n**Architecture Requirements:**\nI have 16GB VRAM, so I want to use it.\n- **Async Event Loop:** The TUI must not freeze when waiting for the AI. Use channels (`tokio::sync::mpsc`) to send \"Narrative Requests\" to a background worker and receive \"Flavor Text\" back.\n- **Structured AI:** The AI must return strictly formatted JSON to populate ECS components (e.g., `DescriptionComponent`, `DialogueComponent`).\n\n**Your Task:**\n1. Design the project directory structure suitable for a medium-sized Rust project with bevy 0.17 version.\n2. Create the `Cargo.toml` with necessary dependencies.\n3. Write the code for the **\"AI-to-ECS Bridge\"**. Show me a Rust function that takes a raw game state (e.g., \"Player enters Room 3, contains: [Orc, Chest]\"), sends a prompt to Ollama requesting a horror-themed description in JSON, and deserializes it into a Rust struct.\n4. Provide a basic `main.rs` that initializes the TUI and spawns the background AI worker.\n\nFocus on \"Blazing Fast\" Rust code: proper error handling, safe concurrency, and zero-cost abstractions where possible. Also research bevy 0.17 https://bevy.org/news/bevy-0-17/\n\nAlso try to inspire some things from here: https://github.com/TheBevyFlock/bevy_new_2d\nUse raw ratatui or bevy with ratatui renderer", | |
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| "content": "title:\t[WIP] Ollama based infinite roguelike\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t2\nurl:\thttps://github.com/uselessgoddess/nhack/pull/2\nadditions:\t7\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## 🤖 AI-Powered Solution Draft\n\nThis pull request is being automatically generated to solve issue uselessgoddess/nhack#1.\n\n### 📋 Issue Reference\nFixes uselessgoddess/nhack#1\n\n### 🚧 Status\n**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.\n\n### 📝 Implementation Details\n_Details will be added as the solution draft is developed..._\n\n---\n*This PR was created automatically by the AI issue solver*", | |
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| "text": "The repo is almost empty. Now let me research bevy 0.17 and the bevy_new_2d template to understand the best practices:" | |
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| "content": "# Bevy 0.17 Key Information\n\n## Version & Installation\n**Bevy 0.17** was released on September 30, 2025. Add to Cargo.toml:\n```toml\nbevy = \"0.17\"\n```\n\n## Major ECS & API Changes\n\n### Event/Observer Overhaul\nThe event system underwent significant restructuring. Events now use an associated `Trigger` type in the type system, making APIs more static and safer.\n\n**Key changes:**\n- `Trigger` renamed to `On` for clarity: `|game_over: On<GameOver>|`\n- New `EntityEvent` trait for entity-targeted events with required `entity` field\n- Separate `Message` trait for buffered events (read via `MessageReader`, written via `MessageWriter`)\n- Component lifecycle events renamed: `OnAdd` → `Add`, etc.\n\n### New Event Types\n- **GlobalTrigger**: Untargeted events (default)\n- **EntityTrigger**: Entity-specific observers\n- **PropagateEntityTrigger**: Events bubbling up hierarchies with propagation control\n\n## Notable New Features\n\n### UI & Rendering\n- **Bevy Solari**: Experimental GPU-accelerated raytraced lighting with ReSTIR DI/GI\n- **Feathers**: Opinionated editor-focused widget library (experimental)\n- **Headless UI Widgets**: `Button`, `Slider`, `Scrollbar`, `Checkbox`, `RadioButton` components\n- **UI Gradients**: `BackgroundGradient` and `BorderGradient` with linear, conic, radial modes\n- **Per-side Border Colors**: Individual color control for each border side\n\n### Developer Tools\n- **Hot Patching**: Systems can be modified during execution via subsecond integration\n- **Frame Time Graph**: Visual debugging overlay for performance analysis\n- **RenderStartup Schedule**: Structured renderer initialization in `Plugin::build`\n\n### Asset & Input\n- **Web Assets**: Load from `http://` and `https://` URLs\n- **ButtonInput<Key>**: Differentiate between keyboard layout positions vs. actual characters\n\n### Performance\n- **Virtual Geometry BVH Culling**: Massive scene optimization (tested with 115B+ triangles)\n- **Tilemap Chunk Rendering**: Performant tilemap system foundation\n- **DLSS Support**: NVIDIA RTX GPU acceleration for upscaling and anti-aliasing\n\n## Other Improvements\n- Reflect auto-registration eliminates manual `register_type()` calls\n- Component propagation framework for hierarchical state synchronization\n- Entity spawn ticks via `SpawnDetails` and `Spawned` filter\n- Specialized `UiTransform` replacing generic `Transform` for UI\n- Val helper functions (`px()`, `percent()`, `vw()`, etc.)\n\n## Migration Path\nA detailed \"0.16 to 0.17 Migration Guide\" is available in the documentation for upgrading existing projects." | |
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| "result": "# Bevy 0.17 Key Information\n\n## Version & Installation\n**Bevy 0.17** was released on September 30, 2025. Add to Cargo.toml:\n```toml\nbevy = \"0.17\"\n```\n\n## Major ECS & API Changes\n\n### Event/Observer Overhaul\nThe event system underwent significant restructuring. Events now use an associated `Trigger` type in the type system, making APIs more static and safer.\n\n**Key changes:**\n- `Trigger` renamed to `On` for clarity: `|game_over: On<GameOver>|`\n- New `EntityEvent` trait for entity-targeted events with required `entity` field\n- Separate `Message` trait for buffered events (read via `MessageReader`, written via `MessageWriter`)\n- Component lifecycle events renamed: `OnAdd` → `Add`, etc.\n\n### New Event Types\n- **GlobalTrigger**: Untargeted events (default)\n- **EntityTrigger**: Entity-specific observers\n- **PropagateEntityTrigger**: Events bubbling up hierarchies with propagation control\n\n## Notable New Features\n\n### UI & Rendering\n- **Bevy Solari**: Experimental GPU-accelerated raytraced lighting with ReSTIR DI/GI\n- **Feathers**: Opinionated editor-focused widget library (experimental)\n- **Headless UI Widgets**: `Button`, `Slider`, `Scrollbar`, `Checkbox`, `RadioButton` components\n- **UI Gradients**: `BackgroundGradient` and `BorderGradient` with linear, conic, radial modes\n- **Per-side Border Colors**: Individual color control for each border side\n\n### Developer Tools\n- **Hot Patching**: Systems can be modified during execution via subsecond integration\n- **Frame Time Graph**: Visual debugging overlay for performance analysis\n- **RenderStartup Schedule**: Structured renderer initialization in `Plugin::build`\n\n### Asset & Input\n- **Web Assets**: Load from `http://` and `https://` URLs\n- **ButtonInput<Key>**: Differentiate between keyboard layout positions vs. actual characters\n\n### Performance\n- **Virtual Geometry BVH Culling**: Massive scene optimization (tested with 115B+ triangles)\n- **Tilemap Chunk Rendering**: Performant tilemap system foundation\n- **DLSS Support**: NVIDIA RTX GPU acceleration for upscaling and anti-aliasing\n\n## Other Improvements\n- Reflect auto-registration eliminates manual `register_type()` calls\n- Component propagation framework for hierarchical state synchronization\n- Entity spawn ticks via `SpawnDetails` and `Spawned` filter\n- Specialized `UiTransform` replacing generic `Transform` for UI\n- Val helper functions (`px()`, `percent()`, `vw()`, etc.)\n\n## Migration Path\nA detailed \"0.16 to 0.17 Migration Guide\" is available in the documentation for upgrading existing projects.", | |
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| [2025-12-07T23:01:44.449Z] [INFO] s use their standard braces, such as `[]` for `bevy_ecs::children!`.\nnonstandard_macro_braces = \"warn\"\n\n# You can configure the warning levels of Bevy lints here. For a list of all lints, see:\n# <https://thebevyflock.github.io/bevy_cli/bevy_lint/lints/>\n[package.metadata.bevy_lint]\n# panicking_methods = \"deny\"\n# pedantic = \"warn\"\n\n\n# Compile with Performance Optimizations:\n# <https://bevyengine.org/learn/quick-start/getting-started/setup/#compile-with-performance-optimizations>\n\n# Enable a small amount of optimization in the dev profile.\n[profile.dev]\nopt-level = 1\n\n# Enable a large amount of optimization in the dev profile for dependencies.\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n# Remove expensive debug assertions due to <https://github.com/bevyengine/bevy/issues/14291>\n[profile.dev.package.wgpu-types]\ndebug-assertions = false\n\n[profile.release]\n# Compile the entire crate as one unit.\n# Slows compile times, marginal improvements.\ncodegen-units = 1\n# Do a second optimization pass over the entire program, including dependencies.\n# Slows compile times, marginal improvements.\nlto = \"thin\"\n\n# This profile will be used by `bevy run web` automatically.\n[profile.web-release]\n# Default to release profile values.\ninherits = \"release\"\n# Optimize with size in mind (also try \"z\", sometimes it is better).\n# Slightly slows compile times, great improvements to file size and runtime performance.\nopt-level = \"s\"\n# Strip all debugging information from the binary to slightly reduce file size.\nstrip = \"debuginfo\"\n\n# Optimize for build time in CI.\n[profile.ci]\ninherits = \"dev\"\nopt-level = 0\ndebug = \"line-tables-only\"\ncodegen-units = 4\n\n[profile.ci.package.\"*\"]\nopt-level = 0","stderr":"","interrupted":false,"isImage":false}} | |
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| "content": "// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n// Disable console on Windows for non-dev builds.\n#![cfg_attr(not(feature = \"dev\"), windows_subsystem = \"windows\")]\n\nmod asset_tracking;\nmod audio;\nmod demo;\n#[cfg(feature = \"dev\")]\nmod dev_tools;\nmod menus;\nmod screens;\nmod theme;\n\nuse bevy::{asset::AssetMetaCheck, prelude::*};\n\nfn main() -> AppExit {\n App::new().add_plugins(AppPlugin).run()\n}\n\npub struct AppPlugin;\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Add Bevy plugins.\n app.add_plugins(\n DefaultPlugins\n .set(AssetPlugin {\n // Wasm builds will check for meta files (that don't exist) if this isn't set.\n // This causes errors and even panics on web build on itch.\n // See https://github.com/bevyengine/bevy_github_ci_template/issues/48.\n meta_check: AssetMetaCheck::Never,\n ..default()\n })\n .set(WindowPlugin {\n primary_window: Window {\n title: \"Bevy New 2D\".to_string(),\n fit_canvas_to_parent: true,\n ..default()\n }\n .into(),\n ..default()\n }),\n );\n\n // Add other plugins.\n app.add_plugins((\n asset_tracking::plugin,\n audio::plugin,\n demo::plugin,\n #[cfg(feature = \"dev\")]\n dev_tools::plugin,\n menus::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Order new `AppSystems` variants by adding them here:\n app.configure_sets(\n Update,\n (\n AppSystems::TickTimers,\n AppSystems::RecordInput,\n AppSystems::Update,\n )\n .chain(),\n );\n\n // Set up the `Pause` state.\n app.init_state::<Pause>();\n app.configure_sets(Update, PausableSystems.run_if(in_state(Pause(false))));\n\n // Spawn the main camera.\n app.add_systems(Startup, spawn_camera);\n }\n}\n\n/// High-level groupings of systems for the app in the `Update` schedule.\n/// When adding a new variant, make sure to order it in the `configure_sets`\n/// call above.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Tick timers.\n TickTimers,\n /// Record player input.\n RecordInput,\n /// Do everything else (consider splitting this into further variants).\n Update,\n}\n\n/// Whether or not the game is paused.\n#[derive(States, Copy, Clone, Eq, PartialEq, Hash, Debug, Default)]\nstruct Pause(pub bool);\n\n/// A system set for systems that shouldn't run while the game is paused.\n#[derive(SystemSet, Copy, Clone, Eq, PartialEq, Hash, Debug)]\nstruct PausableSystems;\n\nfn spawn_camera(mut commands: Commands) {\n commands.spawn((Name::new(\"Camera\"), Camera2d));\n}", | |
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| "stdout": "// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n// Disable console on Windows for non-dev builds.\n#![cfg_attr(not(feature = \"dev\"), windows_subsystem = \"windows\")]\n\nmod asset_tracking;\nmod audio;\nmod demo;\n#[cfg(feature = \"dev\")]\nmod dev_tools;\nmod menus;\nmod screens;\nmod theme;\n\nuse bevy::{asset::AssetMetaCheck, prelude::*};\n\nfn main() -> AppExit {\n App::new().add_plugins(AppPlugin).run()\n}\n\npub struct AppPlugin;\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Add Bevy plugins.\n app.add_plugins(\n DefaultPlugins\n .set(AssetPlugin {\n // Wasm builds will check for meta files (that don't exist) if this isn't set.\n // This causes errors and even panics on web build on itch.\n // See https://github.com/bevyengine/bevy_github_ci_template/issues/48.\n meta_check: AssetMetaCheck::Never,\n ..default()\n })\n .set(WindowPlugin {\n primary_window: Window {\n title: \"Bevy New 2D\".to_string(),\n fit_canvas_to_parent: true,\n ..default()\n }\n .into(),\n ..default()\n }),\n );\n\n // Add other plugins.\n app.add_plugins((\n asset_tracking::plugin,\n audio::plugin,\n demo::plugin,\n #[cfg(feature = \"dev\")]\n dev_tools::plugin,\n menus::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Order new `AppSystems` variants by adding them here:\n app.configure_sets(\n Update,\n (\n AppSystems::TickTimers,\n AppSystems::RecordInput,\n AppSystems::Update,\n )\n .chain(),\n );\n\n // Set up the `Pause` state.\n app.init_state::<Pause>();\n app.configure_sets(Update, PausableSystems.run_if(in_state(Pause(false))));\n\n // Spawn the main camera.\n app.add_systems(Startup, spawn_camera);\n }\n}\n\n/// High-level groupings of systems for the app in the `Update` schedule.\n/// When adding a new variant, make sure to order it in the `configure_sets`\n/// call above.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Tick timers.\n TickTimers,\n /// Record player input.\n RecordInput,\n /// Do everything else (consider splitting this into further variants).\n Update,\n}\n\n/// Whether or not the game is paused.\n#[derive(States, Copy, Clone, Eq, PartialEq, Hash, Debug, Default)]\nstruct Pause(pub bool);\n\n/// A system set for systems that shouldn't run while the game is paused.\n#[derive(SystemSet, Copy, Clone, Eq, PartialEq, Hash, Debug)]\nstruct PausableSystems;\n\nfn spawn_camera(mut commands: Commands) {\n commands.spawn((Name::new(\"Camera\"), Camera2d));\n}", | |
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| "type": "text", | |
| "text": "Now let me check for ratatui integration with bevy and look at how to set up a TUI-based roguelike:" | |
| } | |
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| "query": "bevy ratatui integration terminal TUI 2025" | |
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| [2025-12-07T23:02:14.198Z] [INFO] { | |
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| { | |
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| "content": "Web search results for query: \"bevy ratatui integration terminal TUI 2025\"\n\nLinks: [{\"title\":\"GitHub - ratatui/awesome-ratatui: A curated list of TUI apps and libraries built with Ratatui\",\"url\":\"https://github.com/ratatui/awesome-ratatui\"},{\"title\":\"bevy_ratatui — CLI for Rust // Lib.rs\",\"url\":\"https://lib.rs/crates/bevy_ratatui\"},{\"title\":\"GitHub - vleue/ratatecs: Ratatui + Bevy\",\"url\":\"https://github.com/vleue/ratatecs\"},{\"title\":\"GitHub - cxreiff/bevy_ratatui: A rust crate for using Ratatui in a Bevy application.\",\"url\":\"https://github.com/cxreiff/bevy_ratatui\"},{\"title\":\"GitHub - EmeraldPandaTurtle/widgetui: A bevy systems like widget system for ratatui and crossterm\",\"url\":\"https://github.com/EmeraldPandaTurtle/widgetui\"},{\"title\":\"GitHub - cxreiff/bevy_ratatui_camera: A bevy plugin for rendering your bevy app to the terminal using ratatui.\",\"url\":\"https://github.com/cxreiff/bevy_ratatui_camera\"},{\"title\":\"egui_ratatui 2.0.1 - Docs.rs\",\"url\":\"https://docs.rs/crate/egui_ratatui/latest\"},{\"title\":\"egui_ratatui - crates.io: Rust Package Registry\",\"url\":\"https://crates.io/crates/egui_ratatui\"},{\"title\":\"Ratatui gets experimental Bevy and WASM support! 🔥 | Ratatui posted on the topic | LinkedIn\",\"url\":\"https://www.linkedin.com/posts/ratatui-rs_rustlang-tui-ratatui-activity-7169651055733981184-gJhD\"},{\"title\":\"bevy_ratatui 0.9.3 - Docs.rs\",\"url\":\"https://docs.rs/crate/bevy_ratatui/latest\"}]\n\nHere are the search results for Bevy and Ratatui integration for terminal TUI development:\n\n## Main Integration Options\n\n### 1. **bevy_ratatui** (Primary Integration)\nA Bevy plugin for building terminal user interfaces with Ratatui.(no content)Set up a Ratatui application, using bevy to manage the update loop, handle input events, draw to the buffer, etcetera.\n\nKey features:\n- bevy_ratatui_camera: Print a bevy scene to the terminal. Provides a ratatui widget that converts a bevy camera's rendered image to text and draws it to the terminal with ratatui.\n\n### 2. **bevy_ratatui_camera**\nUses bevy headless rendering, ratatui, and bevy_ratatui to print your bevy application's rendered frames to the terminal.(no content)When RatatuiCameraPlugin is added to your application, any bevy camera entities that you add a RatatuiCamera component to, will have a RatatuiCameraWidget inserted that you can query for. Each RatatuiCameraWidget is a ratatui widget that when drawn will print the most recent frame rendered by the associated bevy camera, as unicode characters.\n\n### 3. **ratatecs**\nExperiment with Bevy ECS and Ratatui to build TUI with completely isolated panels (group of widgets).(no content)Bevy handles the run loop, storing state in the world, and passing the needed arguments to each function through dependency injection.\n\n### 4. **widgetui**\nwidgetui - A bevy-like widget system for ratatui and crossterm.(no content)widgetui: A wrapper for ratatui that reduces boilerplate and handles the update loop. Uses an approach similar to bevy systems.\n\n### 5. **egui_ratatui**\negui-ratatui - A ratatui backend that is also an egui widget. Deploy on web with WebAssembly or ship natively with bevy, macroquad, or eframe.(no content)High performance: optimized for real-time UIs (hundreds of FPS on normal workloads). WASM compatible: run your ratatui apps in the browser via egui. Bevy & GUI friendly — bevy and eframe examples included.\n\n### Additional Related Projects\n- bevyterm: A bevy crossterm integration that uses bevy systems to set up a terminal application.\n- ratzilla - Build terminal-themed web applications with Ratatui and WebAssembly.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "query": "bevy ratatui integration terminal TUI 2025", | |
| "results": [ | |
| { | |
| "tool_use_id": "srvtoolu_01WBPzJz7JLo6FE8TxKbZWwH", | |
| "content": [ | |
| { | |
| "title": "GitHub - ratatui/awesome-ratatui: A curated list of TUI apps and libraries built with Ratatui", | |
| "url": "https://github.com/ratatui/awesome-ratatui" | |
| }, | |
| { | |
| "title": "bevy_ratatui — CLI for Rust // Lib.rs", | |
| "url": "https://lib.rs/crates/bevy_ratatui" | |
| }, | |
| { | |
| "title": "GitHub - vleue/ratatecs: Ratatui + Bevy", | |
| "url": "https://github.com/vleue/ratatecs" | |
| }, | |
| { | |
| "title": "GitHub - cxreiff/bevy_ratatui: A rust crate for using Ratatui in a Bevy application.", | |
| "url": "https://github.com/cxreiff/bevy_ratatui" | |
| }, | |
| { | |
| "title": "GitHub - EmeraldPandaTurtle/widgetui: A bevy systems like widget system for ratatui and crossterm", | |
| "url": "https://github.com/EmeraldPandaTurtle/widgetui" | |
| }, | |
| { | |
| "title": "GitHub - cxreiff/bevy_ratatui_camera: A bevy plugin for rendering your bevy app to the terminal using ratatui.", | |
| "url": "https://github.com/cxreiff/bevy_ratatui_camera" | |
| }, | |
| { | |
| "title": "egui_ratatui 2.0.1 - Docs.rs", | |
| "url": "https://docs.rs/crate/egui_ratatui/latest" | |
| }, | |
| { | |
| "title": "egui_ratatui - crates.io: Rust Package Registry", | |
| "url": "https://crates.io/crates/egui_ratatui" | |
| }, | |
| { | |
| "title": "Ratatui gets experimental Bevy and WASM support! 🔥 | Ratatui posted on the topic | LinkedIn", | |
| "url": "https://www.linkedin.com/posts/ratatui-rs_rustlang-tui-ratatui-activity-7169651055733981184-gJhD" | |
| }, | |
| { | |
| "title": "bevy_ratatui 0.9.3 - Docs.rs", | |
| "url": "https://docs.rs/crate/bevy_ratatui/latest" | |
| } | |
| ] | |
| }, | |
| "Here are the search results for Bevy and Ratatui integration for terminal TUI development:\n\n## Main Integration Options\n\n### 1. **bevy_ratatui** (Primary Integration)\nA Bevy plugin for building terminal user interfaces with Ratatui.(no content)Set up a Ratatui application, using bevy to manage the update loop, handle input events, draw to the buffer, etcetera.\n\nKey features:\n- bevy_ratatui_camera: Print a bevy scene to the terminal. Provides a ratatui widget that converts a bevy camera's rendered image to text and draws it to the terminal with ratatui.\n\n### 2. **bevy_ratatui_camera**\nUses bevy headless rendering, ratatui, and bevy_ratatui to print your bevy application's rendered frames to the terminal.(no content)When RatatuiCameraPlugin is added to your application, any bevy camera entities that you add a RatatuiCamera component to, will have a RatatuiCameraWidget inserted that you can query for. Each RatatuiCameraWidget is a ratatui widget that when drawn will print the most recent frame rendered by the associated bevy camera, as unicode characters.\n\n### 3. **ratatecs**\nExperiment with Bevy ECS and Ratatui to build TUI with completely isolated panels (group of widgets).(no content)Bevy handles the run loop, storing state in the world, and passing the needed arguments to each function through dependency injection.\n\n### 4. **widgetui**\nwidgetui - A bevy-like widget system for ratatui and crossterm.(no content)widgetui: A wrapper for ratatui that reduces boilerplate and handles the update loop. Uses an approach similar to bevy systems.\n\n### 5. **egui_ratatui**\negui-ratatui - A ratatui backend that is also an egui widget. Deploy on web with WebAssembly or ship natively with bevy, macroquad, or eframe.(no content)High performance: optimized for real-time UIs (hundreds of FPS on normal workloads). WASM compatible: run your ratatui apps in the browser via egui. Bevy & GUI friendly — bevy and eframe examples included.\n\n### Additional Related Projects\n- bevyterm: A bevy crossterm integration that uses bevy systems to set up a terminal application.\n- ratzilla - Build terminal-themed web applications with Ratatui and WebAssembly." | |
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| } | |
| [2025-12-07T23:02:18.347Z] [INFO] { | |
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| "id": "msg_01LiSAY7pxRovSRw1GdZEaKU", | |
| "type": "message", | |
| "role": "assistant", | |
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| "input": { | |
| "url": "https://github.com/cxreiff/bevy_ratatui", | |
| "prompt": "Extract installation instructions, Cargo.toml dependencies, version info, and basic usage examples for bevy_ratatui. Get the bevy version compatibility information." | |
| } | |
| } | |
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| [2025-12-07T23:02:24.707Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01UrirwsJovSRjz6zrxvZCfV", | |
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| "content": "# bevy_ratatui Installation & Usage Guide\n\n## Installation\n\nInstall the crate and dependencies with:\n```\ncargo add bevy_ratatui ratatui crossterm\n```\n\n## Key Dependencies\n\nThe project integrates three core components:\n- **bevy**: \"A refreshingly simple data-driven game engine built in Rust\"\n- **ratatui**: \"A Rust crate for cooking up terminal user interfaces (TUIs)\"\n- **crossterm**: Terminal event handling library\n\n## Basic Setup\n\nHere's the minimal configuration pattern:\n\n```rust\nuse bevy::prelude::*;\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy_ratatui::{RatatuiContext, RatatuiPlugins};\n\nfn main() {\n let frame_time = std::time::Duration::from_secs_f32(1. / 60.);\n \n App::new()\n .add_plugins((\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(frame_time)),\n RatatuiPlugins::default(),\n ))\n .add_systems(Update, draw_system)\n .run();\n}\n```\n\n## Version Compatibility\n\n| Bevy Version | bevy_ratatui Version |\n|---|---|\n| 0.17 | 0.10 |\n| 0.16 | 0.9 |\n| 0.15 | 0.7 |\n| 0.14 | 0.6 |\n| 0.13 | 0.5 |\n\n## Input Handling\n\nTwo approaches for reading user input are available:\n\n1. Listen to forwarded crossterm messages via `KeyMessage`\n2. Enable `enable_input_forwarding` in `RatatuiPlugins` to map events to standard bevy input messages\n\n## Notable Features\n\n- **windowed mode**: Render in a window instead of terminal\n- **serde support**: Serialization for crossterm types\n- **no_std compatibility**: Several features for embedded environments" | |
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| "result": "# bevy_ratatui Installation & Usage Guide\n\n## Installation\n\nInstall the crate and dependencies with:\n```\ncargo add bevy_ratatui ratatui crossterm\n```\n\n## Key Dependencies\n\nThe project integrates three core components:\n- **bevy**: \"A refreshingly simple data-driven game engine built in Rust\"\n- **ratatui**: \"A Rust crate for cooking up terminal user interfaces (TUIs)\"\n- **crossterm**: Terminal event handling library\n\n## Basic Setup\n\nHere's the minimal configuration pattern:\n\n```rust\nuse bevy::prelude::*;\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy_ratatui::{RatatuiContext, RatatuiPlugins};\n\nfn main() {\n let frame_time = std::time::Duration::from_secs_f32(1. / 60.);\n \n App::new()\n .add_plugins((\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(frame_time)),\n RatatuiPlugins::default(),\n ))\n .add_systems(Update, draw_system)\n .run();\n}\n```\n\n## Version Compatibility\n\n| Bevy Version | bevy_ratatui Version |\n|---|---|\n| 0.17 | 0.10 |\n| 0.16 | 0.9 |\n| 0.15 | 0.7 |\n| 0.14 | 0.6 |\n| 0.13 | 0.5 |\n\n## Input Handling\n\nTwo approaches for reading user input are available:\n\n1. Listen to forwarded crossterm messages via `KeyMessage`\n2. Enable `enable_input_forwarding` in `RatatuiPlugins` to map events to standard bevy input messages\n\n## Notable Features\n\n- **windowed mode**: Render in a window instead of terminal\n- **serde support**: Serialization for crossterm types\n- **no_std compatibility**: Several features for embedded environments", | |
| "durationMs": 6338, | |
| "url": "https://github.com/cxreiff/bevy_ratatui" | |
| } | |
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| "text": "Now I have enough information to start building the project. Let me mark the research as done and start designing the project structure:" | |
| } | |
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| [2025-12-07T23:02:32.225Z] [INFO] { | |
| "type": "assistant", | |
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| { | |
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| "id": "toolu_013jGiVnmp4moybEYXcgHocz", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Research bevy 0.17 and bevy_new_2d template for best practices", | |
| "status": "completed", | |
| "activeForm": "Researching bevy 0.17 and bevy_new_2d template" | |
| }, | |
| { | |
| "content": "Design project directory structure", | |
| "status": "in_progress", | |
| "activeForm": "Designing project directory structure" | |
| }, | |
| { | |
| "content": "Create Cargo.toml with dependencies (bevy 0.17, ratatui, crossterm, serde, reqwest, tokio)", | |
| "status": "pending", | |
| "activeForm": "Creating Cargo.toml with dependencies" | |
| }, | |
| { | |
| "content": "Create AI-to-ECS bridge module with Ollama integration", | |
| "status": "pending", | |
| "activeForm": "Creating AI-to-ECS bridge module" | |
| }, | |
| { | |
| "content": "Create main.rs with TUI initialization and async AI worker", | |
| "status": "pending", | |
| "activeForm": "Creating main.rs with TUI and async worker" | |
| }, | |
| { | |
| "content": "Create game state and ECS components", | |
| "status": "pending", | |
| "activeForm": "Creating game state and ECS components" | |
| }, | |
| { | |
| "content": "Implement async channel communication for AI requests", | |
| "status": "pending", | |
| "activeForm": "Implementing async channel communication" | |
| }, | |
| { | |
| "content": "Create basic TUI layout with ratatui", | |
| "status": "pending", | |
| "activeForm": "Creating basic TUI layout" | |
| }, | |
| { | |
| "content": "Run tests and verify the code compiles", | |
| "status": "pending", | |
| "activeForm": "Running tests and verifying compilation" | |
| }, | |
| { | |
| "content": "Commit and push changes, update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
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| "content": "[package]\nname = \"neurohack\"\nversion = \"0.1.0\"\nedition = \"2024\"\nlicense = \"MIT OR Apache-2.0\"\ndescription = \"A TUI Roguelike with AI-powered narrative generation\"\nrepository = \"https://github.com/uselessgoddess/nhack\"\n\n[dependencies]\n# Bevy ECS & core\nbevy = { version = \"0.17\", default-features = false, features = [\n \"bevy_state\",\n \"multi_threaded\",\n \"std\",\n] }\n\n# TUI framework\nbevy_ratatui = \"0.10\"\nratatui = \"0.29\"\ncrossterm = \"0.29\"\n\n# Async runtime for non-blocking AI calls\ntokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n\n# HTTP client for Ollama API\nreqwest = { version = \"0.12\", features = [\"json\"] }\n\n# Serialization for structured AI responses\nserde = { version = \"1\", features = [\"derive\"] }\nserde_json = \"1\"\n\n# Logging\ntracing = { version = \"0.1\", features = [\n \"max_level_debug\",\n \"release_max_level_warn\",\n] }\n\n# Random number generation for roguelike mechanics\nrand = \"0.9\"\n\n# Error handling\nthiserror = \"2\"\n\n[dev-dependencies]\ntokio-test = \"0.4\"\n\n[features]\ndefault = [\"dev_native\"]\ndev = [\n \"bevy/dynamic_linking\",\n \"bevy/bevy_dev_tools\",\n \"bevy/track_location\",\n]\ndev_native = [\"dev\"]\n\n[lints.rust]\nunexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n\n[lints.clippy]\ntoo_many_arguments = \"allow\"\ntype_complexity = \"allow\"\nnonstandard_macro_braces = \"warn\"\n\n# Compile with Performance Optimizations\n[profile.dev]\nopt-level = 1\n\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n[profile.release]\ncodegen-units = 1\nlto = \"thin\"\n" | |
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| "text": "Now let me create the core game components and ECS structures:" | |
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| "content": "//! ECS Components for game entities.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for registering game components.\npub fn plugin(app: &mut App) {\n app.register_type::<Position>()\n .register_type::<Player>()\n .register_type::<Monster>()\n .register_type::<Item>()\n .register_type::<Health>()\n .register_type::<CombatStats>()\n .register_type::<Description>()\n .register_type::<Dialogue>()\n .register_type::<Renderable>();\n}\n\n/// Grid position in the game world.\n#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Position {\n pub x: i32,\n pub y: i32,\n}\n\nimpl Position {\n pub const fn new(x: i32, y: i32) -> Self {\n Self { x, y }\n }\n\n /// Manhattan distance to another position.\n pub fn distance(&self, other: &Position) -> i32 {\n (self.x - other.x).abs() + (self.y - other.y).abs()\n }\n}\n\n/// Marker component for the player entity.\n#[derive(Component, Debug, Clone, Default, Reflect)]\n#[reflect(Component)]\npub struct Player;\n\n/// Marker component for monster entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Monster {\n pub kind: MonsterKind,\n}\n\n/// Types of monsters in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum MonsterKind {\n Orc,\n Goblin,\n Troll,\n Wraith,\n Skeleton,\n Demon,\n}\n\nimpl MonsterKind {\n pub fn glyph(&self) -> char {\n match self {\n MonsterKind::Orc => 'o',\n MonsterKind::Goblin => 'g',\n MonsterKind::Troll => 'T',\n MonsterKind::Wraith => 'W',\n MonsterKind::Skeleton => 's',\n MonsterKind::Demon => 'D',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n MonsterKind::Orc => \"Orc\",\n MonsterKind::Goblin => \"Goblin\",\n MonsterKind::Troll => \"Troll\",\n MonsterKind::Wraith => \"Wraith\",\n MonsterKind::Skeleton => \"Skeleton\",\n MonsterKind::Demon => \"Demon\",\n }\n }\n}\n\n/// Marker component for item entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Item {\n pub kind: ItemKind,\n}\n\n/// Types of items in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum ItemKind {\n HealthPotion,\n Sword,\n Shield,\n Gold,\n Key,\n Scroll,\n Chest,\n}\n\nimpl ItemKind {\n pub fn glyph(&self) -> char {\n match self {\n ItemKind::HealthPotion => '!',\n ItemKind::Sword => '/',\n ItemKind::Shield => '[',\n ItemKind::Gold => '$',\n ItemKind::Key => '%',\n ItemKind::Scroll => '?',\n ItemKind::Chest => '=',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n ItemKind::HealthPotion => \"Health Potion\",\n ItemKind::Sword => \"Sword\",\n ItemKind::Shield => \"Shield\",\n ItemKind::Gold => \"Gold\",\n ItemKind::Key => \"Key\",\n ItemKind::Scroll => \"Scroll\",\n ItemKind::Chest => \"Chest\",\n }\n }\n}\n\n/// Health points for entities that can take damage.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Health {\n pub current: i32,\n pub max: i32,\n}\n\nimpl Health {\n pub fn new(max: i32) -> Self {\n Self { current: max, max }\n }\n\n pub fn take_damage(&mut self, amount: i32) {\n self.current = (self.current - amount).max(0);\n }\n\n pub fn heal(&mut self, amount: i32) {\n self.current = (self.current + amount).min(self.max);\n }\n\n pub fn is_dead(&self) -> bool {\n self.current <= 0\n }\n\n pub fn percentage(&self) -> f32 {\n self.current as f32 / self.max as f32\n }\n}\n\n/// Combat statistics for entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct CombatStats {\n pub attack: i32,\n pub defense: i32,\n}\n\nimpl CombatStats {\n pub fn new(attack: i32, defense: i32) -> Self {\n Self { attack, defense }\n }\n}\n\n/// AI-generated description component.\n/// Populated by the AI Game Master.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Description {\n /// Short narrative description.\n pub text: String,\n /// Horror-themed atmospheric flavor.\n pub atmosphere: String,\n /// Any special hints or lore.\n pub lore: Option<String>,\n}\n\n/// AI-generated dialogue component for NPCs.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Dialogue {\n /// Current dialogue line.\n pub current_line: String,\n /// Available dialogue options.\n pub options: Vec<String>,\n /// NPC's mood/disposition.\n pub mood: String,\n}\n\n/// Visual representation in the TUI.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Renderable {\n pub glyph: char,\n pub fg_color: RenderColor,\n pub bg_color: RenderColor,\n}\n\n/// Color representation for TUI rendering.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum RenderColor {\n Black,\n Red,\n Green,\n Yellow,\n Blue,\n Magenta,\n Cyan,\n White,\n DarkGray,\n LightRed,\n LightGreen,\n LightYellow,\n LightBlue,\n LightMagenta,\n LightCyan,\n Reset,\n}\n\nimpl Default for RenderColor {\n fn default() -> Self {\n Self::Reset\n }\n}\n\nimpl From<RenderColor> for ratatui::style::Color {\n fn from(color: RenderColor) -> Self {\n match color {\n RenderColor::Black => ratatui::style::Color::Black,\n RenderColor::Red => ratatui::style::Color::Red,\n RenderColor::Green => ratatui::style::Color::Green,\n RenderColor::Yellow => ratatui::style::Color::Yellow,\n RenderColor::Blue => ratatui::style::Color::Blue,\n RenderColor::Magenta => ratatui::style::Color::Magenta,\n RenderColor::Cyan => ratatui::style::Color::Cyan,\n RenderColor::White => ratatui::style::Color::White,\n RenderColor::DarkGray => ratatui::style::Color::DarkGray,\n RenderColor::LightRed => ratatui::style::Color::LightRed,\n RenderColor::LightGreen => ratatui::style::Color::LightGreen,\n RenderColor::LightYellow => ratatui::style::Color::LightYellow,\n RenderColor::LightBlue => ratatui::style::Color::LightBlue,\n RenderColor::LightMagenta => ratatui::style::Color::LightMagenta,\n RenderColor::LightCyan => ratatui::style::Color::LightCyan,\n RenderColor::Reset => ratatui::style::Color::Reset,\n }\n }\n}\n" | |
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| "content": "//! ECS Components for game entities.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for registering game components.\npub fn plugin(app: &mut App) {\n app.register_type::<Position>()\n .register_type::<Player>()\n .register_type::<Monster>()\n .register_type::<Item>()\n .register_type::<Health>()\n .register_type::<CombatStats>()\n .register_type::<Description>()\n .register_type::<Dialogue>()\n .register_type::<Renderable>();\n}\n\n/// Grid position in the game world.\n#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Position {\n pub x: i32,\n pub y: i32,\n}\n\nimpl Position {\n pub const fn new(x: i32, y: i32) -> Self {\n Self { x, y }\n }\n\n /// Manhattan distance to another position.\n pub fn distance(&self, other: &Position) -> i32 {\n (self.x - other.x).abs() + (self.y - other.y).abs()\n }\n}\n\n/// Marker component for the player entity.\n#[derive(Component, Debug, Clone, Default, Reflect)]\n#[reflect(Component)]\npub struct Player;\n\n/// Marker component for monster entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Monster {\n pub kind: MonsterKind,\n}\n\n/// Types of monsters in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum MonsterKind {\n Orc,\n Goblin,\n Troll,\n Wraith,\n Skeleton,\n Demon,\n}\n\nimpl MonsterKind {\n pub fn glyph(&self) -> char {\n match self {\n MonsterKind::Orc => 'o',\n MonsterKind::Goblin => 'g',\n MonsterKind::Troll => 'T',\n MonsterKind::Wraith => 'W',\n MonsterKind::Skeleton => 's',\n MonsterKind::Demon => 'D',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n MonsterKind::Orc => \"Orc\",\n MonsterKind::Goblin => \"Goblin\",\n MonsterKind::Troll => \"Troll\",\n MonsterKind::Wraith => \"Wraith\",\n MonsterKind::Skeleton => \"Skeleton\",\n MonsterKind::Demon => \"Demon\",\n }\n }\n}\n\n/// Marker component for item entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Item {\n pub kind: ItemKind,\n}\n\n/// Types of items in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum ItemKind {\n HealthPotion,\n Sword,\n Shield,\n Gold,\n Key,\n Scroll,\n Chest,\n}\n\nimpl ItemKind {\n pub fn glyph(&self) -> char {\n match self {\n ItemKind::HealthPotion => '!',\n ItemKind::Sword => '/',\n ItemKind::Shield => '[',\n ItemKind::Gold => '$',\n ItemKind::Key => '%',\n ItemKind::Scroll => '?',\n ItemKind::Chest => '=',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n ItemKind::HealthPotion => \"Health Potion\",\n ItemKind::Sword => \"Sword\",\n ItemKind::Shield => \"Shield\",\n ItemKind::Gold => \"Gold\",\n ItemKind::Key => \"Key\",\n ItemKind::Scroll => \"Scroll\",\n ItemKind::Chest => \"Chest\",\n }\n }\n}\n\n/// Health points for entities that can take damage.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Health {\n pub current: i32,\n pub max: i32,\n}\n\nimpl Health {\n pub fn new(max: i32) -> Self {\n Self { current: max, max }\n }\n\n pub fn take_damage(&mut self, amount: i32) {\n self.current = (self.current - amount).max(0);\n }\n\n pub fn heal(&mut self, amount: i32) {\n self.current = (self.current + amount).min(self.max);\n }\n\n pub fn is_dead(&self) -> bool {\n self.current <= 0\n }\n\n pub fn percentage(&self) -> f32 {\n self.current as f32 / self.max as f32\n }\n}\n\n/// Combat statistics for entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct CombatStats {\n pub attack: i32,\n pub defense: i32,\n}\n\nimpl CombatStats {\n pub fn new(attack: i32, defense: i32) -> Self {\n Self { attack, defense }\n }\n}\n\n/// AI-generated description component.\n/// Populated by the AI Game Master.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Description {\n /// Short narrative description.\n pub text: String,\n /// Horror-themed atmospheric flavor.\n pub atmosphere: String,\n /// Any special hints or lore.\n pub lore: Option<String>,\n}\n\n/// AI-generated dialogue component for NPCs.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Dialogue {\n /// Current dialogue line.\n pub current_line: String,\n /// Available dialogue options.\n pub options: Vec<String>,\n /// NPC's mood/disposition.\n pub mood: String,\n}\n\n/// Visual representation in the TUI.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Renderable {\n pub glyph: char,\n pub fg_color: RenderColor,\n pub bg_color: RenderColor,\n}\n\n/// Color representation for TUI rendering.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum RenderColor {\n Black,\n Red,\n Green,\n Yellow,\n Blue,\n Magenta,\n Cyan,\n White,\n DarkGray,\n LightRed,\n LightGreen,\n LightYellow,\n LightBlue,\n LightMagenta,\n LightCyan,\n Reset,\n}\n\nimpl Default for RenderColor {\n fn default() -> Self {\n Self::Reset\n }\n}\n\nimpl From<RenderColor> for ratatui::style::Color {\n fn from(color: RenderColor) -> Self {\n match color {\n RenderColor::Black => ratatui::style::Color::Black,\n RenderColor::Red => ratatui::style::Color::Red,\n RenderColor::Green => ratatui::style::Color::Green,\n RenderColor::Yellow => ratatui::style::Color::Yellow,\n RenderColor::Blue => ratatui::style::Color::Blue,\n RenderColor::Magenta => ratatui::style::Color::Magenta,\n RenderColor::Cyan => ratatui::style::Color::Cyan,\n RenderColor::White => ratatui::style::Color::White,\n RenderColor::DarkGray => ratatui::style::Color::DarkGray,\n RenderColor::LightRed => ratatui::style::Color::LightRed,\n RenderColor::LightGreen => ratatui::style::Color::LightGreen,\n RenderColor::LightYellow => ratatui::style::Color::LightYellow,\n RenderColor::LightBlue => ratatui::style::Color::LightBlue,\n RenderColor::LightMagenta => ratatui::style::Color::LightMagenta,\n RenderColor::LightCyan => ratatui::style::Color::LightCyan,\n RenderColor::Reset => ratatui::style::Color::Reset,\n }\n }\n}\n", | |
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| "content": "//! Map and dungeon generation.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for map systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<GameMap>()\n .register_type::<GameMap>()\n .register_type::<Room>();\n}\n\n/// Tile types for the dungeon map.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum TileType {\n Wall,\n Floor,\n Door,\n StairsDown,\n StairsUp,\n}\n\nimpl TileType {\n pub fn glyph(&self) -> char {\n match self {\n TileType::Wall => '#',\n TileType::Floor => '.',\n TileType::Door => '+',\n TileType::StairsDown => '>',\n TileType::StairsUp => '<',\n }\n }\n\n pub fn is_walkable(&self) -> bool {\n matches!(\n self,\n TileType::Floor | TileType::Door | TileType::StairsDown | TileType::StairsUp\n )\n }\n\n pub fn blocks_sight(&self) -> bool {\n matches!(self, TileType::Wall | TileType::Door)\n }\n}\n\n/// A room in the dungeon.\n#[derive(Debug, Clone, Reflect, Serialize, Deserialize)]\npub struct Room {\n pub x: i32,\n pub y: i32,\n pub width: i32,\n pub height: i32,\n pub room_id: usize,\n}\n\nimpl Room {\n pub fn new(x: i32, y: i32, width: i32, height: i32, room_id: usize) -> Self {\n Self {\n x,\n y,\n width,\n height,\n room_id,\n }\n }\n\n pub fn center(&self) -> (i32, i32) {\n (self.x + self.width / 2, self.y + self.height / 2)\n }\n\n pub fn intersects(&self, other: &Room) -> bool {\n self.x <= other.x + other.width\n && self.x + self.width >= other.x\n && self.y <= other.y + other.height\n && self.y + self.height >= other.y\n }\n\n /// Check if a position is inside this room.\n pub fn contains(&self, x: i32, y: i32) -> bool {\n x >= self.x && x < self.x + self.width && y >= self.y && y < self.y + self.height\n }\n}\n\n/// The game map resource.\n#[derive(Resource, Debug, Clone, Reflect)]\n#[reflect(Resource)]\npub struct GameMap {\n pub width: i32,\n pub height: i32,\n pub tiles: Vec<TileType>,\n pub rooms: Vec<Room>,\n pub current_floor: i32,\n pub revealed: Vec<bool>,\n pub visible: Vec<bool>,\n}\n\nimpl Default for GameMap {\n fn default() -> Self {\n Self::new(80, 24)\n }\n}\n\nimpl GameMap {\n pub fn new(width: i32, height: i32) -> Self {\n let size = (width * height) as usize;\n Self {\n width,\n height,\n tiles: vec![TileType::Wall; size],\n rooms: Vec::new(),\n current_floor: 1,\n revealed: vec![false; size],\n visible: vec![false; size],\n }\n }\n\n /// Convert (x, y) to linear index.\n pub fn xy_idx(&self, x: i32, y: i32) -> usize {\n (y * self.width + x) as usize\n }\n\n /// Check if coordinates are within bounds.\n pub fn in_bounds(&self, x: i32, y: i32) -> bool {\n x >= 0 && x < self.width && y >= 0 && y < self.height\n }\n\n /// Get tile at position.\n pub fn get_tile(&self, x: i32, y: i32) -> Option<TileType> {\n if self.in_bounds(x, y) {\n Some(self.tiles[self.xy_idx(x, y)])\n } else {\n None\n }\n }\n\n /// Set tile at position.\n pub fn set_tile(&mut self, x: i32, y: i32, tile: TileType) {\n if self.in_bounds(x, y) {\n let idx = self.xy_idx(x, y);\n self.tiles[idx] = tile;\n }\n }\n\n /// Check if a position is walkable.\n pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n }\n\n /// Generate a simple dungeon with rooms and corridors.\n pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n use rand::Rng;\n\n const MAX_ROOMS: usize = 10;\n const MIN_ROOM_SIZE: i32 = 4;\n const MAX_ROOM_SIZE: i32 = 10;\n\n self.rooms.clear();\n\n for room_id in 0..MAX_ROOMS {\n let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let x = rng.random_range(1..self.width - w - 1);\n let y = rng.random_range(1..self.height - h - 1);\n\n let new_room = Room::new(x, y, w, h, room_id);\n\n // Check for intersections with existing rooms\n let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n\n if !intersects {\n self.carve_room(&new_room);\n\n if !self.rooms.is_empty() {\n // Connect to previous room\n let (new_x, new_y) = new_room.center();\n let (prev_x, prev_y) = self.rooms.last().unwrap().center();\n\n if rng.random_bool(0.5) {\n self.carve_horizontal_tunnel(prev_x, new_x, prev_y);\n self.carve_vertical_tunnel(prev_y, new_y, new_x);\n } else {\n self.carve_vertical_tunnel(prev_y, new_y, prev_x);\n self.carve_horizontal_tunnel(prev_x, new_x, new_y);\n }\n }\n\n self.rooms.push(new_room);\n }\n }\n\n // Place stairs in the last room\n if let Some(last_room) = self.rooms.last() {\n let (cx, cy) = last_room.center();\n self.set_tile(cx, cy, TileType::StairsDown);\n }\n }\n\n fn carve_room(&mut self, room: &Room) {\n for y in room.y..room.y + room.height {\n for x in room.x..room.x + room.width {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n }\n\n fn carve_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {\n let (start, end) = if x1 < x2 { (x1, x2) } else { (x2, x1) };\n for x in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n fn carve_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {\n let (start, end) = if y1 < y2 { (y1, y2) } else { (y2, y1) };\n for y in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n /// Find which room contains a given position.\n pub fn room_at(&self, x: i32, y: i32) -> Option<&Room> {\n self.rooms.iter().find(|r| r.contains(x, y))\n }\n\n /// Compute field of view from a position.\n pub fn compute_fov(&mut self, x: i32, y: i32, radius: i32) {\n // Reset visibility\n self.visible.fill(false);\n\n // Simple raycasting FOV\n for angle in 0..360 {\n let rad = (angle as f32).to_radians();\n let dx = rad.cos();\n let dy = rad.sin();\n\n let mut cx = x as f32 + 0.5;\n let mut cy = y as f32 + 0.5;\n\n for _ in 0..radius {\n let ix = cx as i32;\n let iy = cy as i32;\n\n if !self.in_bounds(ix, iy) {\n break;\n }\n\n let idx = self.xy_idx(ix, iy);\n self.visible[idx] = true;\n self.revealed[idx] = true;\n\n if let Some(tile) = self.get_tile(ix, iy) {\n if tile.blocks_sight() {\n break;\n }\n }\n\n cx += dx;\n cy += dy;\n }\n }\n }\n}\n" | |
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| "content": "//! Map and dungeon generation.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for map systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<GameMap>()\n .register_type::<GameMap>()\n .register_type::<Room>();\n}\n\n/// Tile types for the dungeon map.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum TileType {\n Wall,\n Floor,\n Door,\n StairsDown,\n StairsUp,\n}\n\nimpl TileType {\n pub fn glyph(&self) -> char {\n match self {\n TileType::Wall => '#',\n TileType::Floor => '.',\n TileType::Door => '+',\n TileType::StairsDown => '>',\n TileType::StairsUp => '<',\n }\n }\n\n pub fn is_walkable(&self) -> bool {\n matches!(\n self,\n TileType::Floor | TileType::Door | TileType::StairsDown | TileType::StairsUp\n )\n }\n\n pub fn blocks_sight(&self) -> bool {\n matches!(self, TileType::Wall | TileType::Door)\n }\n}\n\n/// A room in the dungeon.\n#[derive(Debug, Clone, Reflect, Serialize, Deserialize)]\npub struct Room {\n pub x: i32,\n pub y: i32,\n pub width: i32,\n pub height: i32,\n pub room_id: usize,\n}\n\nimpl Room {\n pub fn new(x: i32, y: i32, width: i32, height: i32, room_id: usize) -> Self {\n Self {\n x,\n y,\n width,\n height,\n room_id,\n }\n }\n\n pub fn center(&self) -> (i32, i32) {\n (self.x + self.width / 2, self.y + self.height / 2)\n }\n\n pub fn intersects(&self, other: &Room) -> bool {\n self.x <= other.x + other.width\n && self.x + self.width >= other.x\n && self.y <= other.y + other.height\n && self.y + self.height >= other.y\n }\n\n /// Check if a position is inside this room.\n pub fn contains(&self, x: i32, y: i32) -> bool {\n x >= self.x && x < self.x + self.width && y >= self.y && y < self.y + self.height\n }\n}\n\n/// The game map resource.\n#[derive(Resource, Debug, Clone, Reflect)]\n#[reflect(Resource)]\npub struct GameMap {\n pub width: i32,\n pub height: i32,\n pub tiles: Vec<TileType>,\n pub rooms: Vec<Room>,\n pub current_floor: i32,\n pub revealed: Vec<bool>,\n pub visible: Vec<bool>,\n}\n\nimpl Default for GameMap {\n fn default() -> Self {\n Self::new(80, 24)\n }\n}\n\nimpl GameMap {\n pub fn new(width: i32, height: i32) -> Self {\n let size = (width * height) as usize;\n Self {\n width,\n height,\n tiles: vec![TileType::Wall; size],\n rooms: Vec::new(),\n current_floor: 1,\n revealed: vec![false; size],\n visible: vec![false; size],\n }\n }\n\n /// Convert (x, y) to linear index.\n pub fn xy_idx(&self, x: i32, y: i32) -> usize {\n (y * self.width + x) as usize\n }\n\n /// Check if coordinates are within bounds.\n pub fn in_bounds(&self, x: i32, y: i32) -> bool {\n x >= 0 && x < self.width && y >= 0 && y < self.height\n }\n\n /// Get tile at position.\n pub fn get_tile(&self, x: i32, y: i32) -> Option<TileType> {\n if self.in_bounds(x, y) {\n Some(self.tiles[self.xy_idx(x, y)])\n } else {\n None\n }\n }\n\n /// Set tile at position.\n pub fn set_tile(&mut self, x: i32, y: i32, tile: TileType) {\n if self.in_bounds(x, y) {\n let idx = self.xy_idx(x, y);\n self.tiles[idx] = tile;\n }\n }\n\n /// Check if a position is walkable.\n pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n }\n\n /// Generate a simple dungeon with rooms and corridors.\n pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n use rand::Rng;\n\n const MAX_ROOMS: usize = 10;\n const MIN_ROOM_SIZE: i32 = 4;\n const MAX_ROOM_SIZE: i32 = 10;\n\n self.rooms.clear();\n\n for room_id in 0..MAX_ROOMS {\n let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let x = rng.random_range(1..self.width - w - 1);\n let y = rng.random_range(1..self.height - h - 1);\n\n let new_room = Room::new(x, y, w, h, room_id);\n\n // Check for intersections with existing rooms\n let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n\n if !intersects {\n self.carve_room(&new_room);\n\n if !self.rooms.is_empty() {\n // Connect to previous room\n let (new_x, new_y) = new_room.center();\n let (prev_x, prev_y) = self.rooms.last().unwrap().center();\n\n if rng.random_bool(0.5) {\n self.carve_horizontal_tunnel(prev_x, new_x, prev_y);\n self.carve_vertical_tunnel(prev_y, new_y, new_x);\n } else {\n self.carve_vertical_tunnel(prev_y, new_y, prev_x);\n self.carve_horizontal_tunnel(prev_x, new_x, new_y);\n }\n }\n\n self.rooms.push(new_room);\n }\n }\n\n // Place stairs in the last room\n if let Some(last_room) = self.rooms.last() {\n let (cx, cy) = last_room.center();\n self.set_tile(cx, cy, TileType::StairsDown);\n }\n }\n\n fn carve_room(&mut self, room: &Room) {\n for y in room.y..room.y + room.height {\n for x in room.x..room.x + room.width {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n }\n\n fn carve_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {\n let (start, end) = if x1 < x2 { (x1, x2) } else { (x2, x1) };\n for x in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n fn carve_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {\n let (start, end) = if y1 < y2 { (y1, y2) } else { (y2, y1) };\n for y in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n /// Find which room contains a given position.\n pub fn room_at(&self, x: i32, y: i32) -> Option<&Room> {\n self.rooms.iter().find(|r| r.contains(x, y))\n }\n\n /// Compute field of view from a position.\n pub fn compute_fov(&mut self, x: i32, y: i32, radius: i32) {\n // Reset visibility\n self.visible.fill(false);\n\n // Simple raycasting FOV\n for angle in 0..360 {\n let rad = (angle as f32).to_radians();\n let dx = rad.cos();\n let dy = rad.sin();\n\n let mut cx = x as f32 + 0.5;\n let mut cy = y as f32 + 0.5;\n\n for _ in 0..radius {\n let ix = cx as i32;\n let iy = cy as i32;\n\n if !self.in_bounds(ix, iy) {\n break;\n }\n\n let idx = self.xy_idx(ix, iy);\n self.visible[idx] = true;\n self.revealed[idx] = true;\n\n if let Some(tile) = self.get_tile(ix, iy) {\n if tile.blocks_sight() {\n break;\n }\n }\n\n cx += dx;\n cy += dy;\n }\n }\n }\n}\n", | |
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| "content": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_event::<MoveIntent>()\n .add_event::<CombatEvent>()\n .add_event::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_event::<MoveIntent>),\n process_combat.run_if(on_event::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Event for movement intentions.\n#[derive(Event, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Event for combat actions.\n#[derive(Event, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Event for adding messages to the game log.\n#[derive(Event, Debug)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut events: EventReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_events: EventWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n if let Ok(mut pos) = positions.get_mut(event.entity) {\n let new_x = pos.x + event.dx;\n let new_y = pos.y + event.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_events.write(CombatEvent {\n attacker: event.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat events.\nfn process_combat(\n mut events: EventReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n let [(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)] =\n combatants.get_many_mut([event.attacker, event.defender]).unwrap();\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(event.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(event.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n" | |
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| "content": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_event::<MoveIntent>()\n .add_event::<CombatEvent>()\n .add_event::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_event::<MoveIntent>),\n process_combat.run_if(on_event::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Event for movement intentions.\n#[derive(Event, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Event for combat actions.\n#[derive(Event, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Event for adding messages to the game log.\n#[derive(Event, Debug)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut events: EventReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_events: EventWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n if let Ok(mut pos) = positions.get_mut(event.entity) {\n let new_x = pos.x + event.dx;\n let new_y = pos.y + event.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_events.write(CombatEvent {\n attacker: event.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat events.\nfn process_combat(\n mut events: EventReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n let [(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)] =\n combatants.get_many_mut([event.attacker, event.defender]).unwrap();\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(event.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(event.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n", | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/ai/mod.rs", | |
| "content": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use bridge::*;\npub use client::*;\npub use prompts::*;\npub use worker::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n" | |
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| [2025-12-07T23:04:33.223Z] [INFO] { | |
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| "content": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use bridge::*;\npub use client::*;\npub use prompts::*;\npub use worker::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n", | |
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| "content": "//! Ollama HTTP client for local AI inference.\n\nuse reqwest::Client;\nuse serde::{Deserialize, Serialize};\nuse thiserror::Error;\n\n/// Default Ollama API endpoint.\npub const DEFAULT_OLLAMA_URL: &str = \"http://localhost:11434\";\n\n/// Errors that can occur when communicating with Ollama.\n#[derive(Error, Debug)]\npub enum OllamaError {\n #[error(\"HTTP request failed: {0}\")]\n RequestFailed(#[from] reqwest::Error),\n\n #[error(\"Failed to parse AI response: {0}\")]\n ParseError(#[from] serde_json::Error),\n\n #[error(\"Ollama returned an error: {0}\")]\n OllamaError(String),\n\n #[error(\"Invalid response format from AI\")]\n InvalidResponseFormat,\n}\n\n/// Request body for Ollama's generate endpoint.\n#[derive(Debug, Serialize)]\npub struct OllamaRequest {\n pub model: String,\n pub prompt: String,\n pub stream: bool,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub format: Option<String>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub options: Option<OllamaOptions>,\n}\n\n/// Generation options for Ollama.\n#[derive(Debug, Serialize, Default)]\npub struct OllamaOptions {\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub temperature: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub top_p: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub num_predict: Option<i32>,\n}\n\n/// Response from Ollama's generate endpoint.\n#[derive(Debug, Deserialize)]\npub struct OllamaResponse {\n pub model: String,\n pub response: String,\n pub done: bool,\n #[serde(default)]\n pub total_duration: Option<u64>,\n #[serde(default)]\n pub load_duration: Option<u64>,\n #[serde(default)]\n pub prompt_eval_count: Option<u32>,\n #[serde(default)]\n pub eval_count: Option<u32>,\n}\n\n/// Client for communicating with Ollama.\n#[derive(Debug, Clone)]\npub struct OllamaClient {\n client: Client,\n base_url: String,\n model: String,\n}\n\nimpl OllamaClient {\n /// Create a new Ollama client with default settings.\n pub fn new(model: impl Into<String>) -> Self {\n Self {\n client: Client::new(),\n base_url: DEFAULT_OLLAMA_URL.to_string(),\n model: model.into(),\n }\n }\n\n /// Create a client with a custom base URL.\n pub fn with_url(mut self, url: impl Into<String>) -> Self {\n self.base_url = url.into();\n self\n }\n\n /// Send a prompt to Ollama and get a response.\n pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: None,\n options: Some(OllamaOptions {\n temperature: Some(0.8),\n top_p: Some(0.9),\n num_predict: Some(500),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n Ok(ollama_response.response)\n }\n\n /// Send a prompt expecting JSON response.\n pub async fn generate_json<T: for<'de> Deserialize<'de>>(\n &self,\n prompt: &str,\n ) -> Result<T, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: Some(\"json\".to_string()),\n options: Some(OllamaOptions {\n temperature: Some(0.7),\n top_p: Some(0.9),\n num_predict: Some(800),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n\n // Parse the JSON from the response\n let parsed: T = serde_json::from_str(&ollama_response.response)?;\n Ok(parsed)\n }\n\n /// Check if Ollama is running and accessible.\n pub async fn health_check(&self) -> bool {\n self.client\n .get(format!(\"{}/api/tags\", self.base_url))\n .send()\n .await\n .map(|r| r.status().is_success())\n .unwrap_or(false)\n }\n\n /// Get the current model name.\n pub fn model(&self) -> &str {\n &self.model\n }\n}\n\nimpl Default for OllamaClient {\n fn default() -> Self {\n // Default to a capable model for narrative generation\n Self::new(\"llama3.2\")\n }\n}\n" | |
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| "content": "//! Ollama HTTP client for local AI inference.\n\nuse reqwest::Client;\nuse serde::{Deserialize, Serialize};\nuse thiserror::Error;\n\n/// Default Ollama API endpoint.\npub const DEFAULT_OLLAMA_URL: &str = \"http://localhost:11434\";\n\n/// Errors that can occur when communicating with Ollama.\n#[derive(Error, Debug)]\npub enum OllamaError {\n #[error(\"HTTP request failed: {0}\")]\n RequestFailed(#[from] reqwest::Error),\n\n #[error(\"Failed to parse AI response: {0}\")]\n ParseError(#[from] serde_json::Error),\n\n #[error(\"Ollama returned an error: {0}\")]\n OllamaError(String),\n\n #[error(\"Invalid response format from AI\")]\n InvalidResponseFormat,\n}\n\n/// Request body for Ollama's generate endpoint.\n#[derive(Debug, Serialize)]\npub struct OllamaRequest {\n pub model: String,\n pub prompt: String,\n pub stream: bool,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub format: Option<String>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub options: Option<OllamaOptions>,\n}\n\n/// Generation options for Ollama.\n#[derive(Debug, Serialize, Default)]\npub struct OllamaOptions {\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub temperature: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub top_p: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub num_predict: Option<i32>,\n}\n\n/// Response from Ollama's generate endpoint.\n#[derive(Debug, Deserialize)]\npub struct OllamaResponse {\n pub model: String,\n pub response: String,\n pub done: bool,\n #[serde(default)]\n pub total_duration: Option<u64>,\n #[serde(default)]\n pub load_duration: Option<u64>,\n #[serde(default)]\n pub prompt_eval_count: Option<u32>,\n #[serde(default)]\n pub eval_count: Option<u32>,\n}\n\n/// Client for communicating with Ollama.\n#[derive(Debug, Clone)]\npub struct OllamaClient {\n client: Client,\n base_url: String,\n model: String,\n}\n\nimpl OllamaClient {\n /// Create a new Ollama client with default settings.\n pub fn new(model: impl Into<String>) -> Self {\n Self {\n client: Client::new(),\n base_url: DEFAULT_OLLAMA_URL.to_string(),\n model: model.into(),\n }\n }\n\n /// Create a client with a custom base URL.\n pub fn with_url(mut self, url: impl Into<String>) -> Self {\n self.base_url = url.into();\n self\n }\n\n /// Send a prompt to Ollama and get a response.\n pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: None,\n options: Some(OllamaOptions {\n temperature: Some(0.8),\n top_p: Some(0.9),\n num_predict: Some(500),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n Ok(ollama_response.response)\n }\n\n /// Send a prompt expecting JSON response.\n pub async fn generate_json<T: for<'de> Deserialize<'de>>(\n &self,\n prompt: &str,\n ) -> Result<T, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: Some(\"json\".to_string()),\n options: Some(OllamaOptions {\n temperature: Some(0.7),\n top_p: Some(0.9),\n num_predict: Some(800),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n\n // Parse the JSON from the response\n let parsed: T = serde_json::from_str(&ollama_response.response)?;\n Ok(parsed)\n }\n\n /// Check if Ollama is running and accessible.\n pub async fn health_check(&self) -> bool {\n self.client\n .get(format!(\"{}/api/tags\", self.base_url))\n .send()\n .await\n .map(|r| r.status().is_success())\n .unwrap_or(false)\n }\n\n /// Get the current model name.\n pub fn model(&self) -> &str {\n &self.model\n }\n}\n\nimpl Default for OllamaClient {\n fn default() -> Self {\n // Default to a capable model for narrative generation\n Self::new(\"llama3.2\")\n }\n}\n", | |
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| "content": "//! Prompt templates for AI narrative generation.\n\nuse crate::game::{ItemKind, MonsterKind, Room};\n\n/// System prompt establishing the AI Game Master persona.\npub const SYSTEM_PROMPT: &str = r#\"You are the Game Master for NeuroHack, a horror-themed roguelike dungeon crawler.\nYour role is to generate atmospheric, creepy descriptions that enhance the player's experience.\nAlways maintain a dark, foreboding tone reminiscent of Lovecraftian horror.\nBe descriptive but concise - players need information quickly.\nFocus on sensory details: sounds, smells, textures, and the feeling of dread.\"#;\n\n/// Generate a prompt for room description.\npub fn room_description_prompt(room: &Room, contents: &[RoomContent]) -> String {\n let contents_str = contents\n .iter()\n .map(|c| match c {\n RoomContent::Monster(kind) => format!(\"Monster: {}\", kind.name()),\n RoomContent::Item(kind) => format!(\"Item: {}\", kind.name()),\n })\n .collect::<Vec<_>>()\n .join(\", \");\n\n format!(\n r#\"{SYSTEM_PROMPT}\n\nGenerate a horror-themed description for a dungeon room.\n\nRoom details:\n- Room ID: {}\n- Size: {}x{}\n- Contents: [{}]\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"text\": \"A 1-2 sentence description of the room's appearance\",\n \"atmosphere\": \"A short phrase describing the feeling/atmosphere\",\n \"lore\": \"Optional hint about the room's history or a dark secret (null if none)\"\n}}\n\nBe creative but stay within the horror theme. The description should make the player feel uneasy.\"#,\n room.room_id, room.width, room.height, contents_str\n )\n}\n\n/// Content types that can be in a room.\npub enum RoomContent {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\n/// Generate a prompt for monster encounter dialogue.\npub fn monster_dialogue_prompt(monster: MonsterKind, player_health_percent: f32) -> String {\n let health_state = if playe***********rcent > 0.7 {\n \"healthy and strong\"\n } else if playe***********rcent > 0.3 {\n \"wounded but standing\"\n } else {\n \"near death, barely conscious\"\n };\n\n format!(\n r#\"{SYSTEM_PROMPT}\n\nA player encounters a {} in the dungeon. The player appears {}.\n\nGenerate dialogue/sounds for this monster encounter.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"current_line\": \"What the monster says, growls, or the sound it makes\",\n \"options\": [\"Possible player response 1\", \"Possible player response 2\"],\n \"mood\": \"The monster's current disposition (aggressive, curious, hungry, etc.)\"\n}}\n\nMake it atmospheric and unsettling. Monsters can speak in broken common, ancient tongues, or just make threatening sounds.\"#,\n monster.name(),\n health_state\n )\n}\n\n/// Generate a prompt for interpreting improvisational player actions.\npub fn interpret_action_prompt(action: &str, context: &str) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player attempts an unusual action in the dungeon.\n\nCurrent context: {}\nPlayer's action: \"{}\"\n\nDetermine if this action is:\n1. Possible given the environment\n2. What the outcome should be\n3. Any consequences or discoveries\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"success\": true or false,\n \"description\": \"What happens when the player attempts this\",\n \"consequence\": \"Any lasting effect or discovery (null if none)\",\n \"damage_to_player\": 0 (number, if the action hurts them),\n \"items_found\": [] (array of item names discovered, empty if none)\n}}\n\nBe fair but maintain the horror atmosphere. Creative actions should sometimes be rewarded.\"#,\n context, action\n )\n}\n\n/// Generate a prompt for death narration.\npub fn death_narration_prompt(cause: &str, floor: i32) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player has died in the dungeon.\n\nCause of death: {}\nDungeon floor reached: {}\n\nWrite a dramatic, haunting epitaph for this fallen adventurer.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"epitaph\": \"A 2-3 sentence dramatic description of the player's demise\",\n \"final_words\": \"The last thought that crossed their mind\",\n \"legacy\": \"What whispers will tell of this adventurer\"\n}}\n\nMake it memorable and appropriately grim.\"#,\n cause, floor\n )\n}\n\n/// Generate a prompt for discovering lore.\npub fn lore_discovery_prompt(item_name: &str, location_description: &str) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player examines an interesting object in the dungeon.\n\nObject: {}\nFound in: {}\n\nGenerate mysterious lore about this object.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"inscription\": \"Any writing or symbols on the object (null if none)\",\n \"history\": \"A brief, cryptic hint about the object's origin\",\n \"warning\": \"An ominous feeling or premonition (null if benign)\"\n}}\n\nKeep it mysterious. Lore should hint at a larger, darker story.\"#,\n item_name, location_description\n )\n}\n" | |
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| "content": "//! Prompt templates for AI narrative generation.\n\nuse crate::game::{ItemKind, MonsterKind, Room};\n\n/// System prompt establishing the AI Game Master persona.\npub const SYSTEM_PROMPT: &str = r#\"You are the Game Master for NeuroHack, a horror-themed roguelike dungeon crawler.\nYour role is to generate atmospheric, creepy descriptions that enhance the player's experience.\nAlways maintain a dark, foreboding tone reminiscent of Lovecraftian horror.\nBe descriptive but concise - players need information quickly.\nFocus on sensory details: sounds, smells, textures, and the feeling of dread.\"#;\n\n/// Generate a prompt for room description.\npub fn room_description_prompt(room: &Room, contents: &[RoomContent]) -> String {\n let contents_str = contents\n .iter()\n .map(|c| match c {\n RoomContent::Monster(kind) => format!(\"Monster: {}\", kind.name()),\n RoomContent::Item(kind) => format!(\"Item: {}\", kind.name()),\n })\n .collect::<Vec<_>>()\n .join(\", \");\n\n format!(\n r#\"{SYSTEM_PROMPT}\n\nGenerate a horror-themed description for a dungeon room.\n\nRoom details:\n- Room ID: {}\n- Size: {}x{}\n- Contents: [{}]\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"text\": \"A 1-2 sentence description of the room's appearance\",\n \"atmosphere\": \"A short phrase describing the feeling/atmosphere\",\n \"lore\": \"Optional hint about the room's history or a dark secret (null if none)\"\n}}\n\nBe creative but stay within the horror theme. The description should make the player feel uneasy.\"#,\n room.room_id, room.width, room.height, contents_str\n )\n}\n\n/// Content types that can be in a room.\npub enum RoomContent {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\n/// Generate a prompt for monster encounter dialogue.\npub fn monster_dialogue_prompt(monster: MonsterKind, player_health_percent: f32) -> String {\n let health_state = if playe***********rcent > 0.7 {\n \"healthy and strong\"\n } else if playe***********rcent > 0.3 {\n \"wounded but standing\"\n } else {\n \"near death, barely conscious\"\n };\n\n format!(\n r#\"{SYSTEM_PROMPT}\n\nA player encounters a {} in the dungeon. The player appears {}.\n\nGenerate dialogue/sounds for this monster encounter.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"current_line\": \"What the monster says, growls, or the sound it makes\",\n \"options\": [\"Possible player response 1\", \"Possible player response 2\"],\n \"mood\": \"The monster's current disposition (aggressive, curious, hungry, etc.)\"\n}}\n\nMake it atmospheric and unsettling. Monsters can speak in broken common, ancient tongues, or just make threatening sounds.\"#,\n monster.name(),\n health_state\n )\n}\n\n/// Generate a prompt for interpreting improvisational player actions.\npub fn interpret_action_prompt(action: &str, context: &str) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player attempts an unusual action in the dungeon.\n\nCurrent context: {}\nPlayer's action: \"{}\"\n\nDetermine if this action is:\n1. Possible given the environment\n2. What the outcome should be\n3. Any consequences or discoveries\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"success\": true or false,\n \"description\": \"What happens when the player attempts this\",\n \"consequence\": \"Any lasting effect or discovery (null if none)\",\n \"damage_to_player\": 0 (number, if the action hurts them),\n \"items_found\": [] (array of item names discovered, empty if none)\n}}\n\nBe fair but maintain the horror atmosphere. Creative actions should sometimes be rewarded.\"#,\n context, action\n )\n}\n\n/// Generate a prompt for death narration.\npub fn death_narration_prompt(cause: &str, floor: i32) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player has died in the dungeon.\n\nCause of death: {}\nDungeon floor reached: {}\n\nWrite a dramatic, haunting epitaph for this fallen adventurer.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"epitaph\": \"A 2-3 sentence dramatic description of the player's demise\",\n \"final_words\": \"The last thought that crossed their mind\",\n \"legacy\": \"What whispers will tell of this adventurer\"\n}}\n\nMake it memorable and appropriately grim.\"#,\n cause, floor\n )\n}\n\n/// Generate a prompt for discovering lore.\npub fn lore_discovery_prompt(item_name: &str, location_description: &str) -> String {\n format!(\n r#\"{SYSTEM_PROMPT}\n\nThe player examines an interesting object in the dungeon.\n\nObject: {}\nFound in: {}\n\nGenerate mysterious lore about this object.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"inscription\": \"Any writing or symbols on the object (null if none)\",\n \"history\": \"A brief, cryptic hint about the object's origin\",\n \"warning\": \"An ominous feeling or premonition (null if benign)\"\n}}\n\nKeep it mysterious. Lore should hint at a larger, darker story.\"#,\n item_name, location_description\n )\n}\n", | |
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AI-to-ECS Bridge - Converts AI responses to ECS components.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n\nuse super::client::{OllamaClient, OllamaError};\nuse super::prompts::{self, RoomContent};\n\n/// Plugin for AI bridge systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<AiBridgeConfig>();\n}\n\n/// Configuration for the AI bridge.\n#[derive(Resource, Debug, Clone)]\npub struct AiBridgeConfig {\n pub model: String,\n pub ollama_url: String,\n pub enabled: bool,\n}\n\nimpl Default for AiBridgeConfig {\n fn default() -> Self {\n Self {\n model: \"llama3.2\".to_string(),\n ollama_url: \"http://localhost:11434\".to_string(),\n enabled: true,\n }\n }\n}\n\n/// Raw AI response for room descriptions.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct RoomD*************ponse {\n pub text: String,\n pub atmosphere: String,\n pub lore: Option<String>,\n}\n\nimpl From<RoomDescriptionResponse> for Description {\n fn from(response: RoomDescriptionResponse) -> Self {\n Description {\n text: response.text,\n atmosphere: response.atmosphere,\n lore: response.lore,\n }\n }\n}\n\n/// Raw AI response for monster dialogue.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Monst*************ponse {\n pub current_line: String,\n pub options: Vec<String>,\n pub mood: String,\n}\n\nimpl From<MonsterDialogueResponse> for Dialogue {\n fn from(response: MonsterDialogueResponse) -> Self {\n Dialogue {\n current_line: response.current_line,\n options: response.options,\n mood: response.mood,\n }\n }\n}\n\n/// Raw AI response for improvisational action interpretation.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Actio**********ation {\n pub success: bool,\n pub description: String,\n pub consequence: Option<String>,\n pub damage_to_player: i32,\n pub items_found: Vec<String>,\n}\n\n/// Raw AI response for death narration.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct DeathNarration {\n pub epitaph: String,\n pub final_words: String,\n pub legacy: String,\n}\n\n/// Raw AI response for lore discovery.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct LoreDiscovery {\n pub inscription: Option<String>,\n pub history: String,\n pub warning: Option<String>,\n}\n\n/// The AI-to-ECS Bridge handles converting game state to AI prompts\n/// and AI responses back to ECS components.\npub struct AiBridge {\n client: OllamaClient,\n}\n\nimpl AiBridge {\n /// Create a new AI bridge with the specified configuration.\n pub fn new(config: &AiBridgeConfig) -> Self {\n let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n Self { client }\n }\n\n /// Generate a description for a room based on its contents.\n ///\n /// # Example\n ///\n /// ```ignore\n /// let bridge = AiBridge::new(&config);\n /// let room = Room::new(0, 0, 10, 8, 3);\n /// let contents = vec![\n /// RoomContent::Monster(MonsterKind::Orc),\n /// RoomContent::Item(ItemKind::Chest),\n /// ];\n /// let description = bridge.generate_room_description(&room, &contents).await?;\n /// // description.text = \"A dank chamber with moss-covered walls...\"\n /// // description.atmosphere = \"Oppressive silence\"\n /// ```\n pub async fn generate_room_description(\n &self,\n room: &Room,\n contents: &[RoomContent],\n ) -> Result<Description, OllamaError> {\n let prompt = prompts::room_description_prompt(room, contents);\n let response: RoomD*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Generate dialogue for a monster encounter.\n pub async fn generate_monster_dialogue(\n &self,\n monster: MonsterKind,\n player_health_percent: f32,\n ) -> Result<Dialogue, OllamaError> {\n let prompt = prompts::monster_dialogue_prompt(monster, player_health_percent);\n let response: Monst*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Interpret an improvisational player action.\n pub async fn interpret_action(\n &self,\n action: &str,\n context: &str,\n ) -> Result<ActionInterpretation, OllamaError> {\n let prompt = prompts::interpret_action_prompt(action, context);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate a death narration.\n pub async fn generate_death_narration(\n &self,\n cause: &str,\n floor: i32,\n ) -> Result<DeathNarration, OllamaError> {\n let prompt = prompts::death_narration_prompt(cause, floor);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate lore for an item discovery.\n pub async fn generate_lore(\n &self,\n item_name: &str,\n location_description: &str,\n ) -> Result<LoreDiscovery, OllamaError> {\n let prompt = prompts::lore_discovery_prompt(item_name, location_description);\n self.client.generate_json(&prompt).await\n }\n\n /// Check if the AI backend is available.\n pub async fn is_available(&self) -> bool {\n self.client.health_check().await\n }\n}\n\n/// Build context string from game state for AI prompts.\npub fn build_game_context(\n player_pos: &Position,\n map: &GameMap,\n nearby_entities: &[(String, Position)],\n) -> String {\n let room_info = map\n .room_at(player_pos.x, player_pos.y)\n .map(|r| format!(\"Room {} ({}x{})\", r.room_id, r.width, r.height))\n .unwrap_or_else(|| \"Corridor\".to_string());\n\n let nearby = nearby_entities\n .iter()\n .map(|(name, pos)| format!(\"{} at ({}, {})\", name, pos.x, pos.y))\n .collect::<Vec<_>>()\n .join(\"; \");\n\n format!(\n \"Player at ({}, {}). Location: {}. Floor: {}. Nearby: {}\",\n player_pos.x, player_pos.y, room_info, map.current_floor, nearby\n )\n}\n" | |
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| "content": "//! AI-to-ECS Bridge - Converts AI responses to ECS components.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n\nuse super::client::{OllamaClient, OllamaError};\nuse super::prompts::{self, RoomContent};\n\n/// Plugin for AI bridge systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<AiBridgeConfig>();\n}\n\n/// Configuration for the AI bridge.\n#[derive(Resource, Debug, Clone)]\npub struct AiBridgeConfig {\n pub model: String,\n pub ollama_url: String,\n pub enabled: bool,\n}\n\nimpl Default for AiBridgeConfig {\n fn default() -> Self {\n Self {\n model: \"llama3.2\".to_string(),\n ollama_url: \"http://localhost:11434\".to_string(),\n enabled: true,\n }\n }\n}\n\n/// Raw AI response for room descriptions.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct RoomD*************ponse {\n pub text: String,\n pub atmosphere: String,\n pub lore: Option<String>,\n}\n\nimpl From<RoomDescriptionResponse> for Description {\n fn from(response: RoomDescriptionResponse) -> Self {\n Description {\n text: response.text,\n atmosphere: response.atmosphere,\n lore: response.lore,\n }\n }\n}\n\n/// Raw AI response for monster dialogue.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Monst*************ponse {\n pub current_line: String,\n pub options: Vec<String>,\n pub mood: String,\n}\n\nimpl From<MonsterDialogueResponse> for Dialogue {\n fn from(response: MonsterDialogueResponse) -> Self {\n Dialogue {\n current_line: response.current_line,\n options: response.options,\n mood: response.mood,\n }\n }\n}\n\n/// Raw AI response for improvisational action interpretation.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Actio**********ation {\n pub success: bool,\n pub description: String,\n pub consequence: Option<String>,\n pub damage_to_player: i32,\n pub items_found: Vec<String>,\n}\n\n/// Raw AI response for death narration.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct DeathNarration {\n pub epitaph: String,\n pub final_words: String,\n pub legacy: String,\n}\n\n/// Raw AI response for lore discovery.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct LoreDiscovery {\n pub inscription: Option<String>,\n pub history: String,\n pub warning: Option<String>,\n}\n\n/// The AI-to-ECS Bridge handles converting game state to AI prompts\n/// and AI responses back to ECS components.\npub struct AiBridge {\n client: OllamaClient,\n}\n\nimpl AiBridge {\n /// Create a new AI bridge with the specified configuration.\n pub fn new(config: &AiBridgeConfig) -> Self {\n let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n Self { client }\n }\n\n /// Generate a description for a room based on its contents.\n ///\n /// # Example\n ///\n /// ```ignore\n /// let bridge = AiBridge::new(&config);\n /// let room = Room::new(0, 0, 10, 8, 3);\n /// let contents = vec![\n /// RoomContent::Monster(MonsterKind::Orc),\n /// RoomContent::Item(ItemKind::Chest),\n /// ];\n /// let description = bridge.generate_room_description(&room, &contents).await?;\n /// // description.text = \"A dank chamber with moss-covered walls...\"\n /// // description.atmosphere = \"Oppressive silence\"\n /// ```\n pub async fn generate_room_description(\n &self,\n room: &Room,\n contents: &[RoomContent],\n ) -> Result<Description, OllamaError> {\n let prompt = prompts::room_description_prompt(room, contents);\n let response: RoomD*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Generate dialogue for a monster encounter.\n pub async fn generate_monster_dialogue(\n &self,\n monster: MonsterKind,\n player_health_percent: f32,\n ) -> Result<Dialogue, OllamaError> {\n let prompt = prompts::monster_dialogue_prompt(monster, player_health_percent);\n let response: Monst*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Interpret an improvisational player action.\n pub async fn interpret_action(\n &self,\n action: &str,\n context: &str,\n ) -> Result<ActionInterpretation, OllamaError> {\n let prompt = prompts::interpret_action_prompt(action, context);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate a death narration.\n pub async fn generate_death_narration(\n &self,\n cause: &str,\n floor: i32,\n ) -> Result<DeathNarration, OllamaError> {\n let prompt = prompts::death_narration_prompt(cause, floor);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate lore for an item discovery.\n pub async fn generate_lore(\n &self,\n item_name: &str,\n location_description: &str,\n ) -> Result<LoreDiscovery, OllamaError> {\n let prompt = prompts::lore_discovery_prompt(item_name, location_description);\n self.client.generate_json(&prompt).await\n }\n\n /// Check if the AI backend is available.\n pub async fn is_available(&self) -> bool {\n self.client.health_check().await\n }\n}\n\n/// Build context string from game state for AI prompts.\npub fn build_game_context(\n player_pos: &Position,\n map: &GameMap,\n nearby_entities: &[(String, Position)],\n) -> String {\n let room_info = map\n .room_at(player_pos.x, player_pos.y)\n .map(|r| format!(\"Room {} ({}x{})\", r.room_id, r.width, r.height))\n .unwrap_or_else(|| \"Corridor\".to_string());\n\n let nearby = nearby_entities\n .iter()\n .map(|(name, pos)| format!(\"{} at ({}, {})\", name, pos.x, pos.y))\n .collect::<Vec<_>>()\n .join(\"; \");\n\n format!(\n \"Player at ({}, {}). Location: {}. Floor: {}. Nearby: {}\",\n player_pos.x, player_pos.y, room_info, map.current_floor, nearby\n )\n}\n", | |
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| "text": "Now let me create the async worker for non-blocking AI communication:" | |
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| "content": "//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse std::sync::Arc;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_event::<NarrativeRequest>()\n .add_event::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Event for requesting AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Event for receiving AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\nimpl AiWorkerChannels {\n fn next_id(&mut self) -> u64 {\n let id = self.next_request_id;\n self.next_request_id = self.next_request_id.wrapping_add(1);\n id\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut events: EventReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for event in events.read() {\n let request = WorkerRequest {\n id: event.id,\n kind: event.kind.clone(),\n target_entity: event.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut events: EventWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n events.write(response);\n }\n}\n\n/// Helper to create a room description request.\npub fn request_room_description(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\npub fn request_monster_dialogue(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n" | |
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| "filePath": "/tmp/gh-issue-solver-1765148430436/src/ai/worker.rs", | |
| "content": "//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse std::sync::Arc;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_event::<NarrativeRequest>()\n .add_event::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Event for requesting AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Event for receiving AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\nimpl AiWorkerChannels {\n fn next_id(&mut self) -> u64 {\n let id = self.next_request_id;\n self.next_request_id = self.next_request_id.wrapping_add(1);\n id\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut events: EventReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for event in events.read() {\n let request = WorkerRequest {\n id: event.id,\n kind: event.kind.clone(),\n target_entity: event.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut events: EventWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n events.write(response);\n }\n}\n\n/// Helper to create a room description request.\npub fn request_room_description(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\npub fn request_monster_dialogue(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n", | |
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| "content": "Commit and push changes, update PR", | |
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| [2025-12-07T23:06:20.505Z] [INFO] { | |
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| "text": "Now let me create the TUI module:" | |
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| [2025-12-07T23:06:22.293Z] [INFO] { | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/tui/mod.rs", | |
| "content": "//! TUI module - Terminal user interface with ratatui.\n\nmod render;\nmod widgets;\n\npub use render::*;\npub use widgets::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, widgets::plugin));\n}\n" | |
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| [2025-12-07T23:06:22.326Z] [INFO] { | |
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| "content": "//! TUI module - Terminal user interface with ratatui.\n\nmod render;\nmod widgets;\n\npub use render::*;\npub use widgets::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, widgets::plugin));\n}\n", | |
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| [2025-12-07T23:06:53.189Z] [INFO] { | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/tui/widgets.rs", | |
| "content": "//! Custom TUI widgets for the game.\n\nuse bevy::prelude::*;\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n\n/// Plugin for widget-related resources.\npub fn plugin(_app: &mut App) {\n // Widgets are stateless, no resources needed\n}\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n" | |
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| "content": "//! Custom TUI widgets for the game.\n\nuse bevy::prelude::*;\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n\n/// Plugin for widget-related resources.\npub fn plugin(_app: &mut App) {\n // Widgets are stateless, no resources needed\n}\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n", | |
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| "content": "//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyEvent;\nuse bevy_ratatui::terminal::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::{\n layout::{Constraint, Direction, Layout},\n style::Color,\n};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{\n Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_events: EventReader<KeyEvent>,\n mut move_events: EventWriter<crate::game::MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: EventWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_event in key_events.read() {\n let key = &key_event.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,\n item_query: Query<(&Position, &Item, Option<&Renderable>)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster, renderable) in &monster_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| monster.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Red);\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item, renderable) in &item_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| item.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Blue);\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n" | |
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| "content": "//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyEvent;\nuse bevy_ratatui::terminal::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::{\n layout::{Constraint, Direction, Layout},\n style::Color,\n};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{\n Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_events: EventReader<KeyEvent>,\n mut move_events: EventWriter<crate::game::MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: EventWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_event in key_events.read() {\n let key = &key_event.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,\n item_query: Query<(&Position, &Item, Option<&Renderable>)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster, renderable) in &monster_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| monster.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Red);\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item, renderable) in &item_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| item.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Blue);\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n", | |
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| [2025-12-07T23:07:22.662Z] [INFO] { | |
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| "text": "Now let me create the screens module for game states:" | |
| } | |
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| [2025-12-07T23:07:25.264Z] [INFO] { | |
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| "content": "//! Game screens and state management.\n\nmod gameplay;\n\npub use gameplay::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for screen management.\npub fn plugin(app: &mut App) {\n app.init_state::<GameScreen>()\n .add_plugins(gameplay::plugin);\n}\n\n/// The main game screen states.\n#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\npub enum GameScreen {\n /// Initial loading/title screen\n #[default]\n Loading,\n /// Main gameplay\n Playing,\n /// Player has died\n GameOver,\n /// Paused game\n Paused,\n}\n" | |
| } | |
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| } | |
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| "content": "//! Game screens and state management.\n\nmod gameplay;\n\npub use gameplay::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for screen management.\npub fn plugin(app: &mut App) {\n app.init_state::<GameScreen>()\n .add_plugins(gameplay::plugin);\n}\n\n/// The main game screen states.\n#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\npub enum GameScreen {\n /// Initial loading/title screen\n #[default]\n Loading,\n /// Main gameplay\n Playing,\n /// Player has died\n GameOver,\n /// Paused game\n Paused,\n}\n", | |
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| [2025-12-07T23:07:59.978Z] [INFO] { | |
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| "content": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor, Room,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: EventWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: EventReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n" | |
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| "content": "File created successfully at: /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs" | |
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| "content": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor, Room,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: EventWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: EventReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| "type": "text", | |
| "text": "Now let me create the theme module and finally the main.rs:" | |
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| [2025-12-07T23:08:11.341Z] [INFO] { | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/theme/mod.rs", | |
| "content": "//! Theme module - visual styling constants.\n\nuse bevy::prelude::*;\n\n/// Plugin for theme resources.\npub fn plugin(_app: &mut App) {\n // Theme is currently just constants, no runtime resources needed\n}\n\n/// Color palette for the horror theme.\npub mod colors {\n use ratatui::style::Color;\n\n /// Blood red for damage and enemies\n pub const BLOOD: Color = Color::Rgb(139, 0, 0);\n\n /// Sickly green for poison/corruption\n pub const POISON: Color = Color::Rgb(0, 100, 0);\n\n /// Ethereal blue for magic/spirits\n pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n\n /// Gold for treasure/important items\n pub const GOLD: Color = Color::Rgb(255, 215, 0);\n\n /// Bone white for skeletons/death\n pub const BONE: Color = Color::Rgb(255, 250, 240);\n\n /// Shadow purple for darkness/void\n pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n\n /// Rust orange for decay\n pub const RUST: Color = Color::Rgb(183, 65, 14);\n\n /// Eldritch cyan for otherworldly elements\n pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n}\n\n/// ASCII art title for the game.\npub const TITLE_ART: &str = r#\"\n _ _ _ _ _\n| \\ | | ___ _ _ _ __ ___ | | | | __ _ ___| | __\n| \\| |/ _ \\ | | | '__/ _ \\| |_| |/ _` |/ __| |/ /\n| |\\ | __/ |_| | | | (_) | _ | (_| | (__| <\n|_| \\_|\\___|\\__,_|_| \\___/|_| |_|\\__,_|\\___|_|\\_\\\n\"#;\n\n/// Horror-themed loading messages.\npub const LOADING_MESSAGES: &[&str] = &[\n \"Awakening ancient evils...\",\n \"Summoning the darkness...\",\n \"Opening the gates...\",\n \"The dungeon hungers...\",\n \"Preparing your doom...\",\n \"The shadows gather...\",\n];\n" | |
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| [2025-12-07T23:08:11.373Z] [INFO] { | |
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| "content": "File created successfully at: /tmp/gh-issue-solver-1765148430436/src/theme/mod.rs" | |
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| "filePath": "/tmp/gh-issue-solver-1765148430436/src/theme/mod.rs", | |
| "content": "//! Theme module - visual styling constants.\n\nuse bevy::prelude::*;\n\n/// Plugin for theme resources.\npub fn plugin(_app: &mut App) {\n // Theme is currently just constants, no runtime resources needed\n}\n\n/// Color palette for the horror theme.\npub mod colors {\n use ratatui::style::Color;\n\n /// Blood red for damage and enemies\n pub const BLOOD: Color = Color::Rgb(139, 0, 0);\n\n /// Sickly green for poison/corruption\n pub const POISON: Color = Color::Rgb(0, 100, 0);\n\n /// Ethereal blue for magic/spirits\n pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n\n /// Gold for treasure/important items\n pub const GOLD: Color = Color::Rgb(255, 215, 0);\n\n /// Bone white for skeletons/death\n pub const BONE: Color = Color::Rgb(255, 250, 240);\n\n /// Shadow purple for darkness/void\n pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n\n /// Rust orange for decay\n pub const RUST: Color = Color::Rgb(183, 65, 14);\n\n /// Eldritch cyan for otherworldly elements\n pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n}\n\n/// ASCII art title for the game.\npub const TITLE_ART: &str = r#\"\n _ _ _ _ _\n| \\ | | ___ _ _ _ __ ___ | | | | __ _ ___| | __\n| \\| |/ _ \\ | | | '__/ _ \\| |_| |/ _` |/ __| |/ /\n| |\\ | __/ |_| | | | (_) | _ | (_| | (__| <\n|_| \\_|\\___|\\__,_|_| \\___/|_| |_|\\__,_|\\___|_|\\_\\\n\"#;\n\n/// Horror-themed loading messages.\npub const LOADING_MESSAGES: &[&str] = &[\n \"Awakening ancient evils...\",\n \"Summoning the darkness...\",\n \"Opening the gates...\",\n \"The dungeon hungers...\",\n \"Preparing your doom...\",\n \"The shadows gather...\",\n];\n", | |
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| [2025-12-07T23:08:17.274Z] [INFO] { | |
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| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
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| "activeForm": "Creating Cargo.toml with dependencies" | |
| }, | |
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| "content": "Create game state and ECS components", | |
| "status": "completed", | |
| "activeForm": "Creating game state and ECS components" | |
| }, | |
| { | |
| "content": "Create AI-to-ECS bridge module with Ollama integration", | |
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| "activeForm": "Creating AI-to-ECS bridge module" | |
| }, | |
| { | |
| "content": "Implement async channel communication for AI requests", | |
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| "activeForm": "Implementing async channel communication" | |
| }, | |
| { | |
| "content": "Create basic TUI layout with ratatui", | |
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| "activeForm": "Creating basic TUI layout" | |
| }, | |
| { | |
| "content": "Create main.rs with TUI initialization and async AI worker", | |
| "status": "in_progress", | |
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| }, | |
| { | |
| "content": "Run tests and verify the code compiles", | |
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| }, | |
| { | |
| "content": "Commit and push changes, update PR", | |
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| [2025-12-07T23:08:17.302Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01AjiFSTJCEznna4WKqBgTG4", | |
| "type": "tool_result", | |
| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
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| "status": "completed", | |
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| "status": "completed", | |
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| }, | |
| { | |
| "content": "Create AI-to-ECS bridge module with Ollama integration", | |
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| }, | |
| { | |
| "content": "Run tests and verify the code compiles", | |
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| }, | |
| { | |
| "content": "Commit and push changes, update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ], | |
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| }, | |
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| "content": "Implement async channel communication for AI requests", | |
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| }, | |
| { | |
| "content": "Create basic TUI layout with ratatui", | |
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| }, | |
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| "content": "Create main.rs with TUI initialization and async AI worker", | |
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| }, | |
| { | |
| "content": "Run tests and verify the code compiles", | |
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| "content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::log::LogPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Logging\n app.add_plugins(LogPlugin {\n filter: \"wgpu=error,naga=error\".to_string(),\n level: bevy::log::Level::INFO,\n ..default()\n });\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n" | |
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| "content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::log::LogPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Logging\n app.add_plugins(LogPlugin {\n filter: \"wgpu=error,naga=error\".to_string(),\n level: bevy::log::Level::INFO,\n ..default()\n });\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n", | |
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| [2025-12-07T23:08:37.853Z] [INFO] { | |
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| } | |
| [2025-12-07T23:10:25.919Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01YWwRW1iVeAJynQGoT3LsbQ","type":"tool_result","content":" Updating crates.io index\n Locking 491 packages to latest Rust 1.91.1 compatible versions\n Adding ordered-float v5.0.0 (available: v5.1.0)\n Adding unicode-width v0.2.0 (available: v0.2.2)\n Downloading crates ...\n Downloaded encase_derive_impl v0.11.2\n Downloaded approx v0.5.1\n Downloaded arrayref v0.3.9\n Downloaded foreign-types v0.3.2\n Downloaded foreign-types-shared v0.1.1\n Downloaded hexf-parse v0.2.1\n Downloaded document-features v0.2.12\n Downloaded grid v0.15.0\n Downloaded percent-encoding v2.3.2\n Downloaded downcast-rs v2.0.2\n Downloaded arrayvec v0.7.6\n Downloaded erased-serde v0.4.9\n Downloaded font-types v0.10.1\n Downloaded pp-rs v0.2.1\n Downloaded memmap2 v0.9.9\n Downloaded fontconfig-parser v0.5.8\n Downloaded hexasphere v16.0.0\n Downloaded icu_provider v2.1.1\n Downloaded futures-lite v2.6.1\n Downloaded eyre v0.6.12\n Downloaded icu_properties v2.1.1\n Downloaded rand_core v0.9.3\n Downloaded piper v0.2.4\n Downloaded lru v0.12.5\n Downloaded ordered-float v5.0.0\n Downloaded gpu-alloc-types v0.3.0\n Downloaded getrandom v0.2.16\n Downloaded openssl-probe v0.1.6\n Downloaded openssl-macros v0.1.1\n Downloaded parking v2.2.1\n Downloaded potential_utf v0.1.4\n Downloaded profiling v1.0.17\n Downloaded ppv-lite86 v0.2.21\n Downloaded tinyvec_macros v0.1.1\n Downloaded signal-hook-registry v1.4.7\n Downloaded static_assertions v1.1.0\n Downloaded subtle v2.6.1\n Downloaded spirv v0.3.0+sdk-1.3.268.0\n Downloaded libloading v0.8.9\n Downloaded stackfuture v0.3.1\n Downloaded tinystr v0.8.2\n Downloaded tower-service v0.3.3\n Downloaded tower-layer v0.3.3\n Downloaded rustc-demangle v0.1.26\n Downloaded sharded-slab v0.1.7\n Downloaded try-lock v0.2.5\n Downloaded tokio-native-tls v0.3.1\n Downloaded unicode-bidi-mirroring v0.2.0\n Downloaded roxmltree v0.20.0\n Downloaded zerofrom-derive v0.1.6\n Downloaded rand_distr v0.5.1\n Downloaded rangemap v1.7.0\n Downloaded futures-util v0.3.31\n Downloaded yoke-derive v0.8.1\n Downloaded zerovec-derive v0.11.2\n Downloaded naga_oil v0.19.1\n Downloaded zeno v0.3.3\n Downloaded unicode-script v0.5.8\n Downloaded unicode-bidi v0.3.18\n Downloaded hyper-util v0.1.19\n Downloaded bevy_tasks v0.17.3\n Downloaded http v1.4.0\n Downloaded yoke v0.8.1\n Downloaded yazi v0.2.1\n Downloaded rustls-webpki v0.103.8\n Downloaded typewit v1.14.2\n Downloaded zerotrie v0.2.3\n Downloaded tower v0.5.2\n Downloaded zeroize v1.8.2\n Downloaded icu_properties_data v2.1.1\n Downloaded bevy_text v0.17.3\n Downloaded tokio-util v0.7.17\n Downloaded tower-http v0.6.7\n Downloaded regex v1.12.2\n Downloaded zerovec v0.11.5\n Downloaded slotmap v1.1.1\n Downloaded const_panic v0.2.15\n Downloaded codespan-reporting v0.12.0\n Downloaded bevy_mikktspace v0.17.0-dev\n Downloaded moxcms v0.7.10\n Downloaded bevy_ui_render v0.17.3\n Downloaded bytemuck v1.24.0\n Downloaded wgpu v26.0.1\n Downloaded ttf-parser v0.21.1\n Downloaded tracing-subscriber v0.3.22\n Downloaded vcpkg v0.2.15\n Downloaded wgpu-types v26.0.0\n Downloaded zerocopy v0.8.31\n Downloaded rand v0.9.2\n Downloaded wgpu-core v26.0.1\n Downloaded nix v0.30.1\n Downloaded bevy_reflect v0.17.3\n Downloaded rustls v0.23.35\n Downloaded crossterm v0.29.0\n Downloaded ttf-parser v0.20.0\n Downloaded read-fonts v0.35.0\n Downloaded winnow v0.7.14\n Downloaded ratatui v0.29.0\n Downloaded blake3 v1.8.2\n Downloaded bevy_render v0.17.3\n Downloaded bevy_math v0.17.3\n Downloaded bevy_asset v0.17.3\n Downloaded crossterm v0.28.1\n Downloaded naga v26.0.0\n Downloaded backtrace v0.3.76\n Downloaded glam v0.30.9\n Downloaded rustix v0.38.44\n Downloaded url v2.5.7\n Downloaded unicode-width v0.2.0\n Downloaded wgpu-hal v26.0.6\n Downloaded unicode-width v0.1.14\n Downloaded image v0.25.9\n Downloaded derive_more-impl v2.1.0\n Downloaded derive_more v2.1.0\n Downloaded bevy_ui v0.17.3\n Downloaded skrifa v0.37.0\n Downloaded tokio v1.48.0\n Downloaded bevy_ecs v0.17.3\n Downloaded bevy_core_pipeline v0.17.3\n Downloaded openssl v0.10.75\n Downloaded color-eyre v0.6.5\n Downloaded bevy v0.17.3\n Downloaded bevy_input v0.17.3\n Downloaded base64 v0.22.1\n Downloaded toml_edit v0.23.9\n Downloaded swash v0.2.6\n Downloaded rustybuzz v0.14.1\n Downloaded crossbeam-channel v0.5.15\n Downloaded compact_str v0.8.1\n Downloaded cc v1.2.49\n Downloaded bytes v1.11.0\n Downloaded bevy_mesh v0.17.3\n Downloaded bevy_image v0.17.3\n Downloaded bevy_camera v0.17.3\n Downloaded pxfm v0.1.27\n Downloaded bevy_app v0.17.3\n Downloaded encoding_rs v0.8.35\n Downloaded bevy_state v0.17.3\n Downloaded bevy_input_focus v0.17.3\n Downloaded h2 v0.4.12\n Downloaded bevy_window v0.17.3\n Downloaded bevy_transform v0.17.3\n Downloaded taffy v0.7.7\n Downloaded const_soft_float v0.1.4\n Downloaded itertools v0.14.0\n Downloaded bevy_internal v0.17.3\n Downloaded bevy_diagnostic v0.17.3\n Downloaded async-executor v1.13.3\n Downloaded ring v0.17.14\n Downloaded zerocopy-derive v0.8.31\n Downloaded writeable v0.6.2\n Downloaded unicode-xid v0.2.6\n Downloaded toml_parser v1.0.4\n Downloaded rustls-pki-types v1.13.1\n Downloaded darling_core v0.20.11\n Downloaded iri-string v0.7.9\n Downloaded idna v1.1.0\n Downloaded ron v0.10.1\n Downloaded reqwest v0.12.24\n Downloaded mio v1.1.1\n Downloaded bevy_time v0.17.3\n Downloaded bevy_dev_tools v0.17.3\n Downloaded async-task v4.7.1\n Downloaded async-lock v3.4.1\n Downloaded variadics_please v1.1.0\n Downloaded untrusted v0.9.0\n Downloaded unicode-properties v0.1.4\n Downloaded tracing-attributes v0.1.31\n Downloaded tinyvec v1.10.0\n Downloaded thread_local v1.1.9\n Downloaded socket2 v0.6.1\n Downloaded smol_str v0.2.2\n Downloaded rustc_version v0.4.1\n Downloaded raw-window-handle v0.6.2\n Downloaded rand_chacha v0.9.0\n Downloaded radsort v0.1.1\n Downloaded data-encoding v2.9.0\n Downloaded critical-section v1.2.0\n Downloaded convert_case v0.10.0\n Downloaded bevy_ecs_macros v0.17.3\n Downloaded bevy_encase_derive v0.17.3\n Downloaded bevy_derive v0.17.3\n Downloaded zerofrom v0.1.6\n Downloaded wgpu-core-deps-windows-linux-android v26.0.0\n Downloaded linux-raw-sys v0.4.15\n Downloaded want v0.3.1\n Downloaded utf8_iter v1.0.4\n Downloaded unicode-truncate v1.1.0\n Downloaded unicode-linebreak v0.1.5\n Downloaded unicode-ccc v0.2.0\n Downloaded typeid v1.0.3\n Downloaded tokio-rustls v0.26.4\n Downloaded signal-hook v0.3.18\n Downloaded disqualified v1.0.0\n Downloaded cosmic-text v0.14.2\n Downloaded displaydoc v0.2.5\n Downloaded darling v0.20.11\n Downloaded constant_time_eq v0.3.1\n Downloaded color-spantrace v0.3.0\n Downloaded castaway v0.2.4\n Downloaded cassowary v0.3.0\n Downloaded byteorder-lite v0.1.0\n Downloaded bytemuck_derive v1.10.2\n Downloaded blocking v1.6.2\n Downloaded bit-vec v0.8.0\n Downloaded bit-set v0.8.0\n Downloaded bevy_utils v0.17.3\n Downloaded bevy_state_macros v0.17.3\n Downloaded bevy_macro_utils v0.17.3\n Downloaded bevy_log v0.17.3\n Downloaded itertools v0.13.0\n Downloaded tracing-log v0.2.0\n Downloaded tracing-error v0.2.1\n Downloaded toml_datetime v0.7.3\n Downloaded sys-locale v0.3.2\n Downloaded strum_macros v0.26.4\n Downloaded spin v0.10.0\n Downloaded slab v0.4.11\n Downloaded signal-hook-mio v0.2.5\n Downloaded ctrlc v3.5.1\n Downloaded concurrent-queue v2.5.0\n Downloaded bevy_sprite_render v0.17.3\n Downloaded bevy_ratatui v0.10.0\n Downloaded bevy_a11y v0.17.3\n Downloaded async-channel v2.5.0\n Downloaded tokio-macros v2.6.0\n Downloaded termcolor v1.4.1\n Downloaded rectangle-pack v0.4.2\n Downloaded native-tls v0.2.14\n Downloaded self_cell v1.2.1\n Downloaded renderdoc-sys v1.1.0\n Downloaded bevy_asset_macros v0.17.3\n Downloaded async-fs v2.2.0\n Downloaded shlex v1.3.0\n Downloaded serde_urlencoded v0.7.1\n Downloaded jobserver v0.1.34\n Downloaded httparse v1.10.1\n Downloaded atomic-waker v1.1.2\n Downloaded sync_wrapper v1.0.2\n Downloaded svg_fmt v0.4.5\n Downloaded strum v0.26.3\n Downloaded owo-colors v4.2.3\n Downloaded ipnet v2.11.0\n Downloaded hyper-rustls v0.27.7\n Downloaded hyper v1.8.1\n Downloaded const-fnv1a-hash v1.1.0\n Downloaded cfg_aliases v0.2.1\n Downloaded bevy_render_macros v0.17.3\n Downloaded bevy_color v0.17.3\n Downloaded miniz_oxide v0.8.9\n Downloaded litrs v1.0.0\n Downloaded instability v0.3.10\n Downloaded http-body-util v0.1.3\n Downloaded gpu-alloc v0.6.0\n Downloaded futures-sink v0.3.31\n Downloaded darling_macro v0.20.11\n Downloaded bevy_shader v0.17.3\n Downloaded atomicow v1.1.0\n Downloaded pkg-config v0.3.32\n Downloaded paste v1.0.15\n Downloaded nonmax v0.5.5\n Downloaded lazy_static v1.5.0\n Downloaded indoc v2.0.7\n Downloaded idna_adapter v1.2.1\n Downloaded ident_case v1.0.1\n Downloaded icu_collections v2.1.1\n Downloaded gpu-descriptor-types v0.2.0\n Downloaded gpu-descriptor v0.3.2\n Downloaded futures-task v0.3.31\n Downloaded ash v0.38.0+1.3.281\n Downloaded pin-utils v0.1.0\n Downloaded offset-allocator v0.2.0\n Downloaded mime v0.3.17\n Downloaded litemap v0.8.1\n Downloaded indenter v0.3.4\n Downloaded guillotiere v0.6.2\n Downloaded hyper-tls v0.6.0\n Downloaded bevy_ptr v0.17.3\n Downloaded bevy_platform v0.17.3\n Downloaded matchers v0.2.0\n Downloaded http-body v1.0.1\n Downloaded fontdb v0.16.2\n Downloaded bevy_picking v0.17.3\n Downloaded euclid v0.22.11\n Downloaded bevy_dylib v0.17.3\n Downloaded openssl-sys v0.9.111\n Downloaded icu_normalizer_data v2.1.1\n Downloaded icu_normalizer v2.1.1\n Downloaded half v2.7.1\n Downloaded icu_locale_core v2.1.1\n Downloaded bevy_sprite v0.17.3\n Downloaded bevy_reflect_derive v0.17.3\n Downloaded event-listener v5.4.1\n Downloaded constgebra v0.1.4\n Downloaded nu-ansi-term v0.50.3\n Downloaded futures-channel v0.3.31\n Downloaded find-msvc-tools v0.1.5\n Downloaded encase v0.11.2\n Downloaded fixedbitset v0.5.7\n Downloaded accesskit v0.21.1\n Downloaded adler2 v2.0.1\n Downloaded futures-io v0.3.31\n Downloaded futures-core v0.3.31\n Downloaded fnv v1.0.7\n Downloaded event-listener-strategy v0.5.4\n Downloaded form_urlencoded v1.2.2\n Downloaded foldhash v0.2.0\n Downloaded assert_type_match v0.1.1\n Downloaded async-broadcast v0.7.2\n Downloaded addr2line v0.25.1\n Downloaded encase_derive v0.11.2\n Compiling proc-macro2 v1.0.103\n Compiling unicode-ident v1.0.22\n Compiling quote v1.0.42\n Compiling serde_core v1.0.228\n Compiling libc v0.2.178\n Checking cfg-if v1.0.4\n Checking log v0.4.29\n Checking pin-project-lite v0.2.16\n Checking smallvec v1.15.1\n Compiling libm v0.2.15\n Compiling parking_lot_core v0.9.12\n Checking equivalent v1.0.2\n Checking futures-core v0.3.31\n Compiling zerocopy v0.8.31\n Compiling cfg_aliases v0.2.1\n Checking once_cell v1.21.3\n Compiling crossbeam-utils v0.8.21\n Compiling syn v2.0.111\n Compiling serde v1.0.228\n Checking bitflags v2.10.0\n Checking hashbrown v0.16.1\n Compiling winnow v0.7.14\n Compiling scopeguard v1.2.0\n Compiling getrandom v0.3.4\n Compiling thiserror v2.0.17\n Compiling indexmap v2.12.1\n Compiling lock_api v0.4.14\n Compiling toml_datetime v0.7.3\n Compiling parking_lot v0.12.5\n Compiling autocfg v1.5.0\n Checking parking v2.2.1\n Checking rand_core v0.9.3\n Checking concurrent-queue v2.5.0\n Compiling toml_parser v1.0.4\n Checking atomic-waker v1.1.2\n Checking thread_local v1.1.9\n Checking arrayvec v0.7.6\n Compiling unicode-segmentation v1.12.0\n Checking event-listener v5.4.1\n Checking slab v0.4.11\n Compiling toml_edit v0.23.9\n Compiling convert_case v0.10.0\n Compiling unicode-xid v0.2.6\n Checking event-listener-strategy v0.5.4\n Checking fastrand v2.3.0\n Compiling num-traits v0.2.19\n Checking foldhash v0.2.0\n Compiling bevy_macro_utils v0.17.3\n Compiling version_check v0.9.5\n Compiling typeid v1.0.3\n Checking spin v0.10.0\n Checking futures-io v0.3.31\n Compiling erased-serde v0.4.9\n Checking futures-lite v2.6.1\n Checking tracing-core v0.1.35\n Compiling slotmap v1.1.1\n Checking disqualified v1.0.0\n Checking async-task v4.7.1\n Compiling find-msvc-tools v0.1.5\n Compiling shlex v1.3.0\n Compiling cc v1.2.49\n Checking async-channel v2.5.0\n Checking uuid v1.19.0\n Checking bevy_ptr v0.17.3\n Checking inventory v0.3.21\n Checking memchr v2.7.6\n Checking downcast-rs v2.0.2\n Compiling nix v0.30.1\n Checking async-executor v1.13.3\n Checking crossbeam-queue v0.3.12\n Checking nonmax v0.5.5\n Checking fixedbitset v0.5.7\n Checking bumpalo v3.19.0\n Checking either v1.15.0\n Checking aho-corasick v1.1.4\n Checking regex-syntax v0.8.8\n Checking ctrlc v3.5.1\n Checking base64 v0.22.1\n Checking typewit v1.14.2\n Checking lazy_static v1.5.0\n Checking const_panic v0.2.15\n Checking sharded-slab v0.1.7\n Checking itertools v0.14.0\n Checking tracing-log v0.2.0\n Checking nu-ansi-term v0.50.3\n Checking piper v0.2.4\n Compiling encase_derive_impl v0.11.2\n Checking crossbeam-channel v0.5.15\n Checking foldhash v0.1.5\n Checking regex-automata v0.4.13\n Checking rustc-hash v1.1.0\n Checking allocator-api2 v0.2.21\n Checking blocking v1.6.2\n Checking hashbrown v0.15.5\n Checking async-lock v3.4.1\n Checking constant_time_eq v0.3.1\n Checking arrayref v0.3.9\n Checking async-fs v2.2.0\n Checking stackfuture v0.3.1\n Checking pxfm v0.1.27\n Checking async-broadcast v0.7.2\n Checking unicode-width v0.2.0\n Checking raw-window-handle v0.6.2\n Checking atomicow v1.1.0\n Checking euclid v0.22.11\n Compiling blake3 v1.8.2\n Compiling synstructure v0.13.2\n Checking matchers v0.2.0\n Compiling naga v26.0.0\n Checking moxcms v0.7.10\n Checking termcolor v1.4.1\n Checking byteorder-lite v0.1.0\n Checking svg_fmt v0.4.5\n Checking bit-vec v0.8.0\n Checking guillotiere v0.6.2\n Checking bit-set v0.8.0\n Checking codespan-reporting v0.12.0\n Checking spirv v0.3.0+sdk-1.3.268.0\n Checking const_soft_float v0.1.4\n Checking hexf-parse v0.2.1\n Checking rectangle-pack v0.4.2\n Checking constgebra v0.1.4\n Checking mio v1.1.1\n Compiling ash v0.38.0+1.3.281\n Checking gpu-descriptor-types v0.2.0\n Checking gpu-alloc-types v0.3.0\n Compiling wgpu-hal v26.0.6\n Checking libloading v0.8.9\n Checking itoa v1.0.15\n Checking stable_deref_trait v1.2.1\n Checking bevy_mikktspace v0.17.0-dev\n Checking gpu-alloc v0.6.0\n Checking gpu-descriptor v0.3.2\n Checking ordered-float v5.0.0\n Checking renderdoc-sys v1.1.0\n Checking bytes v1.11.0\n Checking tinyvec_macros v0.1.1\n Checking profiling v1.0.17\n Compiling litrs v1.0.0\n Checking roxmltree v0.20.0\n Checking tinyvec v1.10.0\n Checking fontconfig-parser v0.5.8\n Checking memmap2 v0.9.9\n Compiling wgpu-core v26.0.1\n Checking unicode-ccc v0.2.0\n Checking unicode-script v0.5.8\n Checking static_assertions v1.1.0\n Checking yazi v0.2.1\n Compiling document-features v0.2.12\n Checking ttf-parser v0.20.0\n Checking unicode-bidi-mirroring v0.2.0\n Checking ttf-parser v0.21.1\n Checking zeno v0.3.3\n Checking unicode-properties v0.1.4\n Checking fontdb v0.16.2\n Checking regex v1.12.2\n Compiling wgpu v26.0.1\n Checking unicode-linebreak v0.1.5\n Checking data-encoding v2.9.0\n Checking unicode-bidi v0.3.18\n Checking rangemap v1.7.0\n Checking sys-locale v0.3.2\n Checking self_cell v1.2.1\n Checking socket2 v0.6.1\n Compiling vcpkg v0.2.15\n Compiling pkg-config v0.3.32\n Checking const-fnv1a-hash v1.1.0\n Checking radsort v0.1.1\n Checking offset-allocator v0.2.0\n Checking http v1.4.0\n Checking accesskit v0.21.1\n Checking writeable v0.6.2\n Compiling rustversion v1.0.22\n Checking litemap v0.8.1\n Checking grid v0.15.0\n Compiling signal-hook v0.3.18\n Compiling icu_properties_data v2.1.1\n Checking taffy v0.7.7\n Checking pin-utils v0.1.0\n Compiling icu_normalizer_data v2.1.1\n Checking http-body v1.0.1\n Checking signal-hook-registry v1.4.7\n Compiling httparse v1.10.1\n Checking ryu v1.0.20\n Checking futures-sink v0.3.31\n Checking futures-task v0.3.31\n Compiling strsim v0.11.1\n Compiling openssl-sys v0.9.111\n Checking percent-encoding v2.3.2\n Compiling fnv v1.0.7\n Compiling openssl v0.10.75\n Compiling ident_case v1.0.1\n Checking foreign-types-shared v0.1.1\n Checking foreign-types v0.3.2\n Compiling darling_core v0.20.11\n Checking futures-util v0.3.31\n Compiling native-tls v0.2.14\n Checking try-lock v0.2.5\n Checking tower-service v0.3.3\n Compiling object v0.37.3\n Compiling owo-colors v4.2.3\n Compiling rustix v0.38.44\n Checking want v0.3.1\n Checking signal-hook-mio v0.2.5\n Checking futures-channel v0.3.31\n Compiling paste v1.0.15\n Compiling instability v0.3.10\n Compiling color-spantrace v0.3.0\n Compiling bytemuck_derive v1.10.2\n Compiling zerocopy-derive v0.8.31\n Compiling serde_derive v1.0.228\n Compiling thiserror-impl v2.0.17\n Compiling derive_more-impl v2.1.0\n Checking bytemuck v1.24.0\n Compiling bevy_reflect_derive v0.17.3\n Compiling variadics_please v1.1.0\n Checking ppv-lite86 v0.2.21\n Checking rand_chacha v0.9.0\n Checking rand v0.9.2\n Checking glam v0.30.9\n Compiling tracing-attributes v0.1.31\n Compiling assert_type_match v0.1.1\n Checking bevy_platform v0.17.3\n Checking smol_str v0.2.2\n Checking bevy_utils v0.17.3\n Compiling bevy_ecs_macros v0.17.3\n Compiling bevy_derive v0.17.3\n Checking half v2.7.1\n Checking wgpu-types v26.0.0\n Checking rand_distr v0.5.1\n Checking ron v0.10.1\n Compiling bevy_asset_macros v0.17.3\n Compiling encase_derive v0.11.2\n Checking derive_more v2.1.0\n Checking bevy_tasks v0.17.3\n Checking bevy_reflect v0.17.3\n Checking image v0.25.9\n Checking tracing v0.1.43\n Checking tracing-subscriber v0.3.22\n Compiling zerofrom-derive v0.1.6\n Checking encase v0.11.2\n Checking hexasphere v16.0.0\n Checking font-types v0.10.1\n Compiling yoke-derive v0.8.1\n Checking read-fonts v0.35.0\n Checking bevy_math v0.17.3\n Checking bevy_ecs v0.17.3\n Checking skrifa v0.37.0\n Checking bevy_color v0.17.3\n Compiling zerovec-derive v0.11.2\n Checking wgpu-core-deps-windows-linux-android v26.0.0\n Checking rustybuzz v0.14.1\n Checking swash v0.2.6\n Compiling displaydoc v0.2.5\n Checking cosmic-text v0.14.2\n Checking naga_oil v0.19.1\n Checking bevy_app v0.17.3\n Checking bevy_asset v0.17.3\n Checking bevy_log v0.17.3\n Checking zerofrom v0.1.6\n Checking bevy_input v0.17.3\n Checking bevy_transform v0.17.3\n Checking yoke v0.8.1\n Checking bevy_time v0.17.3\n Checking zerovec v0.11.5\n Compiling tokio-macros v2.6.0\n Checking bevy_diagnostic v0.17.3\n Compiling bevy_render_macros v0.17.3\n Compiling bevy_encase_derive v0.17.3\n Checking bevy_window v0.17.3\n Checking bevy_image v0.17.3\n Checking bevy_shader v0.17.3\n Checking tinystr v0.8.2\n Checking bevy_mesh v0.17.3\n Checking bevy_text v0.17.3\n Checking icu_locale_core v2.1.1\n Checking zerotrie v0.2.3\n Checking potential_utf v0.1.4\n Checking bevy_a11y v0.17.3\n Checking icu_collections v2.1.1\n Compiling bevy_state_macros v0.17.3\n Checking icu_provider v2.1.1\n Compiling openssl-macros v0.1.1\n Checking bevy_camera v0.17.3\n Checking icu_properties v2.1.1\n Checking bevy_sprite v0.17.3\n Checking bevy_picking v0.17.3\n Checking bevy_ui v0.17.3\n Checking icu_normalizer v2.1.1\n Compiling darling_macro v0.20.11\n Checking tokio v1.48.0\n Checking bevy_state v0.17.3\n Checking gimli v0.32.3\n Checking linux-raw-sys v0.4.15\n Checking openssl-probe v0.1.6\n Checking adler2 v2.0.1\n Compiling heck v0.5.0\n Compiling eyre v0.6.12\n Compiling darling v0.20.11\n Checking miniz_oxide v0.8.9\n Checking bevy_render v0.17.3\n Compiling strum_macros v0.26.4\n Checking addr2line v0.25.1\n Checking idna_adapter v1.2.1\n Checking tracing-error v0.2.1\n Checking tokio-util v0.7.17\n Checking castaway v0.2.4\n Checking h2 v0.4.12\n Checking form_urlencoded v1.2.2\n Checking itertools v0.13.0\n Checking sync_wrapper v1.0.2\n Checking rustc-demangle v0.1.26\n Checking ipnet v2.11.0\n Compiling serde_json v1.0.145\n Checking unicode-width v0.1.14\n Checking tower-layer v0.3.3\n Checking hyper v1.8.1\n Compiling indoc v2.0.7\n Compiling rustix v1.1.2\n Checking utf8_iter v1.0.4\n Checking indenter v0.3.4\n Checking idna v1.1.0\n Checking hyper-util v0.1.19\n Checking backtrace v0.3.76\n Checking tower v0.5.2\n Checking unicode-truncate v1.1.0\n Checking compact_str v0.8.1\n Checking tokio-native-tls v0.3.1\n Checking crossterm v0.28.1\n Checking http-body-util v0.1.3\n Checking lru v0.12.5\n Checking cassowary v0.3.0\n Checking linux-raw-sys v0.11.0\n Checking zeroize v1.8.2\n Checking iri-string v0.7.9\n Checking rustls-pki-types v1.13.1\n Checking hyper-tls v0.6.0\n Checking color-eyre v0.6.5\n Checking url v2.5.7\n Checking tower-http v0.6.7\n Checking serde_urlencoded v0.7.1\n Checking encoding_rs v0.8.35\n Checking mime v0.3.17\n Checking crossterm v0.29.0\n Checking reqwest v0.12.24\n Checking strum v0.26.3\n Checking ratatui v0.29.0\n Checking bevy_core_pipeline v0.17.3\n Checking bevy_sprite_render v0.17.3\n Checking bevy_ui_render v0.17.3\n Checking bevy_dev_tools v0.17.3\n Checking bevy_internal v0.17.3\n Checking bevy_dylib v0.17.3\n Checking bevy v0.17.3\n Checking bevy_ratatui v0.10.0\n Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765148430436)\nerror[E0432]: unresolved import `bevy_ratatui::event::KeyEvent`\n --> src/tui/render.rs:4:5\n |\n4 | use bevy_ratatui::event::KeyEvent;\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `KeyEvent` in `event`\n |\nhelp: consider importing this struct instead\n |\n4 - use bevy_ratatui::event::KeyEvent;\n4 + use crossterm::event::KeyEvent;\n |\n\nerror[E0432]: unresolved import `bevy_ratatui::terminal`\n --> src/tui/render.rs:5:19\n |\n5 | use bevy_ratatui::terminal::RatatuiContext;\n | ^^^^^^^^ could not find `terminal` in `bevy_ratatui`\n\nerror[E0432]: unresolved import `bevy::log`\n --> src/main.rs:18:11\n |\n18 | use bevy::log::LogPlugin;\n | ^^^ could not find `log` in `bevy`\n\nerror[E0433]: failed to resolve: could not find `log` in `bevy`\n --> src/main.rs:48:26\n |\n48 | level: bevy::log::Level::INFO,\n | ^^^ could not find `log` in `bevy`\n |\nhelp: consider importing this struct\n |\n15 + use tracing::Level;\n |\nhelp: if you import `Level`, refer to it directly\n |\n48 - level: bevy::log::Level::INFO,\n48 + level: Level::INFO,\n |\n\nwarning: unused import: `ItemKind`\n --> src/ai/bridge.rs:6:51\n |\n6 | use crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n | ^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `std::sync::Arc`\n --> src/ai/worker.rs:4:5\n |\n4 | use std::sync::Arc;\n | ^^^^^^^^^^^^^ | |
| [2025-12-07T23:10:25.931Z] [INFO] ^\n\nwarning: unused import: `bridge::*`\n --> src/ai/mod.rs:8:9\n |\n8 | pub use bridge::*;\n | ^^^^^^^^^\n\nwarning: unused import: `client::*`\n --> src/ai/mod.rs:9:9\n |\n9 | pub use client::*;\n | ^^^^^^^^^\n\nwarning: unused import: `prompts::*`\n --> src/ai/mod.rs:10:9\n |\n10 | pub use prompts::*;\n | ^^^^^^^^^^\n\nwarning: unused import: `rand::SeedableRng`\n --> src/screens/gameplay.rs:4:5\n |\n4 | use rand::SeedableRng;\n | ^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `Description` and `Room`\n --> src/screens/gameplay.rs:12:18\n |\n12 | CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n | ^^^^^^^^^^^\n13 | Player, Position, Renderable, RenderColor, Room,\n | ^^^^\n\nwarning: unused import: `gameplay::*`\n --> src/screens/mod.rs:5:9\n |\n5 | pub use gameplay::*;\n | ^^^^^^^^^^^\n\nwarning: unused import: `Description`\n --> src/tui/render.rs:14:5\n |\n14 | Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n | ^^^^^^^^^^^\n\nwarning: unused imports: `Monster`, `Player`, and `Renderable`\n --> src/tui/widgets.rs:12:45\n |\n12 | use crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n | ^^^^^^^ ^^^^^^ ^^^^^^^^^^\n\nwarning: unused import: `widgets::*`\n --> src/tui/mod.rs:7:9\n |\n7 | pub use widgets::*;\n | ^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/ai/worker.rs:219:17\n |\n219 | mut events: EventReader<NarrativeRequest>,\n | ^^^^^^^^^^^\n |\n = note: `#[warn(deprecated)]` on by default\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:239:17\n |\n239 | mut events: EventWriter<NarrativeResponse>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:249:22\n |\n249 | request_tx: &mut EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:264:22\n |\n264 | request_tx: &mut EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated function `bevy::prelude::on_event`: Use `on_message` instead.\n --> src/game/systems.rs:16:41\n |\n16 | process_movement.run_if(on_event::<MoveIntent>),\n | ^^^^^^^^\n\nwarning: use of deprecated function `bevy::prelude::on_event`: Use `on_message` instead.\n --> src/game/systems.rs:17:39\n |\n17 | process_combat.run_if(on_event::<CombatEvent>),\n | ^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/game/systems.rs:75:17\n |\n75 | mut events: EventReader<MoveIntent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/game/systems.rs:79:24\n |\n79 | mut combat_events: EventWriter<CombatEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/game/systems.rs:110:17\n |\n110 | mut events: EventReader<CombatEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/screens/gameplay.rs:185:29\n |\n185 | mut narrative_requests: EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/screens/gameplay.rs:230:20\n |\n230 | mut responses: EventReader<NarrativeResponse>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/tui/render.rs:34:21\n |\n34 | mut key_events: EventReader<KeyEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/tui/render.rs:35:22\n |\n35 | mut move_events: EventWriter<crate::game::MoveIntent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/tui/render.rs:37:15\n |\n37 | mut exit: EventWriter<bevy::app::AppExit>,\n | ^^^^^^^^^^^\n\nerror[E0277]: `worker::NarrativeRequest` is not an `Message`\n --> src/ai/worker.rs:219:17\n |\n219 | mut events: EventReader<NarrativeRequest>,\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ invalid `Message`\n |\nhelp: the trait `Message` is not implemented for `worker::NarrativeRequest`\n --> src/ai/worker.rs:65:1\n |\n 65 | pub struct NarrativeRequest {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^\n = note: consider annotating `worker::NarrativeRequest` with `#[derive(Message)]`\n = help: the following other types implement trait `Message`:\n CrosstermMessage\n DoubleTapGesture\n FocusMessage\n GamepadAxisChangedEvent\n GamepadButtonChangedEvent\n GamepadButtonStateChangedEvent\n GamepadConnectionEvent\n GamepadEvent\n and 47 others\nnote: required by a bound in `MessageReader`\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_ecs-0.17.3/src/message/message_reader.rs:17:37\n |\n 17 | pub struct MessageReader<'w, 's, E: Message> {\n | ^^^^^^^ required by this bound in `MessageReader`\n\nerror[E0277]: `worker::NarrativeResponse` is not an `Message`\n --> src/ai/worker.rs:239:17\n |\n239 | mut events: EventWriter<NarrativeResponse>,\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ invalid `Message`\n |\nhelp: the trait `Message` is not implemented for `worker::NarrativeResponse`\n --> src/ai/worker.rs:84:1\n |\n 84 | pub struct NarrativeResponse {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n = note: consider annotating `worker::NarrativeResponse` with `#[derive(Message)]`\n = help: the following other types implement trait `Message`:\n CrosstermMessage\n DoubleTapGesture\n FocusMessage\n GamepadAxisChangedEvent\n GamepadButtonChangedEvent\n GamepadButtonStateChangedEvent\n GamepadConnectionEvent\n GamepadEvent\n and 47 others\nnote: required by \n\n... [974 lines truncated] ...","is_error":false}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"eca4caf8-2b2b-4270-be79-4a95f788d227","tool_use_result":{"stdout":" Updating crates.io index\n Locking 491 packages to latest Rust 1.91.1 compatible versions\n Adding ordered-float v5.0.0 (available: v5.1.0)\n Adding unicode-width v0.2.0 (available: v0.2.2)\n Downloading crates ...\n Downloaded encase_derive_impl v0.11.2\n Downloaded approx v0.5.1\n Downloaded arrayref v0.3.9\n Downloaded foreign-types v0.3.2\n Downloaded foreign-types-shared v0.1.1\n Downloaded hexf-parse v0.2.1\n Downloaded document-features v0.2.12\n Downloaded grid v0.15.0\n Downloaded percent-encoding v2.3.2\n Downloaded downcast-rs v2.0.2\n Downloaded arrayvec v0.7.6\n Downloaded erased-serde v0.4.9\n Downloaded font-types v0.10.1\n Downloaded pp-rs v0.2.1\n Downloaded memmap2 v0.9.9\n Downloaded fontconfig-parser v0.5.8\n Downloaded hexasphere v16.0.0\n Downloaded icu_provider v2.1.1\n Downloaded futures-lite v2.6.1\n Downloaded eyre v0.6.12\n Downloaded icu_properties v2.1.1\n Downloaded rand_core v0.9.3\n Downloaded piper v0.2.4\n Downloaded lru v0.12.5\n Downloaded ordered-float v5.0.0\n Downloaded gpu-alloc-types v0.3.0\n Downloaded getrandom v0.2.16\n Downloaded openssl-probe v0.1.6\n Downloaded openssl-macros v0.1.1\n Downloaded parking v2.2.1\n Downloaded potential_utf v0.1.4\n Downloaded profiling v1.0.17\n Downloaded ppv-lite86 v0.2.21\n Downloaded tinyvec_macros v0.1.1\n Downloaded signal-hook-registry v1.4.7\n Downloaded static_assertions v1.1.0\n Downloaded subtle v2.6.1\n Downloaded spirv v0.3.0+sdk-1.3.268.0\n Downloaded libloading v0.8.9\n Downloaded stackfuture v0.3.1\n Downloaded tinystr v0.8.2\n Downloaded tower-service v0.3.3\n Downloaded tower-layer v0.3.3\n Downloaded rustc-demangle v0.1.26\n Downloaded sharded-slab v0.1.7\n Downloaded try-lock v0.2.5\n Downloaded tokio-native-tls v0.3.1\n Downloaded unicode-bidi-mirroring v0.2.0\n Downloaded roxmltree v0.20.0\n Downloaded zerofrom-derive v0.1.6\n Downloaded rand_distr v0.5.1\n Downloaded rangemap v1.7.0\n Downloaded futures-util v0.3.31\n Downloaded yoke-derive v0.8.1\n Downloaded zerovec-derive v0.11.2\n Downloaded naga_oil v0.19.1\n Downloaded zeno v0.3.3\n Downloaded unicode-script v0.5.8\n Downloaded unicode-bidi v0.3.18\n Downloaded hyper-util v0.1.19\n Downloaded bevy_tasks v0.17.3\n Downloaded http v1.4.0\n Downloaded yoke v0.8.1\n Downloaded yazi v0.2.1\n Downloaded rustls-webpki v0.103.8\n Downloaded typewit v1.14.2\n Downloaded zerotrie v0.2.3\n Downloaded tower v0.5.2\n Downloaded zeroize v1.8.2\n Downloaded icu_properties_data v2.1.1\n Downloaded bevy_text v0.17.3\n Downloaded tokio-util v0.7.17\n Downloaded tower-http v0.6.7\n Downloaded regex v1.12.2\n Downloaded zerovec v0.11.5\n Downloaded slotmap v1.1.1\n Downloaded const_panic v0.2.15\n Downloaded codespan-reporting v0.12.0\n Downloaded bevy_mikktspace v0.17.0-dev\n Downloaded moxcms v0.7.10\n Downloaded bevy_ui_render v0.17.3\n Downloaded bytemuck v1.24.0\n Downloaded wgpu v26.0.1\n Downloaded ttf-parser v0.21.1\n Downloaded tracing-subscriber v0.3.22\n Downloaded vcpkg v0.2.15\n Downloaded wgpu-types v26.0.0\n Downloaded zerocopy v0.8.31\n Downloaded rand v0.9.2\n Downloaded wgpu-core v26.0.1\n Downloaded nix v0.30.1\n Downloaded bevy_reflect v0.17.3\n Downloaded rustls v0.23.35\n Downloaded crossterm v0.29.0\n Downloaded ttf-parser v0.20.0\n Downloaded read-fonts v0.35.0\n Downloaded winnow v0.7.14\n Downloaded ratatui v0.29.0\n Downloaded blake3 v1.8.2\n Downloaded bevy_render v0.17.3\n Downloaded bevy_math v0.17.3\n Downloaded bevy_asset v0.17.3\n Downloaded crossterm v0.28.1\n Downloaded naga v26.0.0\n Downloaded backtrace v0.3.76\n Downloaded glam v0.30.9\n Downloaded rustix v0.38.44\n Downloaded url v2.5.7\n Downloaded unicode-width v0.2.0\n Downloaded wgpu-hal v26.0.6\n Downloaded unicode-width v0.1.14\n Downloaded image v0.25.9\n Downloaded derive_more-impl v2.1.0\n Downloaded derive_more v2.1.0\n Downloaded bevy_ui v0.17.3\n Downloaded skrifa v0.37.0\n Downloaded tokio v1.48.0\n Downloaded bevy_ecs v0.17.3\n Downloaded bevy_core_pipeline v0.17.3\n Downloaded openssl v0.10.75\n Downloaded color-eyre v0.6.5\n Downloaded bevy v0.17.3\n Downloaded bevy_input v0.17.3\n Downloaded base64 v0.22.1\n Downloaded toml_edit v0.23.9\n Downloaded swash v0.2.6\n Downloaded rustybuzz v0.14.1\n Downloaded crossbeam-channel v0.5.15\n Downloaded compact_str v0.8.1\n Downloaded cc v1.2.49\n Downloaded bytes v1.11.0\n Downloaded bevy_mesh v0.17.3\n Downloaded bevy_image v0.17.3\n Downloaded bevy_camera v0.17.3\n Downloaded pxfm v0.1.27\n Downloaded bevy_app v0.17.3\n Downloaded encoding_rs v0.8.35\n Downloaded bevy_state v0.17.3\n Downloaded bevy_input_focus v0.17.3\n Downloaded h2 v0.4.12\n Downloaded bevy_window v0.17.3\n Downloaded bevy_transform v0.17.3\n Downloaded taffy v0.7.7\n Downloaded const_soft_float v0.1.4\n Downloaded itertools v0.14.0\n Downloaded bevy_internal v0.17.3\n Downloaded bevy_diagnostic v0.17.3\n Downloaded async-executor v1.13.3\n Downloaded ring v0.17.14\n Downloaded zerocopy-derive v0.8.31\n Downloaded writeable v0.6.2\n Downloaded unicode-xid v0.2.6\n Downloaded toml_parser v1.0.4\n Downloaded rustls-pki-types v1.13.1\n Downloaded darling_core v0.20.11\n Downloaded iri-string v0.7.9\n Downloaded idna v1.1.0\n Downloaded ron v0.10.1\n Downloaded reqwest v0.12.24\n Downloaded mio v1.1.1\n Downloaded bevy_time v0.17.3\n Downloaded bevy_dev_tools v0.17.3\n Downloaded async-task v4.7.1\n Downloaded async-lock v3.4.1\n Downloaded variadics_please v1.1.0\n Downloaded untrusted v0.9.0\n Downloaded unicode-properties v0.1.4\n Downloaded tracing-attributes v0.1.31\n Downloaded tinyvec v1.10.0\n Downloaded thread_local v1.1.9\n Downloaded socket2 v0.6.1\n Downloaded smol_str v0.2.2\n Downloaded rustc_version v0.4.1\n Downloaded raw-window-handle v0.6.2\n Downloaded rand_chacha v0.9.0\n Downloaded radsort v0.1.1\n Downloaded data-encoding v2.9.0\n Downloaded critical-section v1.2.0\n Downloaded convert_case v0.10.0\n Downloaded bevy_ecs_macros v0.17.3\n Downloaded bevy_encase_derive v0.17.3\n Downloaded bevy_derive v0.17.3\n Downloaded zerofrom v0.1.6\n Downloaded wgpu-core-deps-windows-linux-android v26.0.0\n Downloaded linux-raw-sys v0.4.15\n Downloaded want v0.3.1\n Downloaded utf8_iter v1.0.4\n Downloaded unicode-truncate v1.1.0\n Downloaded unicode-linebreak v0.1.5\n Downloaded unicode-ccc v0.2.0\n Downloaded typeid v1.0.3\n Downloaded tokio-rustls v0.26.4\n Downloaded signal-hook v0.3.18\n Downloaded disqualified v1.0.0\n Downloaded cosmic-text v0.14.2\n Downloaded displaydoc v0.2.5\n Downloaded darling v0.20.11\n Downloaded constant_time_eq v0.3.1\n Downloaded color-spantrace v0.3.0\n Downloaded castaway v0.2.4\n Downloaded cassowary v0.3.0\n Downloaded byteorder-lite v0.1.0\n Downloaded bytemuck_derive v1.10.2\n Downloaded blocking v1.6.2\n Downloaded bit-vec v0.8.0\n Downloaded bit-set v0.8.0\n Downloaded bevy_utils v0.17.3\n Downloaded bevy_state_macros v0.17.3\n Downloaded bevy_macro_utils v0.17.3\n Downloaded bevy_log v0.17.3\n Downloaded itertools v0.13.0\n Downloaded tracing-log v0.2.0\n Downloaded tracing-error v0.2.1\n Downloaded toml_datetime v0.7.3\n Downloaded sys-locale v0.3.2\n Downloaded strum_macros v0.26.4\n Downloaded spin v0.10.0\n Downloaded slab v0.4.11\n Downloaded signal-hook-mio v0.2.5\n Downloaded ctrlc v3.5.1\n Downloaded concurrent-queue v2.5.0\n Downloaded bevy_sprite_render v0.17.3\n Downloaded bevy_ratatui v0.10.0\n Downloaded bevy_a11y v0.17.3\n Downloaded async-channel v2.5.0\n Downloaded tokio-macros v2.6.0\n Downloaded termcolor v1.4.1\n Downloaded rectangle-pack v0.4.2\n Downloaded native-tls v0.2.14\n Downloaded self_cell v1.2.1\n Downloaded renderdoc-sys v1.1.0\n Downloaded bevy_asset_macros v0.17.3\n Downloaded async-fs v2.2.0\n Downloaded shlex v1.3.0\n Downloaded serde_urlencoded v0.7.1\n Downloaded jobserver v0.1.34\n Downloaded httparse v1.10.1\n Downloaded atomic-waker v1.1.2\n Downloaded sync_wrapper v1.0.2\n Downloaded svg_fmt v0.4.5\n Downloaded strum v0.26.3\n Downloaded owo-colors v4.2.3\n Downloaded ipnet v2.11.0\n Downloaded hyper-rustls v0.27.7\n Downloaded hyper v1.8.1\n Downloaded const-fnv1a-hash v1.1.0\n Downloaded cfg_aliases v0.2.1\n Downloaded bevy_render_macros v0.17.3\n Downloaded bevy_color v0.17.3\n Downloaded miniz_oxide v0.8.9\n Downloaded litrs v1.0.0\n Downloaded instability v0.3.10\n Downloaded http-body-util v0.1.3\n Downloaded gpu-alloc v0.6.0\n Downloaded futures-sink v0.3.31\n Downloaded darling_macro v0.20.11\n Downloaded bevy_shader v0.17.3\n Downloaded atomicow v1.1.0\n Downloaded pkg-config v0.3.32\n Downloaded paste v1.0.15\n Downloaded nonmax v0.5.5\n Downloaded lazy_static v1.5.0\n Downloaded indoc v2.0.7\n Downloaded idna_adapter v1.2.1\n Downloaded ident_case v1.0.1\n Downloaded icu_collections v2.1.1\n Downloaded gpu-descriptor-types v0.2.0\n Downloaded gpu-descriptor v0.3.2\n Downloaded futures-task v0.3.31\n Downloaded ash v0.38.0+1.3.281\n Downloaded pin-utils v0.1.0\n Downloaded offset-allocator v0.2.0\n Downloaded mime v0.3.17\n Downloaded litemap v0.8.1\n Downloaded indenter v0.3.4\n Downloaded guillotiere v0.6.2\n Downloaded hyper-tls v0.6.0\n Downloaded bevy_ptr v0.17.3\n Downloaded bevy_platform v0.17.3\n Downloaded matchers v0.2.0\n Downloaded http-body v1.0.1\n Downloaded fontdb v0.16.2\n Downloaded bevy_picking v0.17.3\n Downloaded euclid v0.22.11\n Downloaded bevy_dylib v0.17.3\n Downloaded openssl-sys v0.9.111\n Downloaded icu_normalizer_data v2.1.1\n Downloaded icu_normalizer v2.1.1\n Downloaded half v2.7.1\n Downloaded icu_locale_core v2.1.1\n Downloaded bevy_sprite v0.17.3\n Downloaded bevy_reflect_derive v0.17.3\n Downloaded event-listener v5.4.1\n Downloaded constgebra v0.1.4\n Downloaded nu-ansi-term v0.50.3\n Downloaded futures-channel v0.3.31\n Downloaded find-msvc-tools v0.1.5\n Downloaded encase v0.11.2\n Downloaded fixedbitset v0.5.7\n Downloaded accesskit v0.21.1\n Downloaded adler2 v2.0.1\n Downloaded futures-io v0.3.31\n Downloaded futures-core v0.3.31\n Downloaded fnv v1.0.7\n Downloaded event-listener-strategy v0.5.4\n Downloaded form_urlencoded v1.2.2\n Downloaded foldhash v0.2.0\n Downloaded assert_type_match v0.1.1\n Downloaded async-broadcast v0.7.2\n Downloaded addr2line v0.25.1\n Downloaded encase_derive v0.11.2\n Compiling proc-macro2 v1.0.103\n Compiling unicode-ident v1.0.22\n Compiling quote v1.0.42\n Compiling serde_core v1.0.228\n Compiling libc v0.2.178\n Checking cfg-if v1.0.4\n Checking log v0.4.29\n Checking pin-project-lite v0.2.16\n Checking smallvec v1.15.1\n Compiling libm v0.2.15\n Compiling parking_lot_core v0.9.12\n Checking equivalent v1.0.2\n Checking futures-core v0.3.31\n Compiling zerocopy v0.8.31\n Compiling cfg_aliases v0.2.1\n Checking once_cell v1.21.3\n Compiling crossbeam-utils v0.8.21\n Compiling syn v2.0.111\n Compiling serde v1.0.228\n Checking bitflags v2.10.0\n Checking hashbrown v0.16.1\n Compiling winnow v0.7.14\n Compiling scopeguard v1.2.0\n Compiling getrandom v0.3.4\n Compiling thiserror v2.0.17\n Compiling indexmap v2.12.1\n Compiling lock_api v0.4.14\n Compiling toml_datetime v0.7.3\n Compiling parking_lot v0.12.5\n Compiling autocfg v1.5.0\n Checking parking v2.2.1\n Checking rand_core v0.9.3\n Checking concurrent-queue v2.5.0\n Compiling toml_parser v1.0.4\n Checking atomic-waker v1.1.2\n Checking thread_local v1.1.9\n Checking arrayvec v0.7.6\n Compiling unicode-segmentation v1.12.0\n Checking event-listener v5.4.1\n Checking slab v0.4.11\n Compiling toml_edit v0.23.9\n Compiling convert_case v0.10.0\n Compiling unicode-xid v0.2.6\n Checking event-listener-strategy v0.5.4\n Checking fastrand v2.3.0\n Compiling num-traits v0.2.19\n Checking foldhash v0.2.0\n Compiling bevy_macro_utils v0.17.3\n Compiling version_check v0.9.5\n Compiling typeid v1.0.3\n Checking spin v0.10.0\n Checking futures-io v0.3.31\n Compiling erased-serde v0.4.9\n Checking futures-lite v2.6.1\n Checking tracing-core v0.1.35\n Compiling slotmap v1.1.1\n Checking disqualified v1.0.0\n Checking async-task v4.7.1\n Compiling find-msvc-tools v0.1.5\n Compiling shlex v1.3.0\n Compiling cc v1.2.49\n Checking async-channel v2.5.0\n Checking uuid v1.19.0\n Checking bevy_ptr v0.17.3\n Checking inventory v0.3.21\n Checking memchr v2.7.6\n Checking downcast-rs v2.0.2\n Compiling nix v0.30.1\n Checking async-executor v1.13.3\n Checking crossbeam-queue v0.3.12\n Checking nonmax v0.5.5\n Checking fixedbitset v0.5.7\n Checking bumpalo v3.19.0\n Checking either v1.15.0\n Checking aho-corasick v1.1.4\n Checking regex-syntax v0.8.8\n Checking ctrlc v3.5.1\n Checking base64 v0.22.1\n Checking typewit v1.14.2\n Checking lazy_static v1.5.0\n Checking const_panic v0.2.15\n Checking sharded-slab v0.1.7\n Checking itertools v0.14.0\n Checking tracing-log v0.2.0\n Checking nu-ansi-term v0.50.3\n Checking piper v0.2.4\n Compiling encase_derive_impl v0.11.2\n Checking crossbeam-channel v0.5.15\n Checking foldhash v0.1.5\n Checking regex-automata v0.4.13\n Checking rustc-hash v1.1.0\n Checking allocator-api2 v0.2.21\n Checking blocking v1.6.2\n Checking hashbrown v0.15.5\n Checking async-lock v3.4.1\n Checking constant_time_eq v0.3.1\n Checking arrayref v0.3.9\n Checking async-fs v2.2.0\n Checking stackfuture v0.3.1\n Checking pxfm v0.1.27\n Checking async-broadcast v0.7.2\n Checking unicode-width v0.2.0\n Checking raw-window-handle v0.6.2\n Checking atomicow v1.1.0\n Checking euclid v0.22.11\n Compiling blake3 v1.8.2\n Compiling synstructure v0.13.2\n Checking matchers v0.2.0\n Compiling naga v26.0.0\n Checking moxcms v0.7.10\n Checking termcolor v1.4.1\n Checking byteorder-lite v0.1.0\n Checking svg_fmt v0.4.5\n Checking bit-vec v0.8.0\n Checking guillotiere v0.6.2\n Checking bit-set v0.8.0\n Checking codespan-reporting v0.12.0\n Checking spirv v0.3.0+sdk-1.3.268.0\n Checking const_soft_float v0.1.4\n Checking hexf-parse v0.2.1\n Checking rectangle-pack v0.4.2\n Checking constgebra v0.1.4\n Checking mio v1.1.1\n Compiling ash v0.38.0+1.3.281\n Checking gpu-descriptor-types v0.2.0\n Checking gpu-alloc-types v0.3.0\n Compiling wgpu-hal v26.0.6\n Checking libloading v0.8.9\n Checking itoa v1.0.15\n Checking stable_deref_trait v1.2.1\n Checking bevy_mikktspace v0.17.0-dev\n Checking gpu-alloc v0.6.0\n Checking gpu-descriptor v0.3.2\n Checking ordered-float v5.0.0\n Checking renderdoc-sys v1.1.0\n Checking bytes v1.11.0\n Checking tinyvec_macros v0.1.1\n Checking profiling v1.0.17\n Compiling litrs v1.0.0\n Checking roxmltree v0.20.0\n Checking tinyvec v1.10.0\n Checking fontconfig-parser v0.5.8\n Checking memmap2 v0.9.9\n Compiling wgpu-core v26.0.1\n Checking unicode-ccc v0.2.0\n Checking unicode-script v0.5.8\n Checking static_assertions v1.1.0\n Checking yazi v0.2.1\n Compiling document-features v0.2.12\n Checking ttf-parser v0.20.0\n Checking unicode-bidi-mirroring v0.2.0\n Checking ttf-parser v0.21.1\n Checking zeno v0.3.3\n Checking unicode-properties v0.1.4\n Checking fontdb v0.16.2\n Checking regex v1.12.2\n Compiling wgpu v26.0.1\n Checking unicode-linebreak v0.1.5\n Checking data-encoding v2.9.0\n Checking unicode-bidi v0.3.18\n Checking rangemap v1.7.0\n Checking sys-locale v0.3.2\n Checking self_cell v1.2.1\n Checking socket2 v0.6.1\n Compiling vcpkg v0.2.15\n Compiling pkg-config v0.3.32\n Checking const-fnv1a-hash v1.1.0\n Checking radsort v0.1.1\n Checking offset-allocator v0.2.0\n Checking http v1.4.0\n Checking accesskit v0.21.1\n Checking writeable v0.6.2\n Compiling rustversion v1.0.22\n Checking litemap v0.8.1\n Checking grid v0.15.0\n Compiling signal-hook v0.3.18\n Compiling icu_properties_data v2.1.1\n Checking taffy v0.7.7\n Checking pin-utils v0.1.0\n Compiling icu_normalizer_data v2.1.1\n Checking http-body v1.0.1\n Checking signal-hook-registry v1.4.7\n Compiling httparse v1.10.1\n Checking ryu v1.0.20\n Checking futures-sink v0.3.31\n Checking futures-task v0.3.31\n Compiling strsim v0.11.1\n Compiling openssl-sys v0.9.111\n Checking percent-encoding v2.3.2\n Compiling fnv v1.0.7\n Compiling openssl v0.10.75\n Compiling ident_case v1.0.1\n Checking foreign-types-shared v0.1.1\n Checking foreign-types v0.3.2\n Compiling darling_core v0.20.11\n Checking futures-util v0.3.31\n Compiling native-tls v0.2.14\n Checking try-lock v0.2.5\n Checking tower-service v0.3.3\n Compiling object v0.37.3\n Compiling owo-colors v4.2.3\n Compiling rustix v0.38.44\n Checking want v0.3.1\n Checking signal-hook-mio v0.2.5\n Checking futures-channel v0.3.31\n Compiling paste v1.0.15\n Compiling instability v0.3.10\n Compiling color-spantrace v0.3.0\n Compiling bytemuck_derive v1.10.2\n Compiling zerocopy-derive v0.8.31\n Compiling serde_derive v1.0.228\n Compiling thiserror-impl v2.0.17\n Compiling derive_more-impl v2.1.0\n Checking bytemuck v1.24.0\n Compiling bevy_reflect_derive v0.17.3\n Compiling variadics_please v1.1.0\n Checking ppv-lite86 v0.2.21\n Checking rand_chacha v0.9.0\n Checking rand v0.9.2\n Checking glam v0.30.9\n Compiling tracing-attributes v0.1.31\n Compiling assert_type_match v0.1.1\n Checking bevy_platform v0.17.3\n Checking smol_str v0.2.2\n Checking bevy_utils v0.17.3\n Compiling bevy_ecs_macros v0.17.3\n Compiling bevy_derive v0.17.3\n Checking half v2.7.1\n Checking wgpu-types v26.0.0\n Checking rand_distr v0.5.1\n Checking ron v0.10.1\n Compiling bevy_asset_macros v0.17.3\n Compiling encase_derive v0.11.2\n Checking derive_more v2.1.0\n Checking bevy_tasks v0.17.3\n Checking bevy_reflect v0.17.3\n Checking image v0.25.9\n Checking tracing v0.1.43\n Checking tracing-subscriber v0.3.22\n Compiling zerofrom-derive v0.1.6\n Checking encase v0.11.2\n Checking hexasphere v16.0.0\n Checking font-types v0.10.1\n Compiling yoke-derive v0.8.1\n Checking read-fonts v0.35.0\n Checking bevy_math v0.17.3\n Checking bevy_ecs v0.17.3\n Checking skrifa v0.37.0\n Checking bevy_color v0.17.3\n Compiling zerovec-derive v0.11.2\n Checking wgpu-core-deps-windows-linux-android v26.0.0\n Checking rustybuzz v0.14.1\n Checking swash v0.2.6\n Compiling displaydoc v0.2.5\n Checking cosmic-text v0.14.2\n Checking naga_oil v0.19.1\n Checking bevy_app v0.17.3\n Checking bevy_asset v0.17.3\n Checking bevy_log v0.17.3\n Checking zerofrom v0.1.6\n Checking bevy_input v0.17.3\n Checking bevy_transform v0.17.3\n Checking yoke v0.8.1\n Checking bevy_time v0.17.3\n Checking zerovec v0.11.5\n Compiling tokio-macros v2.6.0\n Checking bevy_diagnostic v0.17.3\n Compiling bevy_render_macros v0.17.3\n Compiling bevy_encase_derive v0.17.3\n Checking bevy_window v0.17.3\n Checking bevy_image v0.17.3\n Checking bevy_shader v0.17.3\n Checking tinystr v0.8.2\n Checking bevy_mesh v0.17.3\n Checking bevy_text v0.17.3\n Checking icu_locale_core v2.1.1\n Checking zerotrie v0.2.3\n Checking potential_utf v0.1.4\n Checking bevy_a11y v0.17.3\n Checking icu_collections v2.1.1\n Compiling bevy_state_macros v0.17.3\n Checking icu_provider v2.1.1\n Compiling openssl-macros v0.1.1\n Checking bevy_camera v0.17.3\n Checking icu_properties v2.1.1\n Checking bevy_sprite v0.17.3\n Checking bevy_picking v0.17.3\n Checking bevy_ui v0.17.3\n Checking icu_normalizer v2.1.1\n Compiling darling_macro v0.20.11\n Checking tokio v1.48.0\n Checking bevy_state v0.17.3\n Checking gimli v0.32.3\n Checking linux-raw-sys v0.4.15\n Checking openssl-probe v0.1.6\n Checking adler2 v2.0.1\n Compiling heck v0.5.0\n Compiling eyre v0.6.12\n Compiling darling v0.20.11\n Checking miniz_oxide v0.8.9\n Checking bevy_render v0.17.3\n Compiling strum_macros v0.26.4\n Checking addr2line v0.25.1\n Checking idna_adapter v1.2.1\n Checking tracing-error v0.2.1\n Checking tokio-util v0.7.17\n Checking castaway v0.2.4\n Checking h2 v0.4.12\n Checking form_urlencoded v1.2.2\n Checking itertools v0.13.0\n Checking sync_wrapper v1.0.2\n Checking rustc-demangle v0.1.26\n Checking ipnet v2.11.0\n Compiling serde_json v1.0.145\n Checking unicode-width v0.1.14\n Checking tower-layer v0.3.3\n Checking hyper v1.8.1\n Compiling indoc v2.0.7\n Compiling rustix v1.1.2\n Checking utf8_iter v1.0.4\n Checking indenter v0.3.4\n Checking idna v1.1.0\n Checking hyper-util v0.1.19\n Checking backtrace v0.3.76\n Checking tower v0.5.2\n Checking unicode-truncate v1.1.0\n Checking compact_str v0.8.1\n Checking tokio-native-tls v0.3.1\n Checking crossterm v0.28.1\n Checking http-body-util v0.1.3\n Checking lru v0.12.5\n Checking cassowary v0.3.0\n Checking linux-raw-sys v0.11.0\n Checking zeroize v1.8.2\n Checking iri-string v0.7.9\n Checking rustls-pki-types v1.13.1\n Checking hyper-tls v0.6.0\n Checking color-eyre v0.6.5\n Checking url v2.5.7\n Checking tower-http v0.6.7\n Checking serde_urlencoded v0.7.1\n Checking encoding_rs v0.8.35\n Checking mime v0.3.17\n Checking crossterm v0.29.0\n Checking reqwest v0.12.24\n Checking strum v0.26.3\n Checking ratatui v0.29.0\n Checking bevy_core_pipeline v0.17.3\n Checking bevy_sprite_render v0.17.3\n Checking bevy_ui_render v0.17.3\n Checking bevy_dev_tools v0.17.3\n Checking bevy_internal v0.17.3\n Checking bevy_dylib v0.17.3\n Checking bevy v0.17.3\n Checking bevy_ratatui v0.10.0\n Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765148430436)\nerror[E0432]: unresolved import `bevy_ratatui::event::KeyEvent`\n --> src/tui/render.rs:4:5\n |\n4 | use bevy_ratatui::event::KeyEvent;\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `KeyEvent` in `event`\n |\nhelp: consider importing this struct instead\n |\n4 - use bevy_ratatui::event::KeyEvent;\n4 + use crossterm::event::KeyEvent;\n |\n\nerror[E0432]: unresolved import `bevy_ratatui::terminal`\n --> src/tui/render.rs:5:19\n |\n5 | use bevy_ratatui::terminal::RatatuiContext;\n | ^^^^^^^^ could not find `terminal` in `bevy_ratatui`\n\nerror[E0432]: unresolved import `bevy::log`\n --> src/main.rs:18:11\n |\n18 | use bevy::log::LogPlugin;\n | ^^^ could not find `log` in `bevy`\n\nerror[E0433]: failed to resolve: could not find `log` in `bevy`\n --> src/main.rs:48:26\n |\n48 | level: bevy::log::Level::INFO,\n | ^^^ could not find `log` in `bevy`\n |\nhelp: consider importing this struct\n |\n15 + use tracing::Level;\n |\nhelp: if you import `Level`, refer to it directly\n |\n48 - level: bevy::log::Level::INFO,\n48 + level: Level::INFO,\n |\n\nwarning: unused import: `ItemKind`\n --> src/ai/bridge.rs:6:51\n |\n6 | use crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n | ^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `std::sync::Arc`\n --> src/ai/worker.rs:4:5\n |\n4 | use std::sync::Arc;\n | ^^^^^^^^^^^^^^\n\nwarning: unused import: `bridge::*`\n --> src/ai/mod.rs:8:9\n |\n8 | pub use bridge::*;\n | ^^^^^^^^^\n\nwarning: unused import: `client::*`\n --> src/ai/mod.rs:9:9\n |\n9 | pub use client::*;\n | ^^^^^^^^^\n\nwarning: unused import: `prompts::*`\n --> src/ai/mod.rs:10:9\n |\n10 | pub use prompts::*;\n | ^^^^^^^^^^\n\nwarning: unused import: `rand::SeedableRng`\n --> src/screens/gameplay.rs:4:5\n |\n4 | use rand::SeedableRng;\n | ^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `Description` and `Room`\n --> src/screens/gameplay.rs:12:18\n |\n12 | CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n | ^^^^^^^^^^^\n13 | Player, Position, Renderable, RenderColor, Room,\n | ^^^^\n\nwarning: unused import: `gameplay::*`\n --> src/screens/mod.rs:5:9\n |\n5 | pub use gameplay::*;\n | ^^^^^^^^^^^\n\nwarning: unused import: `Description`\n --> src/tui/render.rs:14:5\n |\n14 | Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n | ^^^^^^^^^^^\n\nwarning: unused imports: `Monster`, `Player`, and `Renderable`\n --> src/tui/widgets.rs:12:45\n |\n12 | use crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n | ^^^^^^^ ^^^^^^ ^^^^^^^^^^\n\nwarning: unused import: `widgets::*`\n --> src/tui/mod.rs:7:9\n |\n7 | pub use widgets::*;\n | ^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/ai/worker.rs:219:17\n |\n219 | mut events: EventReader<NarrativeRequest>,\n | ^^^^^^^^^^^\n |\n = note: `#[warn(deprecated)]` on by default\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:239:17\n |\n239 | mut events: EventWriter<NarrativeResponse>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:249:22\n |\n249 | request_tx: &mut EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/ai/worker.rs:264:22\n |\n264 | request_tx: &mut EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated function `bevy::prelude::on_event`: Use `on_message` instead.\n --> src/game/systems.rs:16:41\n |\n16 | process_movement.run_if(on_event::<MoveIntent>),\n | ^^^^^^^^\n\nwarning: use of deprecated function `bevy::prelude::on_event`: Use `on_message` instead.\n --> src/game/systems.rs:17:39\n |\n17 | process_combat.run_if(on_event::<CombatEvent>),\n | ^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/game/systems.rs:75:17\n |\n75 | mut events: EventReader<MoveIntent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/game/systems.rs:79:24\n |\n79 | mut combat_events: EventWriter<CombatEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/game/systems.rs:110:17\n |\n110 | mut events: EventReader<CombatEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/screens/gameplay.rs:185:29\n |\n185 | mut narrative_requests: EventWriter<NarrativeRequest>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/screens/gameplay.rs:230:20\n |\n230 | mut responses: EventReader<NarrativeResponse>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/tui/render.rs:34:21\n |\n34 | mut key_events: EventReader<KeyEvent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/tui/render.rs:35:22\n |\n35 | mut move_events: EventWriter<crate::game::MoveIntent>,\n | ^^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/tui/render.rs:37:15\n |\n37 | mut exit: EventWriter<bevy::app::AppExit>,\n | ^^^^^^^^^^^\n\nerror[E0277]: `worker::NarrativeRequest` is not an `Message`\n --> src/ai/worker.rs:219:17\n |\n219 | mut events: EventReader<NarrativeRequest>,\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ invalid `Message`\n |\nhelp: the trait `Message` is not implemented for `worker::NarrativeRequest`\n --> src/ai/worker.rs:65:1\n |\n 65 | pub struct NarrativeRequest {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^\n = note: consider annotating `worker::NarrativeRequest` with `#[derive(Message)]`\n = help: the following other types implement trait `Message`:\n CrosstermMessage\n DoubleTapGesture\n FocusMessage\n GamepadAxisChangedEvent\n GamepadButtonChangedEvent\n GamepadButtonStateChangedEvent\n GamepadConnectionEvent\n GamepadEvent\n and 47 others\nnote: required by a bound in `MessageReader`\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_ecs-0.17.3/src/message/message_reader.rs:17:37\n |\n 17 | pub struct MessageReader<'w, 's, E: Message> {\n | ^^^^^^^ required by this bound in `MessageReader`\n\nerror[E0277]: `worker::NarrativeResponse` is not an `Message`\n --> src/ai/worker.rs:239:17\n |\n239 | mut events: EventWriter<NarrativeResponse>,\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ invalid `Message`\n |\nhelp: the trait `Message` is not implemented for `worker::NarrativeResponse`\n --> src/ai/worker.rs:84:1\n |\n 84 | pub struct NarrativeResponse {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n = note: consider annotating `worker::NarrativeResponse` with `#[derive(Message)]`\n = help: the following other types implement trait `Message`:\n CrosstermMessage\n DoubleTapGesture\n FocusMessage\n GamepadAxisChangedEvent\n GamepadButtonChangedEvent\n GamepadButtonStateChangedEvent\n GamepadConnectionEvent\n GamepadEvent\n and 47 others\nnote: required by \n\n... [974 lines truncated] ...","stderr":"","interrupted":false,"isImage":false}} | |
| [2025-12-07T23:10:34.184Z] [INFO] { | |
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| "text": "I see there are several API changes in bevy 0.17. Let me fix these issues:" | |
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| "content": " 200→ Downloaded cosmic-text v0.14.2\n 201→ Downloaded displaydoc v0.2.5\n 202→ Downloaded darling v0.20.11\n 203→ Downloaded constant_time_eq v0.3.1\n 204→ Downloaded color-spantrace v0.3.0\n 205→ Downloaded castaway v0.2.4\n 206→ Downloaded cassowary v0.3.0\n 207→ Downloaded byteorder-lite v0.1.0\n 208→ Downloaded bytemuck_derive v1.10.2\n 209→ Downloaded blocking v1.6.2\n 210→ Downloaded bit-vec v0.8.0\n 211→ Downloaded bit-set v0.8.0\n 212→ Downloaded bevy_utils v0.17.3\n 213→ Downloaded bevy_state_macros v0.17.3\n 214→ Downloaded bevy_macro_utils v0.17.3\n 215→ Downloaded bevy_log v0.17.3\n 216→ Downloaded itertools v0.13.0\n 217→ Downloaded tracing-log v0.2.0\n 218→ Downloaded tracing-error v0.2.1\n 219→ Downloaded toml_datetime v0.7.3\n 220→ Downloaded sys-locale v0.3.2\n 221→ Downloaded strum_macros v0.26.4\n 222→ Downloaded spin v0.10.0\n 223→ Downloaded slab v0.4.11\n 224→ Downloaded signal-hook-mio v0.2.5\n 225→ Downloaded ctrlc v3.5.1\n 226→ Downloaded concurrent-queue v2.5.0\n 227→ Downloaded bevy_sprite_render v0.17.3\n 228→ Downloaded bevy_ratatui v0.10.0\n 229→ Downloaded bevy_a11y v0.17.3\n 230→ Downloaded async-channel v2.5.0\n 231→ Downloaded tokio-macros v2.6.0\n 232→ Downloaded termcolor v1.4.1\n 233→ Downloaded rectangle-pack v0.4.2\n 234→ Downloaded native-tls v0.2.14\n 235→ Downloaded self_cell v1.2.1\n 236→ Downloaded renderdoc-sys v1.1.0\n 237→ Downloaded bevy_asset_macros v0.17.3\n 238→ Downloaded async-fs v2.2.0\n 239→ Downloaded shlex v1.3.0\n 240→ Downloaded serde_urlencoded v0.7.1\n 241→ Downloaded jobserver v0.1.34\n 242→ Downloaded httparse v1.10.1\n 243→ Downloaded atomic-waker v1.1.2\n 244→ Downloaded sync_wrapper v1.0.2\n 245→ Downloaded svg_fmt v0.4.5\n 246→ Downloaded strum v0.26.3\n 247→ Downloaded owo-colors v4.2.3\n 248→ Downloaded ipnet v2.11.0\n 249→ Downloaded hyper-rustls v0.27.7\n 250→ Downloaded hyper v1.8.1\n 251→ Downloaded const-fnv1a-hash v1.1.0\n 252→ Downloaded cfg_aliases v0.2.1\n 253→ Downloaded bevy_render_macros v0.17.3\n 254→ Downloaded bevy_color v0.17.3\n 255→ Downloaded miniz_oxide v0.8.9\n 256→ Downloaded litrs v1.0.0\n 257→ Downloaded instability v0.3.10\n 258→ Downloaded http-body-util v0.1.3\n 259→ Downloaded gpu-alloc v0.6.0\n 260→ Downloaded futures-sink v0.3.31\n 261→ Downloaded darling_macro v0.20.11\n 262→ Downloaded bevy_shader v0.17.3\n 263→ Downloaded atomicow v1.1.0\n 264→ Downloaded pkg-config v0.3.32\n 265→ Downloaded paste v1.0.15\n 266→ Downloaded nonmax v0.5.5\n 267→ Downloaded lazy_static v1.5.0\n 268→ Downloaded indoc v2.0.7\n 269→ Downloaded idna_adapter v1.2.1\n 270→ Downloaded ident_case v1.0.1\n 271→ Downloaded icu_collections v2.1.1\n 272→ Downloaded gpu-descriptor-types v0.2.0\n 273→ Downloaded gpu-descriptor v0.3.2\n 274→ Downloaded futures-task v0.3.31\n 275→ Downloaded ash v0.38.0+1.3.281\n 276→ Downloaded pin-utils v0.1.0\n 277→ Downloaded offset-allocator v0.2.0\n 278→ Downloaded mime v0.3.17\n 279→ Downloaded litemap v0.8.1\n 280→ Downloaded indenter v0.3.4\n 281→ Downloaded guillotiere v0.6.2\n 282→ Downloaded hyper-tls v0.6.0\n 283→ Downloaded bevy_ptr v0.17.3\n 284→ Downloaded bevy_platform v0.17.3\n 285→ Downloaded matchers v0.2.0\n 286→ Downloaded http-body v1.0.1\n 287→ Downloaded fontdb v0.16.2\n 288→ Downloaded bevy_picking v0.17.3\n 289→ Downloaded euclid v0.22.11\n 290→ Downloaded bevy_dylib v0.17.3\n 291→ Downloaded openssl-sys v0.9.111\n 292→ Downloaded icu_normalizer_data v2.1.1\n 293→ Downloaded icu_normalizer v2.1.1\n 294→ Downloaded half v2.7.1\n 295→ Downloaded icu_locale_core v2.1.1\n 296→ Downloaded bevy_sprite v0.17.3\n 297→ Downloaded bevy_reflect_derive v0.17.3\n 298→ Downloaded event-listener v5.4.1\n 299→ Downloaded constgebra v0.1.4\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "# bevy_ratatui 0.10.0 API Usage Guide\n\n## Main Structs & Modules\n\n**Core Components:**\n- `RatatuiContext` - A Bevy Resource wrapping the ratatui Terminal for drawing operations\n- `RatatuiPlugins` - Plugin group containing all necessary Ratatui functionality\n- `KeyMessage` - Keyboard event type from the `event` module\n\n**Available Modules:**\n- `bevy_ratatui::context` - Terminal context management\n- `bevy_ratatui::event` - Event handling including keyboard input\n- `bevy_ratatui::cleanup` - Resource cleanup utilities\n- `bevy_ratatui::error` - Error handling\n- `bevy_ratatui::mouse` - Mouse input handling\n- `bevy_ratatui::kitty` - Kitty terminal support\n- `bevy_ratatui::translation` - Input translation utilities\n\n## Basic Usage Pattern\n\nInitialize the plugin group in your Bevy app:\n```rust\nApp::new()\n .add_plugins(RatatuiPlugins::default())\n```\n\n**Drawing to Terminal:**\nAccess `RatatuiContext` as a `ResMut` resource and call its draw method with a closure to render widgets to the terminal area.\n\n**Handling Keyboard Input:**\nUse `MessageReader<KeyMessage>` in systems to receive keyboard events. The message contains a `code` field matching `ratatui::crossterm::event::KeyCode` variants for conditional input handling.\n\nThe documentation coverage is approximately 79.63% complete." | |
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| "result": "# bevy_ratatui 0.10.0 API Usage Guide\n\n## Main Structs & Modules\n\n**Core Components:**\n- `RatatuiContext` - A Bevy Resource wrapping the ratatui Terminal for drawing operations\n- `RatatuiPlugins` - Plugin group containing all necessary Ratatui functionality\n- `KeyMessage` - Keyboard event type from the `event` module\n\n**Available Modules:**\n- `bevy_ratatui::context` - Terminal context management\n- `bevy_ratatui::event` - Event handling including keyboard input\n- `bevy_ratatui::cleanup` - Resource cleanup utilities\n- `bevy_ratatui::error` - Error handling\n- `bevy_ratatui::mouse` - Mouse input handling\n- `bevy_ratatui::kitty` - Kitty terminal support\n- `bevy_ratatui::translation` - Input translation utilities\n\n## Basic Usage Pattern\n\nInitialize the plugin group in your Bevy app:\n```rust\nApp::new()\n .add_plugins(RatatuiPlugins::default())\n```\n\n**Drawing to Terminal:**\nAccess `RatatuiContext` as a `ResMut` resource and call its draw method with a closure to render widgets to the terminal area.\n\n**Handling Keyboard Input:**\nUse `MessageReader<KeyMessage>` in systems to receive keyboard events. The message contains a `code` field matching `ratatui::crossterm::event::KeyCode` variants for conditional input handling.\n\nThe documentation coverage is approximately 79.63% complete.", | |
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| "text": "Now I understand the issues. Let me fix the code - bevy 0.17 renamed `Event` to `Message` and the bevy_ratatui API changed. Let me update the files:" | |
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| "content": " 1→//! Background AI worker for non-blocking narrative generation.\n 2→\n 3→use bevy::prelude::*;\n 4→use std::sync::Arc;\n 5→use tokio::sync::mpsc;\n 6→\n 7→use super::bridge::{\n 8→ ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n 9→};\n 10→use super::prompts::RoomContent;\n 11→use crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n 12→\n 13→/// Plugin for the AI worker system.\n 14→pub fn plugin(app: &mut App) {\n 15→ app.add_event::<NarrativeRequest>()\n 16→ .add_event::<NarrativeResponse>()\n 17→ .init_resource::<AiWorkerChannels>()\n 18→ .add_systems(Startup, spawn_ai_worker)\n 19→ .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n 20→}\n 21→\n 22→/// Requests that can be sent to the AI worker.\n 23→#[derive(Debug, Clone)]\n 24→pub enum Narra**********tKind {\n 25→ RoomDescription {\n 26→ room: Room,\n 27→ contents: Vec<RoomContentData>,\n 28→ },\n 29→ MonsterDialogue {\n 30→ monster: MonsterKind,\n 31→ player_health_percent: f32,\n 32→ },\n 33→ InterpretAction {\n 34→ action: String,\n 35→ context: String,\n 36→ },\n 37→ DeathNarration {\n 38→ cause: String,\n 39→ floor: i32,\n 40→ },\n 41→ LoreDiscovery {\n 42→ item_name: String,\n 43→ location_description: String,\n 44→ },\n 45→}\n 46→\n 47→/// Serializable version of RoomContent for sending through channels.\n 48→#[derive(Debug, Clone)]\n 49→pub enum RoomContentData {\n 50→ Monster(MonsterKind),\n 51→ Item(ItemKind),\n 52→}\n 53→\n 54→impl From<&RoomContentData> for RoomContent {\n 55→ fn from(data: &RoomContentData) -> Self {\n 56→ match data {\n 57→ RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n 58→ RoomContentData::Item(kind) => RoomContent::Item(*kind),\n 59→ }\n 60→ }\n 61→}\n 62→\n 63→/// Event for requesting AI-generated narrative.\n 64→#[derive(Event, Debug, Clone)]\n 65→pub struct NarrativeRequest {\n 66→ pub id: u64,\n 67→ pub kind: NarrativeRequestKind,\n 68→ pub target_entity: Option<Entity>,\n 69→}\n 70→\n 71→/// Responses from the AI worker.\n 72→#[derive(Debug, Clone)]\n 73→pub enum Narra***********eKind {\n 74→ RoomDescription(Description),\n 75→ MonsterDialogue(Dialogue),\n 76→ ActionResult(ActionInterpretation),\n 77→ DeathNarration(DeathNarration),\n 78→ LoreDiscovery(LoreDiscovery),\n 79→ Error(String),\n 80→}\n 81→\n 82→/// Event for receiving AI-generated narrative.\n 83→#[derive(Event, Debug, Clone)]\n 84→pub struct NarrativeResponse {\n 85→ pub request_id: u64,\n 86→ pub kind: NarrativeResponseKind,\n 87→ pub target_entity: Option<Entity>,\n 88→}\n 89→\n 90→/// Internal message type for the worker channel.\n 91→#[derive(Debug)]\n 92→struct WorkerRequest {\n 93→ id: u64,\n 94→ kind: NarrativeRequestKind,\n 95→ target_entity: Option<Entity>,\n 96→}\n 97→\n 98→/// Channels for communicating with the AI worker.\n 99→#[derive(Resource)]\n 100→pub struct AiWorkerChannels {\n 101→ request_tx: mpsc::Sender<WorkerRequest>,\n 102→ response_rx: mpsc::Receiver<NarrativeResponse>,\n 103→ next_request_id: u64,\n 104→}\n 105→\n 106→impl Default for AiWorkerChannels {\n 107→ fn default() -> Self {\n 108→ // Create channels with reasonable buffer sizes\n 109→ let (request_tx, _) = mpsc::channel(32);\n 110→ let (_, response_rx) = mpsc::channel(32);\n 111→\n 112→ Self {\n 113→ request_tx,\n 114→ response_rx,\n 115→ next_request_id: 0,\n 116→ }\n 117→ }\n 118→}\n 119→\n 120→impl AiWorkerChannels {\n 121→ fn next_id(&mut self) -> u64 {\n 122→ let id = self.next_request_id;\n 123→ self.next_request_id = self.next_request_id.wrapping_add(1);\n 124→ id\n 125→ }\n 126→}\n 127→\n 128→/// Spawns the background AI worker task.\n 129→fn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n 130→ let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n 131→ let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n 132→\n 133→ let config = config.clone();\n 134→\n 135→ // Spawn the tokio runtime and worker task\n 136→ std::thread::spawn(move || {\n 137→ let rt = tokio::runtime::Builder::new_multi_thread()\n 138→ .worker_threads(2)\n 139→ .enable_all()\n 140→ .build()\n 141→ .expect(\"Failed to create tokio runtime\");\n 142→\n 143→ rt.block_on(async move {\n 144→ let bridge = AiBridge::new(&config);\n 145→\n 146→ // Check if AI is available\n 147→ if !bridge.is_available().await {\n 148→ tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n 149→ }\n 150→\n 151→ while let Some(request) = request_rx.recv().await {\n 152→ let response = process_request(&bridge, &request).await;\n 153→\n 154→ if response_tx.send(response).await.is_err() {\n 155→ tracing::error!(\"Failed to send response - main thread disconnected\");\n 156→ break;\n 157→ }\n 158→ }\n 159→ });\n 160→ });\n 161→\n 162→ commands.insert_resource(AiWorkerChannels {\n 163→ request_tx,\n 164→ response_rx,\n 165→ next_request_id: 0,\n 166→ });\n 167→}\n 168→\n 169→/// Process a single request using the AI bridge.\n 170→async fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n 171→ let kind = match &request.kind {\n 172→ NarrativeRequestKind::RoomDescription { room, contents } => {\n 173→ let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n 174→ match bridge.generate_room_description(room, &contents_ref).await {\n 175→ Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n 176→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 177→ }\n 178→ }\n 179→ NarrativeRequestKind::MonsterDialogue {\n 180→ monster,\n 181→ player_health_percent,\n 182→ } => match bridge\n 183→ .generate_monster_dialogue(*monster, *player_health_percent)\n 184→ .await\n 185→ {\n 186→ Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n 187→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 188→ },\n 189→ NarrativeRequestKind::InterpretAction { action, context } => {\n 190→ match bridge.interpret_action(action, context).await {\n 191→ Ok(result) => NarrativeResponseKind::ActionResult(result),\n 192→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 193→ }\n 194→ }\n 195→ NarrativeRequestKind::DeathNarration { cause, floor } => {\n 196→ match bridge.generate_death_narration(cause, *floor).await {\n 197→ Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n 198→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 199→ }\n 200→ }\n 201→ NarrativeRequestKind::LoreDiscovery {\n 202→ item_name,\n 203→ location_description,\n 204→ } => match bridge.generate_lore(item_name, location_description).await {\n 205→ Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n 206→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 207→ },\n 208→ };\n 209→\n 210→ NarrativeResponse {\n 211→ request_id: request.id,\n 212→ kind,\n 213→ target_entity: request.target_entity,\n 214→ }\n 215→}\n 216→\n 217→/// System to send narrative requests to the worker.\n 218→fn send_requests_to_worker(\n 219→ mut events: EventReader<NarrativeRequest>,\n 220→ mut channels: ResMut<AiWorkerChannels>,\n 221→) {\n 222→ for event in events.read() {\n 223→ let request = WorkerRequest {\n 224→ id: event.id,\n 225→ kind: event.kind.clone(),\n 226→ target_entity: event.target_entity,\n 227→ };\n 228→\n 229→ // Try to send without blocking\n 230→ if channels.request_tx.try_send(request).is_err() {\n 231→ tracing::warn!(\"AI worker queue full - request dropped\");\n 232→ }\n 233→ }\n 234→}\n 235→\n 236→/// System to receive responses from the worker.\n 237→fn receive_responses_from_worker(\n 238→ mut channels: ResMut<AiWorkerChannels>,\n 239→ mut events: EventWriter<NarrativeResponse>,\n 240→) {\n 241→ // Non-blocking receive of all available responses\n 242→ while let Ok(response) = channels.response_rx.try_recv() {\n 243→ events.write(response);\n 244→ }\n 245→}\n 246→\n 247→/// Helper to create a room description request.\n 248→pub fn request_room_description(\n 249→ request_tx: &mut EventWriter<NarrativeRequest>,\n 250→ id: u64,\n 251→ room: Room,\n 252→ contents: Vec<RoomContentData>,\n 253→ target_entity: Option<Entity>,\n 254→) {\n 255→ request_tx.write(NarrativeRequest {\n 256→ id,\n 257→ kind: NarrativeRequestKind::RoomDescription { room, contents },\n 258→ target_entity,\n 259→ });\n 260→}\n 261→\n 262→/// Helper to create a monster dialogue request.\n 263→pub fn request_monster_dialogue(\n 264→ request_tx: &mut EventWriter<NarrativeRequest>,\n 265→ id: u64,\n 266→ monster: MonsterKind,\n 267→ player_health_percent: f32,\n 268→ target_entity: Option<Entity>,\n 269→) {\n 270→ request_tx.write(NarrativeRequest {\n 271→ id,\n 272→ kind: NarrativeRequestKind::MonsterDialogue {\n 273→ monster,\n 274→ player_health_percent,\n 275→ },\n 276→ target_entity,\n 277→ });\n 278→}\n 279→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse std::sync::Arc;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_event::<NarrativeRequest>()\n .add_event::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Event for requesting AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Event for receiving AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\nimpl AiWorkerChannels {\n fn next_id(&mut self) -> u64 {\n let id = self.next_request_id;\n self.next_request_id = self.next_request_id.wrapping_add(1);\n id\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut events: EventReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for event in events.read() {\n let request = WorkerRequest {\n id: event.id,\n kind: event.kind.clone(),\n target_entity: event.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut events: EventWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n events.write(response);\n }\n}\n\n/// Helper to create a room description request.\npub fn request_room_description(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\npub fn request_monster_dialogue(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n", | |
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| "text": "Now I need to update the code to use Bevy 0.17's new API. The main changes are:\n1. `Event` → `Message` \n2. `EventReader` → `MessageReader`\n3. `EventWriter` → `MessageWriter`\n4. `add_event` → `add_message`\n5. `on_event` → `on_message`\n6. bevy_ratatui API changes\n\nLet me update the files:" | |
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| "content": "//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_message::<NarrativeRequest>()\n .add_message::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Message for requesting AI-generated narrative.\n#[derive(Message, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Message for receiving AI-generated narrative.\n#[derive(Message, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n #[allow(dead_code)]\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut messages: MessageReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for message in messages.read() {\n let request = WorkerRequest {\n id: message.id,\n kind: message.kind.clone(),\n target_entity: message.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut messages: MessageWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n messages.write(response);\n }\n}\n\n/// Helper to create a room description request.\n#[allow(dead_code)]\npub fn request_room_description(\n request_tx: &mut MessageWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\n#[allow(dead_code)]\npub fn request_monster_dialogue(\n request_tx: &mut MessageWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n" | |
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| [2025-12-07T23:11:10.911Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DP8ZxJm4F6gH5ykphtbqnb","type":"tool_result","content":"The file /tmp/gh-issue-solver-1765148430436/src/ai/worker.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Background AI worker for non-blocking narrative generation.\n 2→\n 3→use bevy::prelude::*;\n 4→use tokio::sync::mpsc;\n 5→\n 6→use super::bridge::{\n 7→ ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n 8→};\n 9→use super::prompts::RoomContent;\n 10→use crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n 11→\n 12→/// Plugin for the AI worker system.\n 13→pub fn plugin(app: &mut App) {\n 14→ app.add_message::<NarrativeRequest>()\n 15→ .add_message::<NarrativeResponse>()\n 16→ .init_resource::<AiWorkerChannels>()\n 17→ .add_systems(Startup, spawn_ai_worker)\n 18→ .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n 19→}\n 20→\n 21→/// Requests that can be sent to the AI worker.\n 22→#[derive(Debug, Clone)]\n 23→pub enum Narra**********tKind {\n 24→ RoomDescription {\n 25→ room: Room,\n 26→ contents: Vec<RoomContentData>,\n 27→ },\n 28→ MonsterDialogue {\n 29→ monster: MonsterKind,\n 30→ player_health_percent: f32,\n 31→ },\n 32→ InterpretAction {\n 33→ action: String,\n 34→ context: String,\n 35→ },\n 36→ DeathNarration {\n 37→ cause: String,\n 38→ floor: i32,\n 39→ },\n 40→ LoreDiscovery {\n 41→ item_name: String,\n 42→ location_description: String,\n 43→ },\n 44→}\n 45→\n 46→/// Serializable version of RoomContent for sending through channels.\n 47→#[derive(Debug, Clone)]\n 48→pub enum RoomContentData {\n 49→ Monster(MonsterKind),\n 50→ Item(ItemKind),\n 51→}\n 52→\n 53→impl From<&RoomContentData> for RoomContent {\n 54→ fn from(data: &RoomContentData) -> Self {\n 55→ match data {\n 56→ RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n 57→ RoomContentData::Item(kind) => RoomContent::Item(*kind),\n 58→ }\n 59→ }\n 60→}\n 61→\n 62→/// Message for requesting AI-generated narrative.\n 63→#[derive(Message, Debug, Clone)]\n 64→pub struct NarrativeRequest {\n 65→ pub id: u64,\n 66→ pub kind: NarrativeRequestKind,\n 67→ pub target_entity: Option<Entity>,\n 68→}\n 69→\n 70→/// Responses from the AI worker.\n 71→#[derive(Debug, Clone)]\n 72→pub enum Narra***********eKind {\n 73→ RoomDescription(Description),\n 74→ MonsterDialogue(Dialogue),\n 75→ ActionResult(ActionInterpretation),\n 76→ DeathNarration(DeathNarration),\n 77→ LoreDiscovery(LoreDiscovery),\n 78→ Error(String),\n 79→}\n 80→\n 81→/// Message for receiving AI-generated narrative.\n 82→#[derive(Message, Debug, Clone)]\n 83→pub struct NarrativeResponse {\n 84→ pub request_id: u64,\n 85→ pub kind: NarrativeResponseKind,\n 86→ pub target_entity: Option<Entity>,\n 87→}\n 88→\n 89→/// Internal message type for the worker channel.\n 90→#[derive(Debug)]\n 91→struct WorkerRequest {\n 92→ id: u64,\n 93→ kind: NarrativeRequestKind,\n 94→ target_entity: Option<Entity>,\n 95→}\n 96→\n 97→/// Channels for communicating with the AI worker.\n 98→#[derive(Resource)]\n 99→pub struct AiWorkerChannels {\n 100→ request_tx: mpsc::Sender<WorkerRequest>,\n 101→ response_rx: mpsc::Receiver<NarrativeResponse>,\n 102→ #[allow(dead_code)]\n 103→ next_request_id: u64,\n 104→}\n 105→\n 106→impl Default for AiWorkerChannels {\n 107→ fn default() -> Self {\n 108→ // Create channels with reasonable buffer sizes\n 109→ let (request_tx, _) = mpsc::channel(32);\n 110→ let (_, response_rx) = mpsc::channel(32);\n 111→\n 112→ Self {\n 113→ request_tx,\n 114→ response_rx,\n 115→ next_request_id: 0,\n 116→ }\n 117→ }\n 118→}\n 119→\n 120→/// Spawns the background AI worker task.\n 121→fn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n 122→ let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n 123→ let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n 124→\n 125→ let config = config.clone();\n 126→\n 127→ // Spawn the tokio runtime and worker task\n 128→ std::thread::spawn(move || {\n 129→ let rt = tokio::runtime::Builder::new_multi_thread()\n 130→ .worker_threads(2)\n 131→ .enable_all()\n 132→ .build()\n 133→ .expect(\"Failed to create tokio runtime\");\n 134→\n 135→ rt.block_on(async move {\n 136→ let bridge = AiBridge::new(&config);\n 137→\n 138→ // Check if AI is available\n 139→ if !bridge.is_available().await {\n 140→ tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n 141→ }\n 142→\n 143→ while let Some(request) = request_rx.recv().await {\n 144→ let response = process_request(&bridge, &request).await;\n 145→\n 146→ if response_tx.send(response).await.is_err() {\n 147→ tracing::error!(\"Failed to send response - main thread disconnected\");\n 148→ break;\n 149→ }\n 150→ }\n 151→ });\n 152→ });\n 153→\n 154→ commands.insert_resource(AiWorkerChannels {\n 155→ request_tx,\n 156→ response_rx,\n 157→ next_request_id: 0,\n 158→ });\n 159→}\n 160→\n 161→/// Process a single request using the AI bridge.\n 162→async fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n 163→ let kind = match &request.kind {\n 164→ NarrativeRequestKind::RoomDescription { room, contents } => {\n 165→ let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n 166→ match bridge.generate_room_description(room, &contents_ref).await {\n 167→ Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n 168→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 169→ }\n 170→ }\n 171→ NarrativeRequestKind::MonsterDialogue {\n 172→ monster,\n 173→ player_health_percent,\n 174→ } => match bridge\n 175→ .generate_monster_dialogue(*monster, *player_health_percent)\n 176→ .await\n 177→ {\n 178→ Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n 179→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 180→ },\n 181→ NarrativeRequestKind::InterpretAction { action, context } => {\n 182→ match bridge.interpret_action(action, context).await {\n 183→ Ok(result) => NarrativeResponseKind::ActionResult(result),\n 184→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 185→ }\n 186→ }\n 187→ NarrativeRequestKind::DeathNarration { cause, floor } => {\n 188→ match bridge.generate_death_narration(cause, *floor).await {\n 189→ Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n 190→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 191→ }\n 192→ }\n 193→ NarrativeRequestKind::LoreDiscovery {\n 194→ item_name,\n 195→ location_description,\n 196→ } => match bridge.generate_lore(item_name, location_description).await {\n 197→ Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n 198→ Err(e) => NarrativeResponseKind::Error(e.to_string()),\n 199→ },\n 200→ };\n 201→\n 202→ NarrativeResponse {\n 203→ request_id: request.id,\n 204→ kind,\n 205→ target_entity: request.target_entity,\n 206→ }\n 207→}\n 208→\n 209→/// System to send narrative requests to the worker.\n 210→fn send_requests_to_worker(\n 211→ mut messages: MessageReader<NarrativeRequest>,\n 212→ mut channels: ResMut<AiWorkerChannels>,\n 213→) {\n 214→ for message in messages.read() {\n 215→ let request = WorkerRequest {\n 216→ id: message.id,\n 217→ kind: message.kind.clone(),\n 218→ target_entity: message.target_entity,\n 219→ };\n 220→\n 221→ // Try to send without blocking\n 222→ if channels.request_tx.try_send(request).is_err() {\n 223→ tracing::warn!(\"AI worker queue full - request dropped\");\n 224→ }\n 225→ }\n 226→}\n 227→\n 228→/// System to receive responses from the worker.\n 229→fn receive_responses_from_worker(\n 230→ mut channels: ResMut<AiWorkerChannels>,\n 231→ mut messages: MessageWriter<NarrativeResponse>,\n 232→) {\n 233→ // Non-blocking receive of all available responses\n 234→ while let Ok(response) = channels.response_rx.try_recv() {\n 235→ messages.write(response);\n 236→ }\n 237→}\n 238→\n 239→/// Helper to create a room description request.\n 240→#[allow(dead_code)]\n 241→pub fn request_room_description(\n 242→ request_tx: &mut MessageWriter<NarrativeRequest>,\n 243→ id: u64,\n 244→ room: Room,\n 245→ contents: Vec<RoomContentData>,\n 246→ target_entity: Option<Entity>,\n 247→) {\n 248→ request_tx.write(NarrativeRequest {\n 249→ id,\n 250→ kind: NarrativeRequestKind::RoomDescription { room, contents },\n 251→ target_entity,\n 252→ });\n 253→}\n 254→\n 255→/// Helper to create a monster dialogue request.\n 256→#[allow(dead_code)]\n 257→pub fn request_monster_dialogue(\n 258→ request_tx: &mut MessageWriter<NarrativeRequest>,\n 259→ id: u64,\n 260→ monster: MonsterKind,\n 261→ player_health_percent: f32,\n 262→ target_entity: Option<Entity>,\n 263→) {\n 264→ request_tx.write(NarrativeRequest {\n 265→ id,\n 266→ kind: NarrativeRequestKind::MonsterDialogue {\n 267→ monster,\n 268→ player_health_percent,\n 269→ },\n 270→ target_entity,\n 271→ });\n 272→}\n 273→"}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"233126ea-8cde-4809-8ca4-0aae8ef8f2f3","tool_use_result":{"type":"update","filePath":"/tmp/gh-issue-solver-1765148430436/src/ai/worker.rs","content":"//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_message::<NarrativeRequest>()\n .add_message::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Message for requesting AI-generated narrative.\n#[derive(Message, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Message for receiving AI-generated narrative.\n#[derive(Message, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n #[allow(dead_code)]\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomConte | |
| [2025-12-07T23:11:10.913Z] [INFO] nt> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut messages: MessageReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for message in messages.read() {\n let request = WorkerRequest {\n id: message.id,\n kind: message.kind.clone(),\n target_entity: message.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut messages: MessageWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n messages.write(response);\n }\n}\n\n/// Helper to create a room description request.\n#[allow(dead_code)]\npub fn request_room_description(\n request_tx: &mut MessageWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\n#[allow(dead_code)]\npub fn request_monster_dialogue(\n request_tx: &mut MessageWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n","structuredPatch":[{"oldStart":1,"oldLines":7,"newStart":1,"newLines":6,"lines":[" //! Background AI worker for non-blocking narrative generation."," "," use bevy::prelude::*;","-use std::sync::Arc;"," use tokio::sync::mpsc;"," "," use super::bridge::{"]},{"oldStart":12,"oldLines":8,"newStart":11,"newLines":8,"lines":[" "," /// Plugin for the AI worker system."," pub fn plugin(app: &mut App) {","- app.add_event::<NarrativeRequest>()","- .add_event::<NarrativeResponse>()","+ app.add_message::<NarrativeRequest>()","+ .add_message::<NarrativeResponse>()"," .init_resource::<AiWorkerChannels>()"," .add_systems(Startup, spawn_ai_worker)"," .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));"]},{"oldStart":60,"oldLines":8,"newStart":59,"newLines":8,"lines":[" }"," }"," ","-/// Event for requesting AI-generated narrative.","-#[derive(Event, Debug, Clone)]","+/// Message for requesting AI-generated narrative.","+#[derive(Message, Debug, Clone)]"," pub struct NarrativeRequest {"," pub id: u64,"," pub kind: NarrativeRequestKind,"]},{"oldStart":79,"oldLines":8,"newStart":78,"newLines":8,"lines":[" Error(String),"," }"," ","-/// Event for receiving AI-generated narrative.","-#[derive(Event, Debug, Clone)]","+/// Message for receiving AI-generated narrative.","+#[derive(Message, Debug, Clone)]"," pub struct NarrativeResponse {"," pub request_id: u64,"," pub kind: NarrativeResponseKind,"]},{"oldStart":100,"oldLines":6,"newStart":99,"newLines":7,"lines":[" pub struct AiWorkerChannels {"," request_tx: mpsc::Sender<WorkerRequest>,"," response_rx: mpsc::Receiver<NarrativeResponse>,","+ #[allow(dead_code)]"," next_request_id: u64,"," }"," "]},{"oldStart":117,"oldLines":14,"newStart":117,"newLines":6,"lines":[" }"," }"," ","-impl AiWorkerChannels {","- fn next_id(&mut self) -> u64 {","- let id = self.next_request_id;","- self.next_request_id = self.next_request_id.wrapping_add(1);","- id","- }","-}","-"," /// Spawns the background AI worker task."," fn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {"," let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);"]},{"oldStart":216,"oldLines":14,"newStart":208,"newLines":14,"lines":[" "," /// System to send narrative requests to the worker."," fn send_requests_to_worker(","- mut events: EventReader<NarrativeRequest>,","+ mut messages: MessageReader<NarrativeRequest>,"," mut channels: ResMut<AiWorkerChannels>,"," ) {","- for event in events.read() {","+ for message in messages.read() {"," let request = WorkerRequest {","- id: event.id,","- kind: event.kind.clone(),","- target_entity: event.target_entity,","+ id: message.id,","+ kind: message.kind.clone(),","+ target_entity: message.target_entity,"," };"," "," // Try to send without blocking"]},{"oldStart":236,"oldLines":17,"newStart":228,"newLines":18,"lines":[" /// System to receive responses from the worker."," fn receive_responses_from_worker("," mut channels: ResMut<AiWorkerChannels>,","- mut events: EventWriter<NarrativeResponse>,","+ mut messages: MessageWriter<NarrativeResponse>,"," ) {"," // Non-blocking receive of all available responses"," while let Ok(response) = channels.response_rx.try_recv() {","- events.write(response);","+ messages.write(response);"," }"," }"," "," /// Helper to create a room description request.","+#[allow(dead_code)]"," pub fn request_room_description(","- request_tx: &mut EventWriter<NarrativeRequest>,","+ request_tx: &mut MessageWriter<NarrativeRequest>,"," id: u64,"," room: Room,"," contents: Vec<RoomContentData>,"]},{"oldStart":260,"oldLines":8,"newStart":253,"newLines":9,"lines":[" }"," "," /// Helper to create a monster dialogue request.","+#[allow(dead_code)]"," pub fn request_monster_dialogue(","- request_tx: &mut EventWriter<NarrativeRequest>,","+ request_tx: &mut MessageWriter<NarrativeRequest>,"," id: u64,"," monster: MonsterKind,"," player_health_percent: f32,"]}],"originalFile":"//! Background AI worker for non-blocking narrative generation.\n\nuse bevy::prelude::*;\nuse std::sync::Arc;\nuse tokio::sync::mpsc;\n\nuse super::bridge::{\n ActionInterpretation, AiBridge, AiBridgeConfig, DeathNarration, LoreDiscovery,\n};\nuse super::prompts::RoomContent;\nuse crate::game::{Description, Dialogue, ItemKind, MonsterKind, Room};\n\n/// Plugin for the AI worker system.\npub fn plugin(app: &mut App) {\n app.add_event::<NarrativeRequest>()\n .add_event::<NarrativeResponse>()\n .init_resource::<AiWorkerChannels>()\n .add_systems(Startup, spawn_ai_worker)\n .add_systems(Update, (send_requests_to_worker, receive_responses_from_worker));\n}\n\n/// Requests that can be sent to the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra**********tKind {\n RoomDescription {\n room: Room,\n contents: Vec<RoomContentData>,\n },\n MonsterDialogue {\n monster: MonsterKind,\n player_health_percent: f32,\n },\n InterpretAction {\n action: String,\n context: String,\n },\n DeathNarration {\n cause: String,\n floor: i32,\n },\n LoreDiscovery {\n item_name: String,\n location_description: String,\n },\n}\n\n/// Serializable version of RoomContent for sending through channels.\n#[derive(Debug, Clone)]\npub enum RoomContentData {\n Monster(MonsterKind),\n Item(ItemKind),\n}\n\nimpl From<&RoomContentData> for RoomContent {\n fn from(data: &RoomContentData) -> Self {\n match data {\n RoomContentData::Monster(kind) => RoomContent::Monster(*kind),\n RoomContentData::Item(kind) => RoomContent::Item(*kind),\n }\n }\n}\n\n/// Event for requesting AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeRequest {\n pub id: u64,\n pub kind: NarrativeRequestKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Responses from the AI worker.\n#[derive(Debug, Clone)]\npub enum Narra***********eKind {\n RoomDescription(Description),\n MonsterDialogue(Dialogue),\n ActionResult(ActionInterpretation),\n DeathNarration(DeathNarration),\n LoreDiscovery(LoreDiscovery),\n Error(String),\n}\n\n/// Event for receiving AI-generated narrative.\n#[derive(Event, Debug, Clone)]\npub struct NarrativeResponse {\n pub request_id: u64,\n pub kind: NarrativeResponseKind,\n pub target_entity: Option<Entity>,\n}\n\n/// Internal message type for the worker channel.\n#[derive(Debug)]\nstruct WorkerRequest {\n id: u64,\n kind: NarrativeRequestKind,\n target_entity: Option<Entity>,\n}\n\n/// Channels for communicating with the AI worker.\n#[derive(Resource)]\npub struct AiWorkerChannels {\n request_tx: mpsc::Sender<WorkerRequest>,\n response_rx: mpsc::Receiver<NarrativeResponse>,\n next_request_id: u64,\n}\n\nimpl Default for AiWorkerChannels {\n fn default() -> Self {\n // Create channels with reasonable buffer sizes\n let (request_tx, _) = mpsc::channel(32);\n let (_, response_rx) = mpsc::channel(32);\n\n Self {\n request_tx,\n response_rx,\n next_request_id: 0,\n }\n }\n}\n\nimpl AiWorkerChannels {\n fn next_id(&mut self) -> u64 {\n let id = self.next_request_id;\n self.next_request_id = self.next_request_id.wrapping_add(1);\n id\n }\n}\n\n/// Spawns the background AI worker task.\nfn spawn_ai_worker(mut commands: Commands, config: Res<AiBridgeConfig>) {\n let (request_tx, mut request_rx) = mpsc::channel::<WorkerRequest>(32);\n let (response_tx, response_rx) = mpsc::channel::<NarrativeResponse>(32);\n\n let config = config.clone();\n\n // Spawn the tokio runtime and worker task\n std::thread::spawn(move || {\n let rt = tokio::runtime::Builder::new_multi_thread()\n .worker_threads(2)\n .enable_all()\n .build()\n .expect(\"Failed to create tokio runtime\");\n\n rt.block_on(async move {\n let bridge = AiBridge::new(&config);\n\n // Check if AI is available\n if !bridge.is_available().await {\n tracing::warn!(\"Ollama is not available - AI features will use fallback responses\");\n }\n\n while let Some(request) = request_rx.recv().await {\n let response = process_request(&bridge, &request).await;\n\n if response_tx.send(response).await.is_err() {\n tracing::error!(\"Failed to send response - main thread disconnected\");\n break;\n }\n }\n });\n });\n\n commands.insert_resource(AiWorkerChannels {\n request_tx,\n response_rx,\n next_request_id: 0,\n });\n}\n\n/// Process a single request using the AI bridge.\nasync fn process_request(bridge: &AiBridge, request: &WorkerRequest) -> NarrativeResponse {\n let kind = match &request.kind {\n NarrativeRequestKind::RoomDescription { room, contents } => {\n let contents_ref: Vec<RoomContent> = contents.iter().map(|c| c.into()).collect();\n match bridge.generate_room_description(room, &contents_ref).await {\n Ok(desc) => NarrativeResponseKind::RoomDescription(desc),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n } => match bridge\n .generate_monster_dialogue(*monster, *player_health_percent)\n .await\n {\n Ok(dialogue) => NarrativeResponseKind::MonsterDialogue(dialogue),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n NarrativeRequestKind::InterpretAction { action, context } => {\n match bridge.interpret_action(action, context).await {\n Ok(result) => NarrativeResponseKind::ActionResult(result),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::DeathNarration { cause, floor } => {\n match bridge.generate_death_narration(cause, *floor).await {\n Ok(narration) => NarrativeResponseKind::DeathNarration(narration),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n }\n }\n NarrativeRequestKind::LoreDiscovery {\n item_name,\n location_description,\n } => match bridge.generate_lore(item_name, location_description).await {\n Ok(lore) => NarrativeResponseKind::LoreDiscovery(lore),\n Err(e) => NarrativeResponseKind::Error(e.to_string()),\n },\n };\n\n NarrativeResponse {\n request_id: request.id,\n kind,\n target_entity: request.target_entity,\n }\n}\n\n/// System to send narrative requests to the worker.\nfn send_requests_to_worker(\n mut events: EventReader<NarrativeRequest>,\n mut channels: ResMut<AiWorkerChannels>,\n) {\n for event in events.read() {\n let request = WorkerRequest {\n id: event.id,\n kind: event.kind.clone(),\n target_entity: event.target_entity,\n };\n\n // Try to send without blocking\n if channels.request_tx.try_send(request).is_err() {\n tracing::warn!(\"AI worker queue full - request dropped\");\n }\n }\n}\n\n/// System to receive responses from the worker.\nfn receive_responses_from_worker(\n mut channels: ResMut<AiWorkerChannels>,\n mut events: EventWriter<NarrativeResponse>,\n) {\n // Non-blocking receive of all available responses\n while let Ok(response) = channels.response_rx.try_recv() {\n events.write(response);\n }\n}\n\n/// Helper to create a room description request.\npub fn request_room_description(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n room: Room,\n contents: Vec<RoomContentData>,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::RoomDescription { room, contents },\n target_entity,\n });\n}\n\n/// Helper to create a monster dialogue request.\npub fn request_monster_dialogue(\n request_tx: &mut EventWriter<NarrativeRequest>,\n id: u64,\n monster: MonsterKind,\n player_health_percent: f32,\n target_entity: Option<Entity>,\n) {\n request_tx.write(NarrativeRequest {\n id,\n kind: NarrativeRequestKind::MonsterDialogue {\n monster,\n player_health_percent,\n },\n target_entity,\n });\n}\n"}} | |
| [2025-12-07T23:11:14.326Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_019uHQvtewPwPpdz18G4xejg", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me update the game systems:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 6078, | |
| "cache_read_input_tokens": 78632, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 6078, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "91db7791-0a1b-406c-afaf-72d1045ab62e" | |
| } | |
| [2025-12-07T23:11:32.892Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_019uHQvtewPwPpdz18G4xejg", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01NHYRydbsFWrDhcezkrFzee", | |
| "name": "Write", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1765148430436/src/game/systems.rs", | |
| "content": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_message::<MoveIntent>()\n .add_message::<CombatEvent>()\n .add_message::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_message::<MoveIntent>),\n process_combat.run_if(on_message::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Message for movement intentions.\n#[derive(Message, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Message for combat actions.\n#[derive(Message, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Message for adding messages to the game log.\n#[derive(Message, Debug)]\n#[allow(dead_code)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut messages: MessageReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_messages: MessageWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n if let Ok(mut pos) = positions.get_mut(message.entity) {\n let new_x = pos.x + message.dx;\n let new_y = pos.y + message.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_messages.write(CombatEvent {\n attacker: message.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat messages.\nfn process_combat(\n mut messages: MessageReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =\n combatants.get_many_mut([message.attacker, message.defender]) else {\n continue;\n };\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(message.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(message.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n" | |
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| [2025-12-07T23:11:32.926Z] [INFO] { | |
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| "tool_use_id": "toolu_01NHYRydbsFWrDhcezkrFzee", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1765148430436/src/game/systems.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Core game systems for movement, combat, etc.\n 2→\n 3→use bevy::prelude::*;\n 4→\n 5→use super::{CombatStats, GameMap, Health, Monster, Player, Position};\n 6→\n 7→/// Plugin for game systems.\n 8→pub fn plugin(app: &mut App) {\n 9→ app.add_message::<MoveIntent>()\n 10→ .add_message::<CombatEvent>()\n 11→ .add_message::<GameLogEvent>()\n 12→ .init_resource::<GameLog>()\n 13→ .add_systems(\n 14→ Update,\n 15→ (\n 16→ process_movement.run_if(on_message::<MoveIntent>),\n 17→ process_combat.run_if(on_message::<CombatEvent>),\n 18→ cleanup_dead_entities,\n 19→ update_fov,\n 20→ )\n 21→ .chain(),\n 22→ );\n 23→}\n 24→\n 25→/// Message for movement intentions.\n 26→#[derive(Message, Debug)]\n 27→pub struct MoveIntent {\n 28→ pub entity: Entity,\n 29→ pub dx: i32,\n 30→ pub dy: i32,\n 31→}\n 32→\n 33→/// Message for combat actions.\n 34→#[derive(Message, Debug)]\n 35→pub struct CombatEvent {\n 36→ pub attacker: Entity,\n 37→ pub defender: Entity,\n 38→}\n 39→\n 40→/// Message for adding messages to the game log.\n 41→#[derive(Message, Debug)]\n 42→#[allow(dead_code)]\n 43→pub struct GameLogEvent {\n 44→ pub message: String,\n 45→}\n 46→\n 47→/// Resource for storing game log messages.\n 48→#[derive(Resource, Debug, Default)]\n 49→pub struct GameLog {\n 50→ pub messages: Vec<String>,\n 51→ pub max_messages: usize,\n 52→}\n 53→\n 54→impl GameLog {\n 55→ pub fn new(max_messages: usize) -> Self {\n 56→ Self {\n 57→ messages: Vec::new(),\n 58→ max_messages,\n 59→ }\n 60→ }\n 61→\n 62→ pub fn add(&mut self, message: impl Into<String>) {\n 63→ self.messages.push(message.into());\n 64→ if self.messages.len() > self.max_messages {\n 65→ self.messages.remove(0);\n 66→ }\n 67→ }\n 68→\n 69→ pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n 70→ self.messages.iter().rev().take(count)\n 71→ }\n 72→}\n 73→\n 74→/// Process movement intentions.\n 75→fn process_movement(\n 76→ mut messages: MessageReader<MoveIntent>,\n 77→ mut positions: Query<&mut Position>,\n 78→ monsters: Query<(Entity, &Position), With<Monster>>,\n 79→ map: Res<GameMap>,\n 80→ mut combat_messages: MessageWriter<CombatEvent>,\n 81→ mut log: ResMut<GameLog>,\n 82→) {\n 83→ for message in messages.read() {\n 84→ if let Ok(mut pos) = positions.get_mut(message.entity) {\n 85→ let new_x = pos.x + message.dx;\n 86→ let new_y = pos.y + message.dy;\n 87→\n 88→ // Check for monster at destination\n 89→ let monster_at_dest = monsters\n 90→ .iter()\n 91→ .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n 92→\n 93→ if let Some((monster_entity, _)) = monster_at_dest {\n 94→ // Initiate combat instead of moving\n 95→ combat_messages.write(CombatEvent {\n 96→ attacker: message.entity,\n 97→ defender: monster_entity,\n 98→ });\n 99→ } else if map.is_walkable(new_x, new_y) {\n 100→ pos.x = new_x;\n 101→ pos.y = new_y;\n 102→ } else {\n 103→ log.add(\"You bump into a wall.\");\n 104→ }\n 105→ }\n 106→ }\n 107→}\n 108→\n 109→/// Process combat messages.\n 110→fn process_combat(\n 111→ mut messages: MessageReader<CombatEvent>,\n 112→ mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n 113→ names: Query<Option<&Name>>,\n 114→ mut log: ResMut<GameLog>,\n 115→) {\n 116→ for message in messages.read() {\n 117→ let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =\n 118→ combatants.get_many_mut([message.attacker, message.defender]) else {\n 119→ continue;\n 120→ };\n 121→\n 122→ let attacker_name = if attacker_player.is_some() {\n 123→ \"You\".to_string()\n 124→ } else if attacker_monster.is_some() {\n 125→ names\n 126→ .get(message.attacker)\n 127→ .ok()\n 128→ .flatten()\n 129→ .map(|n| n.to_string())\n 130→ .unwrap_or_else(|| \"Something\".to_string())\n 131→ } else {\n 132→ \"Something\".to_string()\n 133→ };\n 134→\n 135→ let defender_name = if defender_player.is_some() {\n 136→ \"you\".to_string()\n 137→ } else if defender_monster.is_some() {\n 138→ names\n 139→ .get(message.defender)\n 140→ .ok()\n 141→ .flatten()\n 142→ .map(|n| n.to_string())\n 143→ .unwrap_or_else(|| \"something\".to_string())\n 144→ } else {\n 145→ \"something\".to_string()\n 146→ };\n 147→\n 148→ let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n 149→ defender_health.take_damage(damage);\n 150→\n 151→ if damage > 0 {\n 152→ log.add(format!(\n 153→ \"{} hits {} for {} damage!\",\n 154→ attacker_name, defender_name, damage\n 155→ ));\n 156→ } else {\n 157→ log.add(format!(\n 158→ \"{} attacks {} but does no damage.\",\n 159→ attacker_name, defender_name\n 160→ ));\n 161→ }\n 162→\n 163→ if defender_health.is_dead() {\n 164→ log.add(format!(\"{} is slain!\", defender_name));\n 165→ }\n 166→ }\n 167→}\n 168→\n 169→/// Remove dead entities from the game.\n 170→fn cleanup_dead_entities(\n 171→ mut commands: Commands,\n 172→ query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n 173→) {\n 174→ for (entity, health) in &query {\n 175→ if health.is_dead() {\n 176→ commands.entity(entity).despawn();\n 177→ }\n 178→ }\n 179→}\n 180→\n 181→/// Update field of view when player moves.\n 182→fn update_fov(\n 183→ player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n 184→ mut map: ResMut<GameMap>,\n 185→) {\n 186→ if let Ok(player_pos) = player_query.single() {\n 187→ map.compute_fov(player_pos.x, player_pos.y, 8);\n 188→ }\n 189→}\n 190→" | |
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| "tool_use_result": { | |
| "type": "update", | |
| "filePath": "/tmp/gh-issue-solver-1765148430436/src/game/systems.rs", | |
| "content": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_message::<MoveIntent>()\n .add_message::<CombatEvent>()\n .add_message::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_message::<MoveIntent>),\n process_combat.run_if(on_message::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Message for movement intentions.\n#[derive(Message, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Message for combat actions.\n#[derive(Message, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Message for adding messages to the game log.\n#[derive(Message, Debug)]\n#[allow(dead_code)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut messages: MessageReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_messages: MessageWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n if let Ok(mut pos) = positions.get_mut(message.entity) {\n let new_x = pos.x + message.dx;\n let new_y = pos.y + message.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_messages.write(CombatEvent {\n attacker: message.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat messages.\nfn process_combat(\n mut messages: MessageReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =\n combatants.get_many_mut([message.attacker, message.defender]) else {\n continue;\n };\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(message.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(message.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 6, | |
| "oldLines": 15, | |
| "newStart": 6, | |
| "newLines": 15, | |
| "lines": [ | |
| " ", | |
| " /// Plugin for game systems.", | |
| " pub fn plugin(app: &mut App) {", | |
| "- app.add_event::<MoveIntent>()", | |
| "- .add_event::<CombatEvent>()", | |
| "- .add_event::<GameLogEvent>()", | |
| "+ app.add_message::<MoveIntent>()", | |
| "+ .add_message::<CombatEvent>()", | |
| "+ .add_message::<GameLogEvent>()", | |
| " .init_resource::<GameLog>()", | |
| " .add_systems(", | |
| " Update,", | |
| " (", | |
| "- process_movement.run_if(on_event::<MoveIntent>),", | |
| "- process_combat.run_if(on_event::<CombatEvent>),", | |
| "+ process_movement.run_if(on_message::<MoveIntent>),", | |
| "+ process_combat.run_if(on_message::<CombatEvent>),", | |
| " cleanup_dead_entities,", | |
| " update_fov,", | |
| " )" | |
| ] | |
| }, | |
| { | |
| "oldStart": 22, | |
| "oldLines": 23, | |
| "newStart": 22, | |
| "newLines": 24, | |
| "lines": [ | |
| " );", | |
| " }", | |
| " ", | |
| "-/// Event for movement intentions.", | |
| "-#[derive(Event, Debug)]", | |
| "+/// Message for movement intentions.", | |
| "+#[derive(Message, Debug)]", | |
| " pub struct MoveIntent {", | |
| " pub entity: Entity,", | |
| " pub dx: i32,", | |
| " pub dy: i32,", | |
| " }", | |
| " ", | |
| "-/// Event for combat actions.", | |
| "-#[derive(Event, Debug)]", | |
| "+/// Message for combat actions.", | |
| "+#[derive(Message, Debug)]", | |
| " pub struct CombatEvent {", | |
| " pub attacker: Entity,", | |
| " pub defender: Entity,", | |
| " }", | |
| " ", | |
| "-/// Event for adding messages to the game log.", | |
| "-#[derive(Event, Debug)]", | |
| "+/// Message for adding messages to the game log.", | |
| "+#[derive(Message, Debug)]", | |
| "+#[allow(dead_code)]", | |
| " pub struct GameLogEvent {", | |
| " pub message: String,", | |
| " }" | |
| ] | |
| }, | |
| { | |
| "oldStart": 72, | |
| "oldLines": 17, | |
| "newStart": 73, | |
| "newLines": 17, | |
| "lines": [ | |
| " ", | |
| " /// Process movement intentions.", | |
| " fn process_movement(", | |
| "- mut events: EventReader<MoveIntent>,", | |
| "+ mut messages: MessageReader<MoveIntent>,", | |
| " mut positions: Query<&mut Position>,", | |
| " monsters: Query<(Entity, &Position), With<Monster>>,", | |
| " map: Res<GameMap>,", | |
| "- mut combat_events: EventWriter<CombatEvent>,", | |
| "+ mut combat_messages: MessageWriter<CombatEvent>,", | |
| " mut log: ResMut<GameLog>,", | |
| " ) {", | |
| "- for event in events.read() {", | |
| "- if let Ok(mut pos) = positions.get_mut(event.entity) {", | |
| "- let new_x = pos.x + event.dx;", | |
| "- let new_y = pos.y + event.dy;", | |
| "+ for message in messages.read() {", | |
| "+ if let Ok(mut pos) = positions.get_mut(message.entity) {", | |
| "+ let new_x = pos.x + message.dx;", | |
| "+ let new_y = pos.y + message.dy;", | |
| " ", | |
| " // Check for monster at destination", | |
| " let monster_at_dest = monsters" | |
| ] | |
| }, | |
| { | |
| "oldStart": 91, | |
| "oldLines": 8, | |
| "newStart": 92, | |
| "newLines": 8, | |
| "lines": [ | |
| " ", | |
| " if let Some((monster_entity, _)) = monster_at_dest {", | |
| " // Initiate combat instead of moving", | |
| "- combat_events.write(CombatEvent {", | |
| "- attacker: event.entity,", | |
| "+ combat_messages.write(CombatEvent {", | |
| "+ attacker: message.entity,", | |
| " defender: monster_entity,", | |
| " });", | |
| " } else if map.is_walkable(new_x, new_y) {" | |
| ] | |
| }, | |
| { | |
| "oldStart": 105, | |
| "oldLines": 22, | |
| "newStart": 106, | |
| "newLines": 24, | |
| "lines": [ | |
| " }", | |
| " }", | |
| " ", | |
| "-/// Process combat events.", | |
| "+/// Process combat messages.", | |
| " fn process_combat(", | |
| "- mut events: EventReader<CombatEvent>,", | |
| "+ mut messages: MessageReader<CombatEvent>,", | |
| " mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,", | |
| " names: Query<Option<&Name>>,", | |
| " mut log: ResMut<GameLog>,", | |
| " ) {", | |
| "- for event in events.read() {", | |
| "- let [(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)] =", | |
| "- combatants.get_many_mut([event.attacker, event.defender]).unwrap();", | |
| "+ for message in messages.read() {", | |
| "+ let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =", | |
| "+ combatants.get_many_mut([message.attacker, message.defender]) else {", | |
| "+ continue;", | |
| "+ };", | |
| " ", | |
| " let attacker_name = if attacker_player.is_some() {", | |
| " \"You\".to_string()", | |
| " } else if attacker_monster.is_some() {", | |
| " names", | |
| "- .get(event.attacker)", | |
| "+ .get(message.attacker)", | |
| " .ok()", | |
| " .flatten()", | |
| " .map(|n| n.to_string())" | |
| ] | |
| }, | |
| { | |
| "oldStart": 133, | |
| "oldLines": 7, | |
| "newStart": 136, | |
| "newLines": 7, | |
| "lines": [ | |
| " \"you\".to_string()", | |
| " } else if defender_monster.is_some() {", | |
| " names", | |
| "- .get(event.defender)", | |
| "+ .get(message.defender)", | |
| " .ok()", | |
| " .flatten()", | |
| " .map(|n| n.to_string())" | |
| ] | |
| } | |
| ], | |
| "originalFile": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_event::<MoveIntent>()\n .add_event::<CombatEvent>()\n .add_event::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_event::<MoveIntent>),\n process_combat.run_if(on_event::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Event for movement intentions.\n#[derive(Event, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Event for combat actions.\n#[derive(Event, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Event for adding messages to the game log.\n#[derive(Event, Debug)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut events: EventReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_events: EventWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n if let Ok(mut pos) = positions.get_mut(event.entity) {\n let new_x = pos.x + event.dx;\n let new_y = pos.y + event.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_events.write(CombatEvent {\n attacker: event.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat events.\nfn process_combat(\n mut events: EventReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for event in events.read() {\n let [(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)] =\n combatants.get_many_mut([event.attacker, event.defender]).unwrap();\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(event.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(event.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n" | |
| } | |
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| [2025-12-07T23:11:36.213Z] [INFO] { | |
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| "type": "text", | |
| "text": "Now let me update the TUI render.rs with the correct bevy_ratatui API:" | |
| } | |
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| [2025-12-07T23:11:58.009Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01RhPu2aj6XJr6kpsqF4txH8", | |
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| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_012awBEnHPNEXKLbp1nNF124", | |
| "name": "Write", | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/tui/render.rs", | |
| "content": "//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyMessage;\nuse bevy_ratatui::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::layout::{Constraint, Direction, Layout};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_messages: MessageReader<KeyMessage>,\n mut move_messages: MessageWriter<MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: MessageWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_message in key_messages.read() {\n let key = &key_message.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster) in &monster_query {\n let glyph = monster.kind.glyph();\n let color = ratatui::style::Color::Red;\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item) in &item_query {\n let glyph = item.kind.glyph();\n let color = ratatui::style::Color::Blue;\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n" | |
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| [2025-12-07T23:11:58.028Z] [INFO] { | |
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| "uuid": "6599ec91-ac52-4ddd-96b7-4566f2bf71e6", | |
| "tool_use_result": "Error: File has not been read yet. Read it first before writing to it." | |
| } | |
| [2025-12-07T23:12:01.669Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01GkN6Mw2Jar66WW6mDzR5J6", | |
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| "type": "tool_use", | |
| "id": "toolu_01Mzq3ZmpKMoyDFvSNzuYZk1", | |
| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/src/tui/render.rs" | |
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| [2025-12-07T23:12:01.730Z] [INFO] { | |
| "type": "user", | |
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| { | |
| "tool_use_id": "toolu_01Mzq3ZmpKMoyDFvSNzuYZk1", | |
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| "content": " 1→//! TUI rendering system using bevy_ratatui.\n 2→\n 3→use bevy::prelude::*;\n 4→use bevy_ratatui::event::KeyEvent;\n 5→use bevy_ratatui::terminal::RatatuiContext;\n 6→use crossterm::event::{KeyCode, KeyModifiers};\n 7→use ratatui::{\n 8→ layout::{Constraint, Direction, Layout},\n 9→ style::Color,\n 10→};\n 11→\n 12→use super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n 13→use crate::game::{\n 14→ Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n 15→};\n 16→\n 17→/// Plugin for rendering systems.\n 18→pub fn plugin(app: &mut App) {\n 19→ app.init_resource::<CurrentNarrative>()\n 20→ .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n 21→}\n 22→\n 23→/// Currently displayed AI narrative.\n 24→#[derive(Resource, Default)]\n 25→pub struct CurrentNarrative {\n 26→ pub title: String,\n 27→ pub text: String,\n 28→ pub atmosphere: Option<String>,\n 29→ pub visible: bool,\n 30→}\n 31→\n 32→/// Handle keyboard input.\n 33→fn handle_input(\n 34→ mut key_events: EventReader<KeyEvent>,\n 35→ mut move_events: EventWriter<crate::game::MoveIntent>,\n 36→ player_query: Query<Entity, With<Player>>,\n 37→ mut exit: EventWriter<bevy::app::AppExit>,\n 38→) {\n 39→ let Ok(player_entity) = player_query.single() else {\n 40→ return;\n 41→ };\n 42→\n 43→ for key_event in key_events.read() {\n 44→ let key = &key_event.0;\n 45→\n 46→ // Check for Ctrl+C to quit\n 47→ if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n 48→ exit.write(bevy::app::AppExit::Success);\n 49→ return;\n 50→ }\n 51→\n 52→ match key.code {\n 53→ // Movement keys (vi-style and arrows)\n 54→ KeyCode::Char('h') | KeyCode::Left => {\n 55→ move_events.write(crate::game::MoveIntent {\n 56→ entity: player_entity,\n 57→ dx: -1,\n 58→ dy: 0,\n 59→ });\n 60→ }\n 61→ KeyCode::Char('j') | KeyCode::Down => {\n 62→ move_events.write(crate::game::MoveIntent {\n 63→ entity: player_entity,\n 64→ dx: 0,\n 65→ dy: 1,\n 66→ });\n 67→ }\n 68→ KeyCode::Char('k') | KeyCode::Up => {\n 69→ move_events.write(crate::game::MoveIntent {\n 70→ entity: player_entity,\n 71→ dx: 0,\n 72→ dy: -1,\n 73→ });\n 74→ }\n 75→ KeyCode::Char('l') | KeyCode::Right => {\n 76→ move_events.write(crate::game::MoveIntent {\n 77→ entity: player_entity,\n 78→ dx: 1,\n 79→ dy: 0,\n 80→ });\n 81→ }\n 82→ // Diagonal movement\n 83→ KeyCode::Char('y') => {\n 84→ move_events.write(crate::game::MoveIntent {\n 85→ entity: player_entity,\n 86→ dx: -1,\n 87→ dy: -1,\n 88→ });\n 89→ }\n 90→ KeyCode::Char('u') => {\n 91→ move_events.write(crate::game::MoveIntent {\n 92→ entity: player_entity,\n 93→ dx: 1,\n 94→ dy: -1,\n 95→ });\n 96→ }\n 97→ KeyCode::Char('b') => {\n 98→ move_events.write(crate::game::MoveIntent {\n 99→ entity: player_entity,\n 100→ dx: -1,\n 101→ dy: 1,\n 102→ });\n 103→ }\n 104→ KeyCode::Char('n') => {\n 105→ move_events.write(crate::game::MoveIntent {\n 106→ entity: player_entity,\n 107→ dx: 1,\n 108→ dy: 1,\n 109→ });\n 110→ }\n 111→ // Wait\n 112→ KeyCode::Char('.') => {\n 113→ // Do nothing, just pass time\n 114→ }\n 115→ // Quit\n 116→ KeyCode::Char('q') => {\n 117→ exit.write(bevy::app::AppExit::Success);\n 118→ }\n 119→ _ => {}\n 120→ }\n 121→ }\n 122→}\n 123→\n 124→/// Render the game UI.\n 125→fn render_ui(\n 126→ mut context: ResMut<RatatuiContext>,\n 127→ map: Res<GameMap>,\n 128→ log: Res<GameLog>,\n 129→ narrative: Res<CurrentNarrative>,\n 130→ player_query: Query<(&Position, &Health), With<Player>>,\n 131→ monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,\n 132→ item_query: Query<(&Position, &Item, Option<&Renderable>)>,\n 133→) {\n 134→ let Ok((player_pos, player_health)) = player_query.single() else {\n 135→ return;\n 136→ };\n 137→\n 138→ // Collect entities for rendering\n 139→ let mut entities = Vec::new();\n 140→\n 141→ // Add monsters\n 142→ for (pos, monster, renderable) in &monster_query {\n 143→ let glyph = renderable\n 144→ .map(|r| r.glyph)\n 145→ .unwrap_or_else(|| monster.kind.glyph());\n 146→ let color = renderable\n 147→ .map(|r| r.fg_color.into())\n 148→ .unwrap_or(Color::Red);\n 149→ entities.push((*pos, glyph, color));\n 150→ }\n 151→\n 152→ // Add items\n 153→ for (pos, item, renderable) in &item_query {\n 154→ let glyph = renderable\n 155→ .map(|r| r.glyph)\n 156→ .unwrap_or_else(|| item.kind.glyph());\n 157→ let color = renderable\n 158→ .map(|r| r.fg_color.into())\n 159→ .unwrap_or(Color::Blue);\n 160→ entities.push((*pos, glyph, color));\n 161→ }\n 162→\n 163→ context\n 164→ .draw(|frame| {\n 165→ let size = frame.area();\n 166→\n 167→ // Main layout: map on left, sidebar on right\n 168→ let main_chunks = Layout::default()\n 169→ .direction(Direction::Horizontal)\n 170→ .constraints([Constraint::Min(40), Constraint::Length(25)])\n 171→ .split(size);\n 172→\n 173→ // Left side: map and messages\n 174→ let left_chunks = Layout::default()\n 175→ .direction(Direction::Vertical)\n 176→ .constraints([Constraint::Min(10), Constraint::Length(7)])\n 177→ .split(main_chunks[0]);\n 178→\n 179→ // Right sidebar: stats, narrative, help\n 180→ let right_chunks = Layout::default()\n 181→ .direction(Direction::Vertical)\n 182→ .constraints([\n 183→ Constraint::Length(6), // Stats\n 184→ Constraint::Min(8), // Narrative\n 185→ Constraint::Length(7), // Help\n 186→ ])\n 187→ .split(main_chunks[1]);\n 188→\n 189→ // Render map\n 190→ let map_widget = MapWidget::new(&map)\n 191→ .with_player(*player_pos)\n 192→ .with_entities(entities);\n 193→ frame.render_widget(map_widget, left_chunks[0]);\n 194→\n 195→ // Render message log\n 196→ let log_widget = LogWidget::new(&log).with_max_lines(5);\n 197→ frame.render_widget(log_widget, left_chunks[1]);\n 198→\n 199→ // Render stats\n 200→ let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n 201→ frame.render_widget(stats_widget, right_chunks[0]);\n 202→\n 203→ // Render narrative (if available)\n 204→ if narrative.visible {\n 205→ let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n 206→ let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n 207→ narrative_widget.with_atmosphere(atmo)\n 208→ } else {\n 209→ narrative_widget\n 210→ };\n 211→ frame.render_widget(narrative_widget, right_chunks[1]);\n 212→ }\n 213→\n 214→ // Render help\n 215→ frame.render_widget(HelpWidget, right_chunks[2]);\n 216→ })\n 217→ .expect(\"Failed to draw frame\");\n 218→}\n 219→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
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| "filePath": "/tmp/gh-issue-solver-1765148430436/src/tui/render.rs", | |
| "content": "//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyEvent;\nuse bevy_ratatui::terminal::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::{\n layout::{Constraint, Direction, Layout},\n style::Color,\n};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{\n Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_events: EventReader<KeyEvent>,\n mut move_events: EventWriter<crate::game::MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: EventWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_event in key_events.read() {\n let key = &key_event.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,\n item_query: Query<(&Position, &Item, Option<&Renderable>)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster, renderable) in &monster_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| monster.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Red);\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item, renderable) in &item_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| item.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Blue);\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n", | |
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| "content": "//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyMessage;\nuse bevy_ratatui::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::layout::{Constraint, Direction, Layout};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_messages: MessageReader<KeyMessage>,\n mut move_messages: MessageWriter<MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: MessageWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_message in key_messages.read() {\n let key = &key_message.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster) in &monster_query {\n let glyph = monster.kind.glyph();\n let color = ratatui::style::Color::Red;\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item) in &item_query {\n let glyph = item.kind.glyph();\n let color = ratatui::style::Color::Blue;\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n" | |
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| [2025-12-07T23:12:17.908Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KsGiDtVjFtXHoFrKxw5Rhc","type":"tool_result","content":"The file /tmp/gh-issue-solver-1765148430436/src/tui/render.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! TUI rendering system using bevy_ratatui.\n 2→\n 3→use bevy::prelude::*;\n 4→use bevy_ratatui::event::KeyMessage;\n 5→use bevy_ratatui::RatatuiContext;\n 6→use crossterm::event::{KeyCode, KeyModifiers};\n 7→use ratatui::layout::{Constraint, Direction, Layout};\n 8→\n 9→use super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n 10→use crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n 11→\n 12→/// Plugin for rendering systems.\n 13→pub fn plugin(app: &mut App) {\n 14→ app.init_resource::<CurrentNarrative>()\n 15→ .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n 16→}\n 17→\n 18→/// Currently displayed AI narrative.\n 19→#[derive(Resource, Default)]\n 20→pub struct CurrentNarrative {\n 21→ pub title: String,\n 22→ pub text: String,\n 23→ pub atmosphere: Option<String>,\n 24→ pub visible: bool,\n 25→}\n 26→\n 27→/// Handle keyboard input.\n 28→fn handle_input(\n 29→ mut key_messages: MessageReader<KeyMessage>,\n 30→ mut move_messages: MessageWriter<MoveIntent>,\n 31→ player_query: Query<Entity, With<Player>>,\n 32→ mut exit: MessageWriter<bevy::app::AppExit>,\n 33→) {\n 34→ let Ok(player_entity) = player_query.single() else {\n 35→ return;\n 36→ };\n 37→\n 38→ for key_message in key_messages.read() {\n 39→ let key = &key_message.0;\n 40→\n 41→ // Check for Ctrl+C to quit\n 42→ if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n 43→ exit.write(bevy::app::AppExit::Success);\n 44→ return;\n 45→ }\n 46→\n 47→ match key.code {\n 48→ // Movement keys (vi-style and arrows)\n 49→ KeyCode::Char('h') | KeyCode::Left => {\n 50→ move_messages.write(MoveIntent {\n 51→ entity: player_entity,\n 52→ dx: -1,\n 53→ dy: 0,\n 54→ });\n 55→ }\n 56→ KeyCode::Char('j') | KeyCode::Down => {\n 57→ move_messages.write(MoveIntent {\n 58→ entity: player_entity,\n 59→ dx: 0,\n 60→ dy: 1,\n 61→ });\n 62→ }\n 63→ KeyCode::Char('k') | KeyCode::Up => {\n 64→ move_messages.write(MoveIntent {\n 65→ entity: player_entity,\n 66→ dx: 0,\n 67→ dy: -1,\n 68→ });\n 69→ }\n 70→ KeyCode::Char('l') | KeyCode::Right => {\n 71→ move_messages.write(MoveIntent {\n 72→ entity: player_entity,\n 73→ dx: 1,\n 74→ dy: 0,\n 75→ });\n 76→ }\n 77→ // Diagonal movement\n 78→ KeyCode::Char('y') => {\n 79→ move_messages.write(MoveIntent {\n 80→ entity: player_entity,\n 81→ dx: -1,\n 82→ dy: -1,\n 83→ });\n 84→ }\n 85→ KeyCode::Char('u') => {\n 86→ move_messages.write(MoveIntent {\n 87→ entity: player_entity,\n 88→ dx: 1,\n 89→ dy: -1,\n 90→ });\n 91→ }\n 92→ KeyCode::Char('b') => {\n 93→ move_messages.write(MoveIntent {\n 94→ entity: player_entity,\n 95→ dx: -1,\n 96→ dy: 1,\n 97→ });\n 98→ }\n 99→ KeyCode::Char('n') => {\n 100→ move_messages.write(MoveIntent {\n 101→ entity: player_entity,\n 102→ dx: 1,\n 103→ dy: 1,\n 104→ });\n 105→ }\n 106→ // Wait\n 107→ KeyCode::Char('.') => {\n 108→ // Do nothing, just pass time\n 109→ }\n 110→ // Quit\n 111→ KeyCode::Char('q') => {\n 112→ exit.write(bevy::app::AppExit::Success);\n 113→ }\n 114→ _ => {}\n 115→ }\n 116→ }\n 117→}\n 118→\n 119→/// Render the game UI.\n 120→fn render_ui(\n 121→ mut context: ResMut<RatatuiContext>,\n 122→ map: Res<GameMap>,\n 123→ log: Res<GameLog>,\n 124→ narrative: Res<CurrentNarrative>,\n 125→ player_query: Query<(&Position, &Health), With<Player>>,\n 126→ monster_query: Query<(&Position, &Monster)>,\n 127→ item_query: Query<(&Position, &Item)>,\n 128→) {\n 129→ let Ok((player_pos, player_health)) = player_query.single() else {\n 130→ return;\n 131→ };\n 132→\n 133→ // Collect entities for rendering\n 134→ let mut entities = Vec::new();\n 135→\n 136→ // Add monsters\n 137→ for (pos, monster) in &monster_query {\n 138→ let glyph = monster.kind.glyph();\n 139→ let color = ratatui::style::Color::Red;\n 140→ entities.push((*pos, glyph, color));\n 141→ }\n 142→\n 143→ // Add items\n 144→ for (pos, item) in &item_query {\n 145→ let glyph = item.kind.glyph();\n 146→ let color = ratatui::style::Color::Blue;\n 147→ entities.push((*pos, glyph, color));\n 148→ }\n 149→\n 150→ context\n 151→ .draw(|frame| {\n 152→ let size = frame.area();\n 153→\n 154→ // Main layout: map on left, sidebar on right\n 155→ let main_chunks = Layout::default()\n 156→ .direction(Direction::Horizontal)\n 157→ .constraints([Constraint::Min(40), Constraint::Length(25)])\n 158→ .split(size);\n 159→\n 160→ // Left side: map and messages\n 161→ let left_chunks = Layout::default()\n 162→ .direction(Direction::Vertical)\n 163→ .constraints([Constraint::Min(10), Constraint::Length(7)])\n 164→ .split(main_chunks[0]);\n 165→\n 166→ // Right sidebar: stats, narrative, help\n 167→ let right_chunks = Layout::default()\n 168→ .direction(Direction::Vertical)\n 169→ .constraints([\n 170→ Constraint::Length(6), // Stats\n 171→ Constraint::Min(8), // Narrative\n 172→ Constraint::Length(7), // Help\n 173→ ])\n 174→ .split(main_chunks[1]);\n 175→\n 176→ // Render map\n 177→ let map_widget = MapWidget::new(&map)\n 178→ .with_player(*player_pos)\n 179→ .with_entities(entities);\n 180→ frame.render_widget(map_widget, left_chunks[0]);\n 181→\n 182→ // Render message log\n 183→ let log_widget = LogWidget::new(&log).with_max_lines(5);\n 184→ frame.render_widget(log_widget, left_chunks[1]);\n 185→\n 186→ // Render stats\n 187→ let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n 188→ frame.render_widget(stats_widget, right_chunks[0]);\n 189→\n 190→ // Render narrative (if available)\n 191→ if narrative.visible {\n 192→ let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n 193→ let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n 194→ narrative_widget.with_atmosphere(atmo)\n 195→ } else {\n 196→ narrative_widget\n 197→ };\n 198→ frame.render_widget(narrative_widget, right_chunks[1]);\n 199→ }\n 200→\n 201→ // Render help\n 202→ frame.render_widget(HelpWidget, right_chunks[2]);\n 203→ })\n 204→ .expect(\"Failed to draw frame\");\n 205→}\n 206→"}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"50bed366-650d-4ec7-a422-4194176f3d3b","tool_use_result":{"type":"update","filePath":"/tmp/gh-issue-solver-1765148430436/src/tui/render.rs","content":"//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyMessage;\nuse bevy_ratatui::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::layout::{Constraint, Direction, Layout};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_messages: MessageReader<KeyMessage>,\n mut move_messages: MessageWriter<MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: MessageWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_message in key_messages.read() {\n let key = &key_message.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster) in &monster_query {\n let glyph = monster.kind.glyph();\n let color = ratatui::style::Color::Red;\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item) in &item_query {\n let glyph = item.kind.glyph();\n let color = ratatui::style::Color::Blue;\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n","structuredPatch":[{"oldStart":1,"oldLines":18,"newStart":1,"newLines":13,"lines":[" //! TUI rendering system using bevy_ratatui."," "," use bevy::prelude::*;","-use bevy_ratatui::event::KeyEvent;","-use bevy_ratatui::terminal::RatatuiContext;","+use bevy_ratatui::event::KeyMessage;","+use bevy_ratatui::RatatuiContext;"," use crossterm::event::{KeyCode, KeyModifiers};","-use ratatui::{","- layout::{Constraint, Direction, Layout},","- style::Color,","-};","+use ratatui::layout::{Constraint, Direction, Layout};"," "," use super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};","-use crate::game::{","- Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,","-};","+use crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};"," "," /// Plugin for rendering systems."," pub fn plugin(app: &mut App) {"]},{"oldStart":31,"oldLines":17,"newStart":26,"newLines":17,"lines":[" "," /// Handle keyboard input."," fn handle_input(","- mut key_events: EventReader<KeyEvent>,","- mut move_events: EventWriter<crate::game::MoveIntent>,","+ mut key_messages: MessageReader<KeyMessage>,","+ mut move_messages: MessageWriter<MoveIntent>,"," player_query: Query<Entity, With<Player>>,","- mut exit: EventWriter<bevy::app::AppExit>,","+ mut exit: MessageWriter<bevy::app::AppExit>,"," ) {"," let Ok(player_entity) = player_query.single() else {"," return;"," };"," ","- for key_event in key_events.read() {","- let key = &key_event.0;","+ for key_message in key_messages.read() {","+ let key = &key_message.0;"," "," // Check for Ctrl+C to quit"," if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {"]},{"oldStart":52,"oldLines":28,"newStart":47,"newLines":28,"lines":[" match key.code {"," // Movement keys (vi-style and arrows)"," KeyCode::Char('h') | KeyCode::Left => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: -1,"," dy: 0,"," });"," }"," KeyCode::Char('j') | KeyCode::Down => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: 0,"," dy: 1,"," });"," }"," KeyCode::Char('k') | KeyCode::Up => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: 0,"," dy: -1,"," });"," }"," KeyCode::Char('l') | KeyCode::Right => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: 1,"," dy: 0,"]},{"oldStart":81,"oldLines":28,"newStart":76,"newLines":28,"lines":[" }"," // Diagonal movement"," KeyCode::Char('y') => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: -1,"," dy: -1,"," });"," }"," KeyCode::Char('u') => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: 1,"," dy: -1,"," });"," }"," KeyCode::Char('b') => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: -1,"," dy: 1,"," });"," }"," KeyCode::Char('n') => {","- move_events.write(crate::game::MoveIntent {","+ move_messages.write(MoveIntent {"," entity: player_entity,"," dx: 1,"," dy: 1,"]},{"oldStart":128,"oldLines":8,"newStart":123,"newLines":8,"lines":[" log: Res<GameLog>,"," narrative: Res<CurrentNarrative>,"," player_query: Query<(&Position, &Health), With<Player>>,","- monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,","- item_query: Query<(&Position, &Item, Option<&Renderable>)>,","+ monster_query: Query<(&Position, &Monster)>,","+ item_query: Query<(&Position, &Item)>,"," ) {"," let Ok((player_pos, player_health)) = player_query.single() else {"," return;"]},{"oldStart":139,"oldLines":24,"newStart":134,"newLines":16,"lines":[" let mut entities = Vec::new();"," "," // Add monsters","- for (pos, monster, renderable) in &monster_query {","- let glyph = renderable","- .map(|r| r.glyph)","- .unwrap_or_else(|| monster.kind.glyph());","- let color = renderable","- .map(|r| r.fg_color.into())","- .unwrap_or(Color::Red);","+ for (pos, monster) in &monster_query {","+ let glyph = monster.kind.glyph();","+ let color = ratatui::style::Color::Red;"," entities.push((*pos, glyph, color));"," }"," "," // Add items","- for (pos, item, renderable) in &item_query {","- let glyph = renderable","- .map(|r| r.glyph)","- .unwrap_or_else(|| item.kind.glyph());","- let color = renderable","- .map(|r| r.fg_color.into())","- .unwrap_or(Color::Blue);","+ for (pos, item) in &item_query {","+ let glyph = item.kind.glyph();","+ let color = ratatui::style::Color::Blue;"," entities.push((*pos, glyph, color));"," }"," "]}],"originalFile":"//! TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyEvent;\nuse bevy_ratatui::terminal::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::{\n layout::{Constraint, Direction, Layout},\n style::Color,\n};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{\n Description, GameLog, GameMap, Health, Item, Monster, Player, Position, Renderable,\n};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_events: EventReader<KeyEvent>,\n mut move_events: EventWriter<crate::game::MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: EventWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_event in key_events.read() {\n let key = &key_event.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_events.write(crate::game::MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster, Option<&Renderable>)>,\n item_query: Query<(&Position, &Item, Option<&Renderable>)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster, renderable) in &monster_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| monster.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Red);\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item, renderable) in &item_query {\n let glyph = renderable\n .map(|r| r.glyph)\n .unwrap_or_else(|| item.kind.glyph());\n let color = renderable\n .map(|r| r.fg_color.into())\n .unwrap_or(Color::Blue);\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n | |
| [2025-12-07T23:12:17.917Z] [INFO] Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n"}} | |
| [2025-12-07T23:12:21.249Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01AkbmEPe3P6dDaNXLcnxBB8", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me update the screens/gameplay.rs file:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4473, | |
| "cache_read_input_tokens": 94144, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 4473, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "f8c50878-5ba8-4242-b47d-48fd2b6ce894" | |
| } | |
| [2025-12-07T23:12:21.785Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01AkbmEPe3P6dDaNXLcnxBB8", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Cm2UzzYKJTnRWeQUwP8mjx", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4473, | |
| "cache_read_input_tokens": 94144, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 4473, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 87, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "ef4dc12f-9f3b-4c73-9e3d-d254ce2a19c6" | |
| } | |
| [2025-12-07T23:12:21.812Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Cm2UzzYKJTnRWeQUwP8mjx", | |
| "type": "tool_result", | |
| "content": " 1→//! Gameplay screen systems.\n 2→\n 3→use bevy::prelude::*;\n 4→use rand::SeedableRng;\n 5→\n 6→use super::GameScreen;\n 7→use crate::ai::{\n 8→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 9→ RoomContentData,\n 10→};\n 11→use crate::game::{\n 12→ CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n 13→ Player, Position, Renderable, RenderColor, Room,\n 14→};\n 15→use crate::tui::CurrentNarrative;\n 16→\n 17→/// Plugin for gameplay systems.\n 18→pub fn plugin(app: &mut App) {\n 19→ app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n 20→ .add_systems(\n 21→ Update,\n 22→ (\n 23→ check_room_entry,\n 24→ handle_narrative_responses,\n 25→ check_player_death,\n 26→ )\n 27→ .run_if(in_state(GameScreen::Playing)),\n 28→ );\n 29→}\n 30→\n 31→/// Resource to track the last room the player was in.\n 32→#[derive(Resource, Default)]\n 33→struct LastRoom {\n 34→ room_id: Option<usize>,\n 35→}\n 36→\n 37→/// Set up the initial game state.\n 38→fn setup_gameplay(\n 39→ mut commands: Commands,\n 40→ mut map: ResMut<GameMap>,\n 41→ mut log: ResMut<GameLog>,\n 42→) {\n 43→ // Initialize game log\n 44→ *log = GameLog::new(100);\n 45→ log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n 46→ log.add(\"Use hjkl or arrow keys to move.\");\n 47→\n 48→ // Generate dungeon\n 49→ let mut rng = rand::rngs::StdRng::from_entropy();\n 50→ map.generate_dungeon(&mut rng);\n 51→\n 52→ // Spawn player in the first room\n 53→ let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n 54→\n 55→ commands.spawn((\n 56→ Name::new(\"Player\"),\n 57→ Player,\n 58→ Position::new(player_x, player_y),\n 59→ Health::new(30),\n 60→ CombatStats::new(5, 2),\n 61→ Renderable {\n 62→ glyph: '@',\n 63→ fg_color: RenderColor::Yellow,\n 64→ bg_color: RenderColor::Reset,\n 65→ },\n 66→ ));\n 67→\n 68→ // Compute initial FOV\n 69→ map.compute_fov(player_x, player_y, 8);\n 70→\n 71→ // Spawn monsters in rooms (skip the first room where player spawns)\n 72→ for room in map.rooms.iter().skip(1) {\n 73→ // 60% chance of monster in each room\n 74→ if rng.random_bool(0.6) {\n 75→ let (cx, cy) = room.center();\n 76→ let monster_kind = random_monster(&mut rng);\n 77→\n 78→ commands.spawn((\n 79→ Name::new(monster_kind.name()),\n 80→ Monster { kind: monster_kind },\n 81→ Position::new(cx, cy),\n 82→ Health::new(monster_health(monster_kind)),\n 83→ CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n 84→ Renderable {\n 85→ glyph: monster_kind.glyph(),\n 86→ fg_color: RenderColor::Red,\n 87→ bg_color: RenderColor::Reset,\n 88→ },\n 89→ ));\n 90→ }\n 91→\n 92→ // 40% chance of item in each room\n 93→ if rng.random_bool(0.4) {\n 94→ use rand::Rng;\n 95→ let (cx, cy) = room.center();\n 96→ // Offset item from center so it doesn't overlap with monster\n 97→ let item_x = cx + rng.random_range(-2..=2);\n 98→ let item_y = cy + rng.random_range(-2..=2);\n 99→ let item_kind = random_item(&mut rng);\n 100→\n 101→ commands.spawn((\n 102→ Name::new(item_kind.name()),\n 103→ Item { kind: item_kind },\n 104→ Position::new(item_x, item_y),\n 105→ Renderable {\n 106→ glyph: item_kind.glyph(),\n 107→ fg_color: RenderColor::Blue,\n 108→ bg_color: RenderColor::Reset,\n 109→ },\n 110→ ));\n 111→ }\n 112→ }\n 113→\n 114→ // Initialize room tracking\n 115→ commands.insert_resource(LastRoom { room_id: None });\n 116→\n 117→ log.add(\"You descend into the darkness...\");\n 118→}\n 119→\n 120→fn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n 121→ use rand::Rng;\n 122→ match rng.random_range(0..6) {\n 123→ 0 => MonsterKind::Orc,\n 124→ 1 => MonsterKind::Goblin,\n 125→ 2 => MonsterKind::Troll,\n 126→ 3 => MonsterKind::Wraith,\n 127→ 4 => MonsterKind::Skeleton,\n 128→ _ => MonsterKind::Demon,\n 129→ }\n 130→}\n 131→\n 132→fn monster_health(kind: MonsterKind) -> i32 {\n 133→ match kind {\n 134→ MonsterKind::Goblin => 5,\n 135→ MonsterKind::Orc => 10,\n 136→ MonsterKind::Skeleton => 8,\n 137→ MonsterKind::Wraith => 12,\n 138→ MonsterKind::Troll => 20,\n 139→ MonsterKind::Demon => 25,\n 140→ }\n 141→}\n 142→\n 143→fn monster_attack(kind: MonsterKind) -> i32 {\n 144→ match kind {\n 145→ MonsterKind::Goblin => 2,\n 146→ MonsterKind::Orc => 4,\n 147→ MonsterKind::Skeleton => 3,\n 148→ MonsterKind::Wraith => 5,\n 149→ MonsterKind::Troll => 6,\n 150→ MonsterKind::Demon => 8,\n 151→ }\n 152→}\n 153→\n 154→fn monster_defense(kind: MonsterKind) -> i32 {\n 155→ match kind {\n 156→ MonsterKind::Goblin => 0,\n 157→ MonsterKind::Orc => 1,\n 158→ MonsterKind::Skeleton => 1,\n 159→ MonsterKind::Wraith => 2,\n 160→ MonsterKind::Troll => 3,\n 161→ MonsterKind::Demon => 4,\n 162→ }\n 163→}\n 164→\n 165→fn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n 166→ use rand::Rng;\n 167→ match rng.random_range(0..7) {\n 168→ 0 => ItemKind::HealthPotion,\n 169→ 1 => ItemKind::Sword,\n 170→ 2 => ItemKind::Shield,\n 171→ 3 => ItemKind::Gold,\n 172→ 4 => ItemKind::Key,\n 173→ 5 => ItemKind::Scroll,\n 174→ _ => ItemKind::Chest,\n 175→ }\n 176→}\n 177→\n 178→/// Check if player entered a new room and request AI description.\n 179→fn check_room_entry(\n 180→ player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n 181→ monster_query: Query<(&Position, &Monster)>,\n 182→ item_query: Query<(&Position, &Item)>,\n 183→ map: Res<GameMap>,\n 184→ mut last_room: ResMut<LastRoom>,\n 185→ mut narrative_requests: EventWriter<NarrativeRequest>,\n 186→) {\n 187→ let Ok(player_pos) = player_query.single() else {\n 188→ return;\n 189→ };\n 190→\n 191→ // Check if player is in a room\n 192→ if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n 193→ // Only request description if this is a new room\n 194→ if last_room.room_id != Some(room.room_id) {\n 195→ last_room.room_id = Some(room.room_id);\n 196→\n 197→ // Gather room contents\n 198→ let mut contents = Vec::new();\n 199→\n 200→ for (pos, monster) in &monster_query {\n 201→ if room.contains(pos.x, pos.y) {\n 202→ contents.push(RoomContentData::Monster(monster.kind));\n 203→ }\n 204→ }\n 205→\n 206→ for (pos, item) in &item_query {\n 207→ if room.contains(pos.x, pos.y) {\n 208→ contents.push(RoomContentData::Item(item.kind));\n 209→ }\n 210→ }\n 211→\n 212→ // Request AI description\n 213→ narrative_requests.write(NarrativeRequest {\n 214→ id: room.room_id as u64,\n 215→ kind: NarrativeRequestKind::RoomDescription {\n 216→ room: room.clone(),\n 217→ contents,\n 218→ },\n 219→ target_entity: None,\n 220→ });\n 221→ }\n 222→ } else {\n 223→ // Player is in a corridor\n 224→ last_room.room_id = None;\n 225→ }\n 226→}\n 227→\n 228→/// Handle AI narrative responses.\n 229→fn handle_narrative_responses(\n 230→ mut responses: EventReader<NarrativeResponse>,\n 231→ mut narrative: ResMut<CurrentNarrative>,\n 232→ mut log: ResMut<GameLog>,\n 233→) {\n 234→ for response in responses.read() {\n 235→ match &response.kind {\n 236→ NarrativeResponseKind::RoomDescription(desc) => {\n 237→ narrative.title = \"Room\".to_string();\n 238→ narrative.text = desc.text.clone();\n 239→ narrative.atmosphere = Some(desc.atmosphere.clone());\n 240→ narrative.visible = true;\n 241→\n 242→ // Also add to log\n 243→ log.add(&desc.text);\n 244→ }\n 245→ NarrativeResponseKind::MonsterDialogue(dialogue) => {\n 246→ log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n 247→ }\n 248→ NarrativeResponseKind::ActionResult(result) => {\n 249→ log.add(&result.description);\n 250→ if let Some(consequence) = &result.consequence {\n 251→ log.add(consequence);\n 252→ }\n 253→ }\n 254→ NarrativeResponseKind::DeathNarration(death) => {\n 255→ narrative.title = \"Death\".to_string();\n 256→ narrative.text = death.epitaph.clone();\n 257→ narrative.atmosphere = Some(death.final_words.clone());\n 258→ narrative.visible = true;\n 259→ }\n 260→ NarrativeResponseKind::LoreDiscovery(lore) => {\n 261→ if let Some(inscription) = &lore.inscription {\n 262→ log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n 263→ }\n 264→ log.add(&lore.history);\n 265→ }\n 266→ NarrativeResponseKind::Error(err) => {\n 267→ // Silently handle errors - game continues with fallback\n 268→ tracing::warn!(\"AI error: {}\", err);\n 269→ }\n 270→ }\n 271→ }\n 272→}\n 273→\n 274→/// Check if player has died.\n 275→fn check_player_death(\n 276→ player_query: Query<&Health, With<Player>>,\n 277→ mut next_state: ResMut<NextState<GameScreen>>,\n 278→ mut log: ResMut<GameLog>,\n 279→) {\n 280→ if let Ok(health) = player_query.single() {\n 281→ if health.is_dead() {\n 282→ log.add(\"You have died. The dungeon claims another soul...\");\n 283→ next_state.set(GameScreen::GameOver);\n 284→ }\n 285→ }\n 286→}\n 287→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor, Room,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: EventWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: EventReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| "content": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n" | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Gameplay screen systems.\n 2→\n 3→use bevy::prelude::*;\n 4→use rand::SeedableRng;\n 5→\n 6→use super::GameScreen;\n 7→use crate::ai::{\n 8→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 9→ RoomContentData,\n 10→};\n 11→use crate::game::{\n 12→ CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n 13→ Player, Position, Renderable, RenderColor,\n 14→};\n 15→use crate::tui::CurrentNarrative;\n 16→\n 17→/// Plugin for gameplay systems.\n 18→pub fn plugin(app: &mut App) {\n 19→ app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n 20→ .add_systems(\n 21→ Update,\n 22→ (\n 23→ check_room_entry,\n 24→ handle_narrative_responses,\n 25→ check_player_death,\n 26→ )\n 27→ .run_if(in_state(GameScreen::Playing)),\n 28→ );\n 29→}\n 30→\n 31→/// Resource to track the last room the player was in.\n 32→#[derive(Resource, Default)]\n 33→struct LastRoom {\n 34→ room_id: Option<usize>,\n 35→}\n 36→\n 37→/// Set up the initial game state.\n 38→fn setup_gameplay(\n 39→ mut commands: Commands,\n 40→ mut map: ResMut<GameMap>,\n 41→ mut log: ResMut<GameLog>,\n 42→) {\n 43→ // Initialize game log\n 44→ *log = GameLog::new(100);\n 45→ log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n 46→ log.add(\"Use hjkl or arrow keys to move.\");\n 47→\n 48→ // Generate dungeon\n 49→ let mut rng = rand::rngs::StdRng::from_entropy();\n 50→ map.generate_dungeon(&mut rng);\n 51→\n 52→ // Spawn player in the first room\n 53→ let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n 54→\n 55→ commands.spawn((\n 56→ Name::new(\"Player\"),\n 57→ Player,\n 58→ Position::new(player_x, player_y),\n 59→ Health::new(30),\n 60→ CombatStats::new(5, 2),\n 61→ Renderable {\n 62→ glyph: '@',\n 63→ fg_color: RenderColor::Yellow,\n 64→ bg_color: RenderColor::Reset,\n 65→ },\n 66→ ));\n 67→\n 68→ // Compute initial FOV\n 69→ map.compute_fov(player_x, player_y, 8);\n 70→\n 71→ // Spawn monsters in rooms (skip the first room where player spawns)\n 72→ for room in map.rooms.iter().skip(1) {\n 73→ // 60% chance of monster in each room\n 74→ if rng.random_bool(0.6) {\n 75→ let (cx, cy) = room.center();\n 76→ let monster_kind = random_monster(&mut rng);\n 77→\n 78→ commands.spawn((\n 79→ Name::new(monster_kind.name()),\n 80→ Monster { kind: monster_kind },\n 81→ Position::new(cx, cy),\n 82→ Health::new(monster_health(monster_kind)),\n 83→ CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n 84→ Renderable {\n 85→ glyph: monster_kind.glyph(),\n 86→ fg_color: RenderColor::Red,\n 87→ bg_color: RenderColor::Reset,\n 88→ },\n 89→ ));\n 90→ }\n 91→\n 92→ // 40% chance of item in each room\n 93→ if rng.random_bool(0.4) {\n 94→ use rand::Rng;\n 95→ let (cx, cy) = room.center();\n 96→ // Offset item from center so it doesn't overlap with monster\n 97→ let item_x = cx + rng.random_range(-2..=2);\n 98→ let item_y = cy + rng.random_range(-2..=2);\n 99→ let item_kind = random_item(&mut rng);\n 100→\n 101→ commands.spawn((\n 102→ Name::new(item_kind.name()),\n 103→ Item { kind: item_kind },\n 104→ Position::new(item_x, item_y),\n 105→ Renderable {\n 106→ glyph: item_kind.glyph(),\n 107→ fg_color: RenderColor::Blue,\n 108→ bg_color: RenderColor::Reset,\n 109→ },\n 110→ ));\n 111→ }\n 112→ }\n 113→\n 114→ // Initialize room tracking\n 115→ commands.insert_resource(LastRoom { room_id: None });\n 116→\n 117→ log.add(\"You descend into the darkness...\");\n 118→}\n 119→\n 120→fn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n 121→ use rand::Rng;\n 122→ match rng.random_range(0..6) {\n 123→ 0 => MonsterKind::Orc,\n 124→ 1 => MonsterKind::Goblin,\n 125→ 2 => MonsterKind::Troll,\n 126→ 3 => MonsterKind::Wraith,\n 127→ 4 => MonsterKind::Skeleton,\n 128→ _ => MonsterKind::Demon,\n 129→ }\n 130→}\n 131→\n 132→fn monster_health(kind: MonsterKind) -> i32 {\n 133→ match kind {\n 134→ MonsterKind::Goblin => 5,\n 135→ MonsterKind::Orc => 10,\n 136→ MonsterKind::Skeleton => 8,\n 137→ MonsterKind::Wraith => 12,\n 138→ MonsterKind::Troll => 20,\n 139→ MonsterKind::Demon => 25,\n 140→ }\n 141→}\n 142→\n 143→fn monster_attack(kind: MonsterKind) -> i32 {\n 144→ match kind {\n 145→ MonsterKind::Goblin => 2,\n 146→ MonsterKind::Orc => 4,\n 147→ MonsterKind::Skeleton => 3,\n 148→ MonsterKind::Wraith => 5,\n 149→ MonsterKind::Troll => 6,\n 150→ MonsterKind::Demon => 8,\n 151→ }\n 152→}\n 153→\n 154→fn monster_defense(kind: MonsterKind) -> i32 {\n 155→ match kind {\n 156→ MonsterKind::Goblin => 0,\n 157→ MonsterKind::Orc => 1,\n 158→ MonsterKind::Skeleton => 1,\n 159→ MonsterKind::Wraith => 2,\n 160→ MonsterKind::Troll => 3,\n 161→ MonsterKind::Demon => 4,\n 162→ }\n 163→}\n 164→\n 165→fn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n 166→ use rand::Rng;\n 167→ match rng.random_range(0..7) {\n 168→ 0 => ItemKind::HealthPotion,\n 169→ 1 => ItemKind::Sword,\n 170→ 2 => ItemKind::Shield,\n 171→ 3 => ItemKind::Gold,\n 172→ 4 => ItemKind::Key,\n 173→ 5 => ItemKind::Scroll,\n 174→ _ => ItemKind::Chest,\n 175→ }\n 176→}\n 177→\n 178→/// Check if player entered a new room and request AI description.\n 179→fn check_room_entry(\n 180→ player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n 181→ monster_query: Query<(&Position, &Monster)>,\n 182→ item_query: Query<(&Position, &Item)>,\n 183→ map: Res<GameMap>,\n 184→ mut last_room: ResMut<LastRoom>,\n 185→ mut narrative_requests: MessageWriter<NarrativeRequest>,\n 186→) {\n 187→ let Ok(player_pos) = player_query.single() else {\n 188→ return;\n 189→ };\n 190→\n 191→ // Check if player is in a room\n 192→ if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n 193→ // Only request description if this is a new room\n 194→ if last_room.room_id != Some(room.room_id) {\n 195→ last_room.room_id = Some(room.room_id);\n 196→\n 197→ // Gather room contents\n 198→ let mut contents = Vec::new();\n 199→\n 200→ for (pos, monster) in &monster_query {\n 201→ if room.contains(pos.x, pos.y) {\n 202→ contents.push(RoomContentData::Monster(monster.kind));\n 203→ }\n 204→ }\n 205→\n 206→ for (pos, item) in &item_query {\n 207→ if room.contains(pos.x, pos.y) {\n 208→ contents.push(RoomContentData::Item(item.kind));\n 209→ }\n 210→ }\n 211→\n 212→ // Request AI description\n 213→ narrative_requests.write(NarrativeRequest {\n 214→ id: room.room_id as u64,\n 215→ kind: NarrativeRequestKind::RoomDescription {\n 216→ room: room.clone(),\n 217→ contents,\n 218→ },\n 219→ target_entity: None,\n 220→ });\n 221→ }\n 222→ } else {\n 223→ // Player is in a corridor\n 224→ last_room.room_id = None;\n 225→ }\n 226→}\n 227→\n 228→/// Handle AI narrative responses.\n 229→fn handle_narrative_responses(\n 230→ mut responses: MessageReader<NarrativeResponse>,\n 231→ mut narrative: ResMut<CurrentNarrative>,\n 232→ mut log: ResMut<GameLog>,\n 233→) {\n 234→ for response in responses.read() {\n 235→ match &response.kind {\n 236→ NarrativeResponseKind::RoomDescription(desc) => {\n 237→ narrative.title = \"Room\".to_string();\n 238→ narrative.text = desc.text.clone();\n 239→ narrative.atmosphere = Some(desc.atmosphere.clone());\n 240→ narrative.visible = true;\n 241→\n 242→ // Also add to log\n 243→ log.add(&desc.text);\n 244→ }\n 245→ NarrativeResponseKind::MonsterDialogue(dialogue) => {\n 246→ log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n 247→ }\n 248→ NarrativeResponseKind::ActionResult(result) => {\n 249→ log.add(&result.description);\n 250→ if let Some(consequence) = &result.consequence {\n 251→ log.add(consequence);\n 252→ }\n 253→ }\n 254→ NarrativeResponseKind::DeathNarration(death) => {\n 255→ narrative.title = \"Death\".to_string();\n 256→ narrative.text = death.epitaph.clone();\n 257→ narrative.atmosphere = Some(death.final_words.clone());\n 258→ narrative.visible = true;\n 259→ }\n 260→ NarrativeResponseKind::LoreDiscovery(lore) => {\n 261→ if let Some(inscription) = &lore.inscription {\n 262→ log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n 263→ }\n 264→ log.add(&lore.history);\n 265→ }\n 266→ NarrativeResponseKind::Error(err) => {\n 267→ // Silently handle errors - game continues with fallback\n 268→ tracing::warn!(\"AI error: {}\", err);\n 269→ }\n 270→ }\n 271→ }\n 272→}\n 273→\n 274→/// Check if player has died.\n 275→fn check_player_death(\n 276→ player_query: Query<&Health, With<Player>>,\n 277→ mut next_state: ResMut<NextState<GameScreen>>,\n 278→ mut log: ResMut<GameLog>,\n 279→) {\n 280→ if let Ok(health) = player_query.single() {\n 281→ if health.is_dead() {\n 282→ log.add(\"You have died. The dungeon claims another soul...\");\n 283→ next_state.set(GameScreen::GameOver);\n 284→ }\n 285→ }\n 286→}\n 287→" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "6ffda8a6-b1a6-4be4-a56f-999a0c24dffe", | |
| "tool_use_result": { | |
| "type": "update", | |
| "filePath": "/tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs", | |
| "content": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 9, | |
| "oldLines": 8, | |
| "newStart": 9, | |
| "newLines": 8, | |
| "lines": [ | |
| " RoomContentData,", | |
| " };", | |
| " use crate::game::{", | |
| "- CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,", | |
| "- Player, Position, Renderable, RenderColor, Room,", | |
| "+ CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,", | |
| "+ Player, Position, Renderable, RenderColor,", | |
| " };", | |
| " use crate::tui::CurrentNarrative;", | |
| " " | |
| ] | |
| }, | |
| { | |
| "oldStart": 182, | |
| "oldLines": 7, | |
| "newStart": 182, | |
| "newLines": 7, | |
| "lines": [ | |
| " item_query: Query<(&Position, &Item)>,", | |
| " map: Res<GameMap>,", | |
| " mut last_room: ResMut<LastRoom>,", | |
| "- mut narrative_requests: EventWriter<NarrativeRequest>,", | |
| "+ mut narrative_requests: MessageWriter<NarrativeRequest>,", | |
| " ) {", | |
| " let Ok(player_pos) = player_query.single() else {", | |
| " return;" | |
| ] | |
| }, | |
| { | |
| "oldStart": 227, | |
| "oldLines": 7, | |
| "newStart": 227, | |
| "newLines": 7, | |
| "lines": [ | |
| " ", | |
| " /// Handle AI narrative responses.", | |
| " fn handle_narrative_responses(", | |
| "- mut responses: EventReader<NarrativeResponse>,", | |
| "+ mut responses: MessageReader<NarrativeResponse>,", | |
| " mut narrative: ResMut<CurrentNarrative>,", | |
| " mut log: ResMut<GameLog>,", | |
| " ) {" | |
| ] | |
| } | |
| ], | |
| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, Description, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor, Room,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: EventWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: EventReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n" | |
| } | |
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| "text": "Now let me update main.rs to fix the LogPlugin issue:" | |
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| [2025-12-07T23:12:49.615Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01Gx3qaYvp7SBMZKu2VaDKb6", | |
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| "content": " 1→//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n 2→//!\n 3→//! This game combines a rigid Rust roguelike engine with an AI Game Master\n 4→//! that generates atmospheric horror-themed descriptions and dialogue.\n 5→\n 6→// Support configuring Bevy lints within code.\n 7→#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n 8→\n 9→mod ai;\n 10→mod game;\n 11→mod screens;\n 12→mod theme;\n 13→mod tui;\n 14→\n 15→use std::time::Duration;\n 16→\n 17→use bevy::app::ScheduleRunnerPlugin;\n 18→use bevy::log::LogPlugin;\n 19→use bevy::prelude::*;\n 20→use bevy_ratatui::RatatuiPlugins;\n 21→\n 22→use screens::GameScreen;\n 23→\n 24→fn main() -> AppExit {\n 25→ // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n 26→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 27→\n 28→ App::new()\n 29→ .add_plugins(AppPlugin { frame_time })\n 30→ .run()\n 31→}\n 32→\n 33→/// Main application plugin.\n 34→pub struct AppPlugin {\n 35→ pub frame_time: Duration,\n 36→}\n 37→\n 38→impl Plugin for AppPlugin {\n 39→ fn build(&self, app: &mut App) {\n 40→ // Core Bevy plugins (minimal set for TUI)\n 41→ app.add_plugins(\n 42→ MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n 43→ );\n 44→\n 45→ // Logging\n 46→ app.add_plugins(LogPlugin {\n 47→ filter: \"wgpu=error,naga=error\".to_string(),\n 48→ level: bevy::log::Level::INFO,\n 49→ ..default()\n 50→ });\n 51→\n 52→ // Ratatui TUI integration\n 53→ app.add_plugins(RatatuiPlugins::default());\n 54→\n 55→ // Game plugins\n 56→ app.add_plugins((\n 57→ game::plugin,\n 58→ ai::plugin,\n 59→ tui::plugin,\n 60→ screens::plugin,\n 61→ theme::plugin,\n 62→ ));\n 63→\n 64→ // Configure system ordering\n 65→ app.configure_sets(\n 66→ Update,\n 67→ (\n 68→ AppSystems::Input,\n 69→ AppSystems::GameLogic,\n 70→ AppSystems::AI,\n 71→ AppSystems::Render,\n 72→ )\n 73→ .chain(),\n 74→ );\n 75→\n 76→ // Start in loading state, then transition to playing\n 77→ app.add_systems(Startup, start_game);\n 78→ }\n 79→}\n 80→\n 81→/// High-level system groupings for the app.\n 82→#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\n 83→enum AppSystems {\n 84→ /// Process player input\n 85→ Input,\n 86→ /// Run game logic (movement, combat, etc.)\n 87→ GameLogic,\n 88→ /// Handle AI narrative generation\n 89→ AI,\n 90→ /// Render the TUI\n 91→ Render,\n 92→}\n 93→\n 94→/// Transition from loading to playing.\n 95→fn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n 96→ next_state.set(GameScreen::Playing);\n 97→}\n 98→\n 99→#[cfg(test)]\n 100→mod tests {\n 101→ use super::*;\n 102→\n 103→ #[test]\n 104→ fn app_builds_without_panic() {\n 105→ // Just verify the app can be constructed\n 106→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 107→ let _plugin = AppPlugin { frame_time };\n 108→ }\n 109→}\n 110→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::log::LogPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Logging\n app.add_plugins(LogPlugin {\n filter: \"wgpu=error,naga=error\".to_string(),\n level: bevy::log::Level::INFO,\n ..default()\n });\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n", | |
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| [2025-12-07T23:12:58.291Z] [INFO] { | |
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| { | |
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| "content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n" | |
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| [2025-12-07T23:12:58.321Z] [INFO] { | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/main.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n 2→//!\n 3→//! This game combines a rigid Rust roguelike engine with an AI Game Master\n 4→//! that generates atmospheric horror-themed descriptions and dialogue.\n 5→\n 6→// Support configuring Bevy lints within code.\n 7→#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n 8→\n 9→mod ai;\n 10→mod game;\n 11→mod screens;\n 12→mod theme;\n 13→mod tui;\n 14→\n 15→use std::time::Duration;\n 16→\n 17→use bevy::app::ScheduleRunnerPlugin;\n 18→use bevy::prelude::*;\n 19→use bevy_ratatui::RatatuiPlugins;\n 20→\n 21→use screens::GameScreen;\n 22→\n 23→fn main() -> AppExit {\n 24→ // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n 25→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 26→\n 27→ App::new()\n 28→ .add_plugins(AppPlugin { frame_time })\n 29→ .run()\n 30→}\n 31→\n 32→/// Main application plugin.\n 33→pub struct AppPlugin {\n 34→ pub frame_time: Duration,\n 35→}\n 36→\n 37→impl Plugin for AppPlugin {\n 38→ fn build(&self, app: &mut App) {\n 39→ // Core Bevy plugins (minimal set for TUI)\n 40→ app.add_plugins(\n 41→ MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n 42→ );\n 43→\n 44→ // Ratatui TUI integration\n 45→ app.add_plugins(RatatuiPlugins::default());\n 46→\n 47→ // Game plugins\n 48→ app.add_plugins((\n 49→ game::plugin,\n 50→ ai::plugin,\n 51→ tui::plugin,\n 52→ screens::plugin,\n 53→ theme::plugin,\n 54→ ));\n 55→\n 56→ // Configure system ordering\n 57→ app.configure_sets(\n 58→ Update,\n 59→ (\n 60→ AppSystems::Input,\n 61→ AppSystems::GameLogic,\n 62→ AppSystems::AI,\n 63→ AppSystems::Render,\n 64→ )\n 65→ .chain(),\n 66→ );\n 67→\n 68→ // Start in loading state, then transition to playing\n 69→ app.add_systems(Startup, start_game);\n 70→ }\n 71→}\n 72→\n 73→/// High-level system groupings for the app.\n 74→#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\n 75→enum AppSystems {\n 76→ /// Process player input\n 77→ Input,\n 78→ /// Run game logic (movement, combat, etc.)\n 79→ GameLogic,\n 80→ /// Handle AI narrative generation\n 81→ AI,\n 82→ /// Render the TUI\n 83→ Render,\n 84→}\n 85→\n 86→/// Transition from loading to playing.\n 87→fn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n 88→ next_state.set(GameScreen::Playing);\n 89→}\n 90→\n 91→#[cfg(test)]\n 92→mod tests {\n 93→ use super::*;\n 94→\n 95→ #[test]\n 96→ fn app_builds_without_panic() {\n 97→ // Just verify the app can be constructed\n 98→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 99→ let _plugin = AppPlugin { frame_time };\n 100→ }\n 101→}\n 102→" | |
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| "type": "update", | |
| "filePath": "/tmp/gh-issue-solver-1765148430436/src/main.rs", | |
| "content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 15, | |
| "oldLines": 7, | |
| "newStart": 15, | |
| "newLines": 6, | |
| "lines": [ | |
| " use std::time::Duration;", | |
| " ", | |
| " use bevy::app::ScheduleRunnerPlugin;", | |
| "-use bevy::log::LogPlugin;", | |
| " use bevy::prelude::*;", | |
| " use bevy_ratatui::RatatuiPlugins;", | |
| " " | |
| ] | |
| }, | |
| { | |
| "oldStart": 42, | |
| "oldLines": 13, | |
| "newStart": 41, | |
| "newLines": 6, | |
| "lines": [ | |
| " MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),", | |
| " );", | |
| " ", | |
| "- // Logging", | |
| "- app.add_plugins(LogPlugin {", | |
| "- filter: \"wgpu=error,naga=error\".to_string(),", | |
| "- level: bevy::log::Level::INFO,", | |
| "- ..default()", | |
| "- });", | |
| "-", | |
| " // Ratatui TUI integration", | |
| " app.add_plugins(RatatuiPlugins::default());", | |
| " " | |
| ] | |
| } | |
| ], | |
| "originalFile": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::log::LogPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Logging\n app.add_plugins(LogPlugin {\n filter: \"wgpu=error,naga=error\".to_string(),\n level: bevy::log::Level::INFO,\n ..default()\n });\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n" | |
| } | |
| } | |
| [2025-12-07T23:13:03.429Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01KHfWhSk533sdYmpZEiBZu4", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me also update the widgets and other files to fix the unused imports and update the mod files:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "service_tier": "standard" | |
| }, | |
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| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "684f1f27-5e1a-4f9a-b442-5d66185392c9" | |
| } | |
| [2025-12-07T23:13:04.890Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01KHfWhSk533sdYmpZEiBZu4", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_014zgKdJoNNfViFzexQvARMs", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1765148430436/src/tui/widgets.rs" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "service_tier": "standard" | |
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| "session_id": "ca92ea25-151a-4561-bd3b-f56bdef0446d", | |
| "uuid": "7cfccd52-7e7b-4a0c-8d2a-6a86311307c8" | |
| } | |
| [2025-12-07T23:13:04.964Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014zgKdJoNNfViFzexQvARMs","type":"tool_result","content":" 1→//! Custom TUI widgets for the game.\n 2→\n 3→use bevy::prelude::*;\n 4→use ratatui::{\n 5→ buffer::Buffer,\n 6→ layout::Rect,\n 7→ style::{Color, Modifier, Style},\n 8→ text::{Line, Span},\n 9→ widgets::{Block, Borders, Paragraph, Widget},\n 10→};\n 11→\n 12→use crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n 13→\n 14→/// Plugin for widget-related resources.\n 15→pub fn plugin(_app: &mut App) {\n 16→ // Widgets are stateless, no resources needed\n 17→}\n 18→\n 19→/// Widget for rendering the dungeon map.\n 20→pub struct MapWidget<'a> {\n 21→ map: &'a GameMap,\n 22→ player_pos: Option<Position>,\n 23→ entities: Vec<(Position, char, Color)>,\n 24→}\n 25→\n 26→impl<'a> MapWidget<'a> {\n 27→ pub fn new(map: &'a GameMap) -> Self {\n 28→ Self {\n 29→ map,\n 30→ player_pos: None,\n 31→ entities: Vec::new(),\n 32→ }\n 33→ }\n 34→\n 35→ pub fn with_player(mut self, pos: Position) -> Self {\n 36→ self.player_pos = Some(pos);\n 37→ self\n 38→ }\n 39→\n 40→ pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n 41→ self.entities.push((pos, glyph, color));\n 42→ self\n 43→ }\n 44→\n 45→ pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n 46→ self.entities = entities;\n 47→ self\n 48→ }\n 49→}\n 50→\n 51→impl Widget for MapWidget<'_> {\n 52→ fn render(self, area: Rect, buf: &mut Buffer) {\n 53→ let block = Block::default()\n 54→ .title(\" Dungeon \")\n 55→ .borders(Borders::ALL)\n 56→ .border_style(Style::default().fg(Color::DarkGray));\n 57→\n 58→ let inner = block.inner(area);\n 59→ block.render(area, buf);\n 60→\n 61→ // Calculate viewport offset to center on player\n 62→ let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n 63→ let center_x = inner.width as i32 / 2;\n 64→ let center_y = inner.height as i32 / 2;\n 65→ (player_pos.x - center_x, player_pos.y - center_y)\n 66→ } else {\n 67→ (0, 0)\n 68→ };\n 69→\n 70→ // Render tiles\n 71→ for screen_y in 0..inner.height {\n 72→ for screen_x in 0..inner.width {\n 73→ let map_x = screen_x as i32 + offset_x;\n 74→ let map_y = screen_y as i32 + offset_y;\n 75→\n 76→ if !self.map.in_bounds(map_x, map_y) {\n 77→ continue;\n 78→ }\n 79→\n 80→ let idx = self.map.xy_idx(map_x, map_y);\n 81→ let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n 82→ let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n 83→\n 84→ if !revealed {\n 85→ continue;\n 86→ }\n 87→\n 88→ let tile = self.map.tiles[idx];\n 89→ let (glyph, fg) = tile_appearance(tile, visible);\n 90→\n 91→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 92→ .set_char(glyph)\n 93→ .set_fg(fg);\n 94→ }\n 95→ }\n 96→\n 97→ // Render entities\n 98→ for (pos, glyph, color) in &self.entities {\n 99→ let screen_x = (pos.x - offset_x) as u16;\n 100→ let screen_y = (pos.y - offset_y) as u16;\n 101→\n 102→ if screen_x < inner.width && screen_y < inner.height {\n 103→ let idx = self.map.xy_idx(pos.x, pos.y);\n 104→ if self.map.visible.get(idx).copied().unwrap_or(false) {\n 105→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 106→ .set_char(*glyph)\n 107→ .set_fg(*color);\n 108→ }\n 109→ }\n 110→ }\n 111→\n 112→ // Render player (always on top)\n 113→ if let Some(player_pos) = self.player_pos {\n 114→ let screen_x = (player_pos.x - offset_x) as u16;\n 115→ let screen_y = (player_pos.y - offset_y) as u16;\n 116→\n 117→ if screen_x < inner.width && screen_y < inner.height {\n 118→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 119→ .set_char('@')\n 120→ .set_fg(Color::Yellow)\n 121→ .set_style(Style::default().add_modifier(Modifier::BOLD));\n 122→ }\n 123→ }\n 124→ }\n 125→}\n 126→\n 127→fn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n 128→ let glyph = tile.glyph();\n 129→ let fg = match tile {\n 130→ TileType::Wall => {\n 131→ if visible {\n 132→ Color::White\n 133→ } else {\n 134→ Color::DarkGray\n 135→ }\n 136→ }\n 137→ TileType::Floor => {\n 138→ if visible {\n 139→ Color::Gray\n 140→ } else {\n 141→ Color::DarkGray\n 142→ }\n 143→ }\n 144→ TileType::Door => {\n 145→ if visible {\n 146→ Color::Yellow\n 147→ } else {\n 148→ Color::DarkGray\n 149→ }\n 150→ }\n 151→ TileType::StairsDown | TileType::StairsUp => {\n 152→ if visible {\n 153→ Color::Cyan\n 154→ } else {\n 155→ Color::DarkGray\n 156→ }\n 157→ }\n 158→ };\n 159→ (glyph, fg)\n 160→}\n 161→\n 162→/// Widget for displaying the game log.\n 163→pub struct LogWidget<'a> {\n 164→ log: &'a GameLog,\n 165→ max_lines: usize,\n 166→}\n 167→\n 168→impl<'a> LogWidget<'a> {\n 169→ pub fn new(log: &'a GameLog) -> Self {\n 170→ Self { log, max_lines: 5 }\n 171→ }\n 172→\n 173→ pub fn with_max_lines(mut self, lines: usize) -> Self {\n 174→ self.max_lines = lines;\n 175→ self\n 176→ }\n 177→}\n 178→\n 179→impl Widget for LogWidget<'_> {\n 180→ fn render(self, area: Rect, buf: &mut Buffer) {\n 181→ let block = Block::default()\n 182→ .title(\" Messages \")\n 183→ .borders(Borders::ALL)\n 184→ .border_style(Style::default().fg(Color::DarkGray));\n 185→\n 186→ let inner = block.inner(area);\n 187→ block.render(area, buf);\n 188→\n 189→ let messages: Vec<Line> = self\n 190→ .log\n 191→ .recent(self.max_lines)\n 192→ .rev()\n 193→ .map(|msg| Line::from(Span::raw(msg.as_str())))\n 194→ .collect();\n 195→\n 196→ Paragraph::new(messages)\n 197→ .style(Style::default().fg(Color::White))\n 198→ .render(inner, buf);\n 199→ }\n 200→}\n 201→\n 202→/// Widget for displaying player stats.\n 203→pub struct StatsWidget {\n 204→ health: Health,\n 205→ floor: i32,\n 206→ gold: i32,\n 207→}\n 208→\n 209→impl StatsWidget {\n 210→ pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n 211→ Self {\n 212→ health,\n 213→ floor,\n 214→ gold,\n 215→ }\n 216→ }\n 217→}\n 218→\n 219→impl Widget for StatsWidget {\n 220→ fn render(self, area: Rect, buf: &mut Buffer) {\n 221→ let block = Block::default()\n 222→ .title(\" Status \")\n 223→ .borders(Borders::ALL)\n 224→ .border_style(Style::default().fg(Color::DarkGray));\n 225→\n 226→ let inner = block.inner(area);\n 227→ block.render(area, buf);\n 228→\n 229→ // Health bar\n 230→ let health_pct = self.health.percentage();\n 231→ let health_color = if health_pct > 0.6 {\n 232→ Color::Green\n 233→ } else if health_pct > 0.3 {\n 234→ Color::Yellow\n 235→ } else {\n 236→ Color::Red\n 237→ };\n 238→\n 239→ let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n 240→ let floor_text = format!(\"Floor: {}\", self.floor);\n 241→ let gold_text = format!(\"Gold: {}\", self.gold);\n 242→\n 243→ let lines = vec![\n 244→ Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n 245→ Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n 246→ Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n 247→ ];\n 248→\n 249→ Paragraph::new(lines).render(inner, buf);\n 250→ }\n 251→}\n 252→\n 253→/// Widget for displaying AI-generated narrative.\n 254→pub struct NarrativeWidget<'a> {\n 255→ title: &'a str,\n 256→ text: &'a str,\n 257→ atmosphere: Option<&'a str>,\n 258→}\n 259→\n 260→impl<'a> NarrativeWidget<'a> {\n 261→ pub fn new(title: &'a str, text: &'a str) -> Self {\n 262→ Self {\n 263→ title,\n 264→ text,\n 265→ atmosphere: None,\n 266→ }\n 267→ }\n 268→\n 269→ pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n 270→ self.atmosphere = Some(atmosphere);\n 271→ self\n 272→ }\n 273→}\n 274→\n 275→impl Widget for NarrativeWidget<'_> {\n 276→ fn render(self, area: Rect, buf: &mut Buffer) {\n 277→ let block = Block::default()\n 278→ .title(format!(\" {} \", self.title))\n 279→ .borders(Borders::ALL)\n 280→ .border_style(Style::default().fg(Color::Magenta));\n 281→\n 282→ let inner = block.inner(area);\n 283→ block.render(area, buf);\n 284→\n 285→ let mut lines = vec![Line::from(Span::styled(\n 286→ self.text,\n 287→ Style::default().fg(Color::White),\n 288→ ))];\n 289→\n 290→ if let Some(atmo) = self.atmosphere {\n 291→ lines.push(Line::from(\"\"));\n 292→ lines.push(Line::from(Span::styled(\n 293→ format!(\"~ {} ~\", atmo),\n 294→ Style::default()\n 295→ .fg(Color::DarkGray)\n 296→ .add_modifier(Modifier::ITALIC),\n 297→ )));\n 298→ }\n 299→\n 300→ Paragraph::new(lines).render(inner, buf);\n 301→ }\n 302→}\n 303→\n 304→/// Widget for the help/controls display.\n 305→pub struct HelpWidget;\n 306→\n 307→impl Widget for HelpWidget {\n 308→ fn render(self, area: Rect, buf: &mut Buffer) {\n 309→ let block = Block::default()\n 310→ .title(\" Controls \")\n 311→ .borders(Borders::ALL)\n 312→ .border_style(Style::default().fg(Color::DarkGray));\n 313→\n 314→ let inner = block.inner(area);\n 315→ block.render(area, buf);\n 316→\n 317→ let controls = vec![\n 318→ Line::from(\"hjkl/arrows: Move\"),\n 319→ Line::from(\".: Wait\"),\n 320→ Line::from(\">: Descend\"),\n 321→ Line::from(\"q: Quit\"),\n 322→ ];\n 323→\n 324→ Paragraph::new(controls)\n 325→ .style(Style::default().fg(Color::Gray))\n 326→ .render(inner, buf);\n 327→ }\n 328→}\n 329→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"45087592-2728-4ce0-99fb-db006ec2509c","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1765148430436/src/tui/widgets.rs","content":"//! Custom TUI widgets for the game.\n\nuse bevy::prelude::*;\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n\n/// Plugin for widget-related resources.\npub fn plugin(_app: &mut App) {\n // Widgets are stateless, no resources needed\n}\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\" | |
| [2025-12-07T23:13:04.968Z] [INFO] q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n","numLines":329,"startLine":1,"totalLines":329}}} | |
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| "content": "//! Custom TUI widgets for the game.\n\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Position, TileType};\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n #[allow(dead_code)]\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n" | |
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| [2025-12-07T23:13:29.973Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_019bfBjCksxniEUNBPpTXmKf","type":"tool_result","content":"The file /tmp/gh-issue-solver-1765148430436/src/tui/widgets.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Custom TUI widgets for the game.\n 2→\n 3→use ratatui::{\n 4→ buffer::Buffer,\n 5→ layout::Rect,\n 6→ style::{Color, Modifier, Style},\n 7→ text::{Line, Span},\n 8→ widgets::{Block, Borders, Paragraph, Widget},\n 9→};\n 10→\n 11→use crate::game::{GameLog, GameMap, Health, Position, TileType};\n 12→\n 13→/// Widget for rendering the dungeon map.\n 14→pub struct MapWidget<'a> {\n 15→ map: &'a GameMap,\n 16→ player_pos: Option<Position>,\n 17→ entities: Vec<(Position, char, Color)>,\n 18→}\n 19→\n 20→impl<'a> MapWidget<'a> {\n 21→ pub fn new(map: &'a GameMap) -> Self {\n 22→ Self {\n 23→ map,\n 24→ player_pos: None,\n 25→ entities: Vec::new(),\n 26→ }\n 27→ }\n 28→\n 29→ pub fn with_player(mut self, pos: Position) -> Self {\n 30→ self.player_pos = Some(pos);\n 31→ self\n 32→ }\n 33→\n 34→ #[allow(dead_code)]\n 35→ pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n 36→ self.entities.push((pos, glyph, color));\n 37→ self\n 38→ }\n 39→\n 40→ pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n 41→ self.entities = entities;\n 42→ self\n 43→ }\n 44→}\n 45→\n 46→impl Widget for MapWidget<'_> {\n 47→ fn render(self, area: Rect, buf: &mut Buffer) {\n 48→ let block = Block::default()\n 49→ .title(\" Dungeon \")\n 50→ .borders(Borders::ALL)\n 51→ .border_style(Style::default().fg(Color::DarkGray));\n 52→\n 53→ let inner = block.inner(area);\n 54→ block.render(area, buf);\n 55→\n 56→ // Calculate viewport offset to center on player\n 57→ let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n 58→ let center_x = inner.width as i32 / 2;\n 59→ let center_y = inner.height as i32 / 2;\n 60→ (player_pos.x - center_x, player_pos.y - center_y)\n 61→ } else {\n 62→ (0, 0)\n 63→ };\n 64→\n 65→ // Render tiles\n 66→ for screen_y in 0..inner.height {\n 67→ for screen_x in 0..inner.width {\n 68→ let map_x = screen_x as i32 + offset_x;\n 69→ let map_y = screen_y as i32 + offset_y;\n 70→\n 71→ if !self.map.in_bounds(map_x, map_y) {\n 72→ continue;\n 73→ }\n 74→\n 75→ let idx = self.map.xy_idx(map_x, map_y);\n 76→ let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n 77→ let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n 78→\n 79→ if !revealed {\n 80→ continue;\n 81→ }\n 82→\n 83→ let tile = self.map.tiles[idx];\n 84→ let (glyph, fg) = tile_appearance(tile, visible);\n 85→\n 86→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 87→ .set_char(glyph)\n 88→ .set_fg(fg);\n 89→ }\n 90→ }\n 91→\n 92→ // Render entities\n 93→ for (pos, glyph, color) in &self.entities {\n 94→ let screen_x = (pos.x - offset_x) as u16;\n 95→ let screen_y = (pos.y - offset_y) as u16;\n 96→\n 97→ if screen_x < inner.width && screen_y < inner.height {\n 98→ let idx = self.map.xy_idx(pos.x, pos.y);\n 99→ if self.map.visible.get(idx).copied().unwrap_or(false) {\n 100→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 101→ .set_char(*glyph)\n 102→ .set_fg(*color);\n 103→ }\n 104→ }\n 105→ }\n 106→\n 107→ // Render player (always on top)\n 108→ if let Some(player_pos) = self.player_pos {\n 109→ let screen_x = (player_pos.x - offset_x) as u16;\n 110→ let screen_y = (player_pos.y - offset_y) as u16;\n 111→\n 112→ if screen_x < inner.width && screen_y < inner.height {\n 113→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 114→ .set_char('@')\n 115→ .set_fg(Color::Yellow)\n 116→ .set_style(Style::default().add_modifier(Modifier::BOLD));\n 117→ }\n 118→ }\n 119→ }\n 120→}\n 121→\n 122→fn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n 123→ let glyph = tile.glyph();\n 124→ let fg = match tile {\n 125→ TileType::Wall => {\n 126→ if visible {\n 127→ Color::White\n 128→ } else {\n 129→ Color::DarkGray\n 130→ }\n 131→ }\n 132→ TileType::Floor => {\n 133→ if visible {\n 134→ Color::Gray\n 135→ } else {\n 136→ Color::DarkGray\n 137→ }\n 138→ }\n 139→ TileType::Door => {\n 140→ if visible {\n 141→ Color::Yellow\n 142→ } else {\n 143→ Color::DarkGray\n 144→ }\n 145→ }\n 146→ TileType::StairsDown | TileType::StairsUp => {\n 147→ if visible {\n 148→ Color::Cyan\n 149→ } else {\n 150→ Color::DarkGray\n 151→ }\n 152→ }\n 153→ };\n 154→ (glyph, fg)\n 155→}\n 156→\n 157→/// Widget for displaying the game log.\n 158→pub struct LogWidget<'a> {\n 159→ log: &'a GameLog,\n 160→ max_lines: usize,\n 161→}\n 162→\n 163→impl<'a> LogWidget<'a> {\n 164→ pub fn new(log: &'a GameLog) -> Self {\n 165→ Self { log, max_lines: 5 }\n 166→ }\n 167→\n 168→ pub fn with_max_lines(mut self, lines: usize) -> Self {\n 169→ self.max_lines = lines;\n 170→ self\n 171→ }\n 172→}\n 173→\n 174→impl Widget for LogWidget<'_> {\n 175→ fn render(self, area: Rect, buf: &mut Buffer) {\n 176→ let block = Block::default()\n 177→ .title(\" Messages \")\n 178→ .borders(Borders::ALL)\n 179→ .border_style(Style::default().fg(Color::DarkGray));\n 180→\n 181→ let inner = block.inner(area);\n 182→ block.render(area, buf);\n 183→\n 184→ let messages: Vec<Line> = self\n 185→ .log\n 186→ .recent(self.max_lines)\n 187→ .rev()\n 188→ .map(|msg| Line::from(Span::raw(msg.as_str())))\n 189→ .collect();\n 190→\n 191→ Paragraph::new(messages)\n 192→ .style(Style::default().fg(Color::White))\n 193→ .render(inner, buf);\n 194→ }\n 195→}\n 196→\n 197→/// Widget for displaying player stats.\n 198→pub struct StatsWidget {\n 199→ health: Health,\n 200→ floor: i32,\n 201→ gold: i32,\n 202→}\n 203→\n 204→impl StatsWidget {\n 205→ pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n 206→ Self {\n 207→ health,\n 208→ floor,\n 209→ gold,\n 210→ }\n 211→ }\n 212→}\n 213→\n 214→impl Widget for StatsWidget {\n 215→ fn render(self, area: Rect, buf: &mut Buffer) {\n 216→ let block = Block::default()\n 217→ .title(\" Status \")\n 218→ .borders(Borders::ALL)\n 219→ .border_style(Style::default().fg(Color::DarkGray));\n 220→\n 221→ let inner = block.inner(area);\n 222→ block.render(area, buf);\n 223→\n 224→ // Health bar\n 225→ let health_pct = self.health.percentage();\n 226→ let health_color = if health_pct > 0.6 {\n 227→ Color::Green\n 228→ } else if health_pct > 0.3 {\n 229→ Color::Yellow\n 230→ } else {\n 231→ Color::Red\n 232→ };\n 233→\n 234→ let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n 235→ let floor_text = format!(\"Floor: {}\", self.floor);\n 236→ let gold_text = format!(\"Gold: {}\", self.gold);\n 237→\n 238→ let lines = vec![\n 239→ Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n 240→ Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n 241→ Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n 242→ ];\n 243→\n 244→ Paragraph::new(lines).render(inner, buf);\n 245→ }\n 246→}\n 247→\n 248→/// Widget for displaying AI-generated narrative.\n 249→pub struct NarrativeWidget<'a> {\n 250→ title: &'a str,\n 251→ text: &'a str,\n 252→ atmosphere: Option<&'a str>,\n 253→}\n 254→\n 255→impl<'a> NarrativeWidget<'a> {\n 256→ pub fn new(title: &'a str, text: &'a str) -> Self {\n 257→ Self {\n 258→ title,\n 259→ text,\n 260→ atmosphere: None,\n 261→ }\n 262→ }\n 263→\n 264→ pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n 265→ self.atmosphere = Some(atmosphere);\n 266→ self\n 267→ }\n 268→}\n 269→\n 270→impl Widget for NarrativeWidget<'_> {\n 271→ fn render(self, area: Rect, buf: &mut Buffer) {\n 272→ let block = Block::default()\n 273→ .title(format!(\" {} \", self.title))\n 274→ .borders(Borders::ALL)\n 275→ .border_style(Style::default().fg(Color::Magenta));\n 276→\n 277→ let inner = block.inner(area);\n 278→ block.render(area, buf);\n 279→\n 280→ let mut lines = vec![Line::from(Span::styled(\n 281→ self.text,\n 282→ Style::default().fg(Color::White),\n 283→ ))];\n 284→\n 285→ if let Some(atmo) = self.atmosphere {\n 286→ lines.push(Line::from(\"\"));\n 287→ lines.push(Line::from(Span::styled(\n 288→ format!(\"~ {} ~\", atmo),\n 289→ Style::default()\n 290→ .fg(Color::DarkGray)\n 291→ .add_modifier(Modifier::ITALIC),\n 292→ )));\n 293→ }\n 294→\n 295→ Paragraph::new(lines).render(inner, buf);\n 296→ }\n 297→}\n 298→\n 299→/// Widget for the help/controls display.\n 300→pub struct HelpWidget;\n 301→\n 302→impl Widget for HelpWidget {\n 303→ fn render(self, area: Rect, buf: &mut Buffer) {\n 304→ let block = Block::default()\n 305→ .title(\" Controls \")\n 306→ .borders(Borders::ALL)\n 307→ .border_style(Style::default().fg(Color::DarkGray));\n 308→\n 309→ let inner = block.inner(area);\n 310→ block.render(area, buf);\n 311→\n 312→ let controls = vec![\n 313→ Line::from(\"hjkl/arrows: Move\"),\n 314→ Line::from(\".: Wait\"),\n 315→ Line::from(\">: Descend\"),\n 316→ Line::from(\"q: Quit\"),\n 317→ ];\n 318→\n 319→ Paragraph::new(controls)\n 320→ .style(Style::default().fg(Color::Gray))\n 321→ .render(inner, buf);\n 322→ }\n 323→}\n 324→"}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"d5c24efc-9919-4e53-ba5b-2ca27d96c6cc","tool_use_result":{"type":"update","filePath":"/tmp/gh-issue-solver-1765148430436/src/tui/widgets.rs","content":"//! Custom TUI widgets for the game.\n\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Position, TileType};\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n #[allow(dead_code)]\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n","structuredPatch":[{"oldStart":1,"oldLines":6,"newStart":1,"newLines":5,"lines":[" //! Custom TUI widgets for the game."," ","-use bevy::prelude::*;"," use ratatui::{"," buffer::Buffer,"," layout::Rect,"]},{"oldStart":9,"oldLines":13,"newStart":8,"newLines":8,"lines":[" widgets::{Block, Borders, Paragraph, Widget},"," };"," ","-use crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};","+use crate::game::{GameLog, GameMap, Health, Position, TileType};"," ","-/// Plugin for widget-related resources.","-pub fn plugin(_app: &mut App) {","- // Widgets are stateless, no resources needed","-}","-"," /// Widget for rendering the dungeon map."," pub struct MapWidget<'a> {"," map: &'a GameMap,"]},{"oldStart":37,"oldLines":6,"newStart":31,"newLines":7,"lines":[" self"," }"," ","+ #[allow(dead_code)]"," pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {"," self.entities.push((pos, glyph, color));"," self"]}],"originalFile":"//! Custom TUI widgets for the game.\n\nuse bevy::prelude::*;\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Monster, Player, Position, Renderable, TileType};\n\n/// Plugin for widget-related resources.\npub fn plugin(_app: &mut App) {\n // Widgets are stateless, no resources needed\n}\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .rev()\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ] | |
| [2025-12-07T23:13:29.987Z] [INFO] ;\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n"}} | |
| [2025-12-07T23:13:33.295Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01RJ7ReYTUygADt6tn3kxZKp", | |
| "type": "message", | |
| "role": "assistant", | |
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| "content": "//! TUI module - Terminal user interface with ratatui.\n\nmod render;\nmod widgets;\n\npub use render::CurrentNarrative;\npub use widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins(render::plugin);\n}\n" | |
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| "filePath": "/tmp/gh-issue-solver-1765148430436/src/tui/mod.rs", | |
| "content": "//! TUI module - Terminal user interface with ratatui.\n\nmod render;\nmod widgets;\n\npub use render::CurrentNarrative;\npub use widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins(render::plugin);\n}\n", | |
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| " mod render;", | |
| " mod widgets;", | |
| " ", | |
| "-pub use render::*;", | |
| "-pub use widgets::*;", | |
| "+pub use render::CurrentNarrative;", | |
| "+pub use widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};", | |
| " ", | |
| " use bevy::prelude::*;", | |
| " ", | |
| " /// Plugin for TUI rendering.", | |
| " pub fn plugin(app: &mut App) {", | |
| "- app.add_plugins((render::plugin, widgets::plugin));", | |
| "+ app.add_plugins(render::plugin);", | |
| " }" | |
| ] | |
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| "originalFile": "//! TUI module - Terminal user interface with ratatui.\n\nmod render;\nmod widgets;\n\npub use render::*;\npub use widgets::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, widgets::plugin));\n}\n" | |
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| "content": " 1→//! AI module - Ollama integration and narrative generation.\n 2→\n 3→mod bridge;\n 4→mod client;\n 5→mod prompts;\n 6→mod worker;\n 7→\n 8→pub use bridge::*;\n 9→pub use client::*;\n 10→pub use prompts::*;\n 11→pub use worker::*;\n 12→\n 13→use bevy::prelude::*;\n 14→\n 15→/// Plugin for AI systems and resources.\n 16→pub fn plugin(app: &mut App) {\n 17→ app.add_plugins((bridge::plugin, worker::plugin));\n 18→}\n 19→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use bridge::*;\npub use client::*;\npub use prompts::*;\npub use worker::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n", | |
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| "content": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use worker::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n" | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/ai/mod.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! AI module - Ollama integration and narrative generation.\n 2→\n 3→mod bridge;\n 4→mod client;\n 5→mod prompts;\n 6→mod worker;\n 7→\n 8→pub use worker::{\n 9→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 10→ RoomContentData,\n 11→};\n 12→\n 13→use bevy::prelude::*;\n 14→\n 15→/// Plugin for AI systems and resources.\n 16→pub fn plugin(app: &mut App) {\n 17→ app.add_plugins((bridge::plugin, worker::plugin));\n 18→}\n 19→" | |
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| "content": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use worker::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n", | |
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| " mod prompts;", | |
| " mod worker;", | |
| " ", | |
| "-pub use bridge::*;", | |
| "-pub use client::*;", | |
| "-pub use prompts::*;", | |
| "-pub use worker::*;", | |
| "+pub use worker::{", | |
| "+ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,", | |
| "+ RoomContentData,", | |
| "+};", | |
| " ", | |
| " use bevy::prelude::*;", | |
| " " | |
| ] | |
| } | |
| ], | |
| "originalFile": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod prompts;\nmod worker;\n\npub use bridge::*;\npub use client::*;\npub use prompts::*;\npub use worker::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin));\n}\n" | |
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| "content": "//! Game screens and state management.\n\nmod gameplay;\n\nuse bevy::prelude::*;\n\n/// Plugin for screen management.\npub fn plugin(app: &mut App) {\n app.init_state::<GameScreen>()\n .add_plugins(gameplay::plugin);\n}\n\n/// The main game screen states.\n#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\npub enum GameScreen {\n /// Initial loading/title screen\n #[default]\n Loading,\n /// Main gameplay\n Playing,\n /// Player has died\n GameOver,\n /// Paused game\n #[allow(dead_code)]\n Paused,\n}\n" | |
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| [2025-12-07T23:13:57.580Z] [INFO] { | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/mod.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Game screens and state management.\n 2→\n 3→mod gameplay;\n 4→\n 5→use bevy::prelude::*;\n 6→\n 7→/// Plugin for screen management.\n 8→pub fn plugin(app: &mut App) {\n 9→ app.init_state::<GameScreen>()\n 10→ .add_plugins(gameplay::plugin);\n 11→}\n 12→\n 13→/// The main game screen states.\n 14→#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\n 15→pub enum GameScreen {\n 16→ /// Initial loading/title screen\n 17→ #[default]\n 18→ Loading,\n 19→ /// Main gameplay\n 20→ Playing,\n 21→ /// Player has died\n 22→ GameOver,\n 23→ /// Paused game\n 24→ #[allow(dead_code)]\n 25→ Paused,\n 26→}\n 27→" | |
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| "filePath": "/tmp/gh-issue-solver-1765148430436/src/screens/mod.rs", | |
| "content": "//! Game screens and state management.\n\nmod gameplay;\n\nuse bevy::prelude::*;\n\n/// Plugin for screen management.\npub fn plugin(app: &mut App) {\n app.init_state::<GameScreen>()\n .add_plugins(gameplay::plugin);\n}\n\n/// The main game screen states.\n#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\npub enum GameScreen {\n /// Initial loading/title screen\n #[default]\n Loading,\n /// Main gameplay\n Playing,\n /// Player has died\n GameOver,\n /// Paused game\n #[allow(dead_code)]\n Paused,\n}\n", | |
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| " ", | |
| " mod gameplay;", | |
| " ", | |
| "-pub use gameplay::*;", | |
| "-", | |
| " use bevy::prelude::*;", | |
| " ", | |
| " /// Plugin for screen management." | |
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| " /// Player has died", | |
| " GameOver,", | |
| " /// Paused game", | |
| "+ #[allow(dead_code)]", | |
| " Paused,", | |
| " }" | |
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| "originalFile": "//! Game screens and state management.\n\nmod gameplay;\n\npub use gameplay::*;\n\nuse bevy::prelude::*;\n\n/// Plugin for screen management.\npub fn plugin(app: &mut App) {\n app.init_state::<GameScreen>()\n .add_plugins(gameplay::plugin);\n}\n\n/// The main game screen states.\n#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]\npub enum GameScreen {\n /// Initial loading/title screen\n #[default]\n Loading,\n /// Main gameplay\n Playing,\n /// Player has died\n GameOver,\n /// Paused game\n Paused,\n}\n" | |
| } | |
| } | |
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| "text": "Now let me try to compile again:" | |
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| "command": "cargo check 2>&1 | tee /tmp/cargo-check-2.log", | |
| "description": "Check if code compiles after fixes", | |
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| [2025-12-07T23:14:05.137Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_017qg1BDH5k2PDRqtg4CFkvt","type":"tool_result","content":" Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765148430436)\nwarning: unused import: `ItemKind`\n --> src/ai/bridge.rs:6:51\n |\n6 | use crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n | ^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `rand::SeedableRng`\n --> src/screens/gameplay.rs:4:5\n |\n4 | use rand::SeedableRng;\n | ^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `HelpWidget`, `LogWidget`, `MapWidget`, `NarrativeWidget`, and `StatsWidget`\n --> src/tui/mod.rs:7:19\n |\n7 | pub use widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n | ^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^^^ ^^^^^^^^^^^\n\nerror[E0599]: no function or associated item named `from_entropy` found for struct `StdRng` in the current scope\n --> src/screens/gameplay.rs:49:39\n |\n 49 | let mut rng = rand::rngs::StdRng::from_entropy();\n | ^^^^^^^^^^^^ function or associated item not found in `StdRng`\n |\nhelp: there is an associated function `from_rng` with a similar name\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/rand_core-0.9.3/src/lib.rs:521:5\n |\n521 | fn from_rng(rng: &mut impl RngCore) -> Self {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:42:35\n |\n 42 | if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n | -------- ^^^^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyModifiers`, found `crossterm::event::KeyModifiers`\n | |\n | arguments to this method are incorrect\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:635:1\n |\n635 | / bitflags! {\n636 | | /// Represents key modifiers (shift, control, alt, etc.).\n637 | | ///\n638 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n652 | | }\n | |_^ this is the expected type `ratatui::crossterm::event::KeyModifiers`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:832:1\n |\n832 | / bitflags! {\n833 | | /// Represents key modifiers (shift, control, alt, etc.).\n834 | | ///\n835 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n849 | | }\n | |_^ this is the found type `crossterm::event::KeyModifiers`\n = help: you can use `cargo tree` to explore your dependency tree\nnote: method defined here\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:635:1\n |\n635 | / bitflags! {\n636 | | /// Represents key modifiers (shift, control, alt, etc.).\n637 | | ///\n638 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n652 | | }\n | |_^\n = note: this error originates in the macro `$crate::__declare_public_bitflags` which comes from the expansion of the macro `bitflags` (in Nightly builds, run with -Z macro-backtrace for more info)\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:42:73\n |\n 42 | if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n | -------- ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n | |\n | expected because this is `ratatui::crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:49:13\n |\n 49 | KeyCode::Char('h') | KeyCode::Left => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:49:34\n |\n 49 | KeyCode::Char('h') | KeyCode::Left => {\n | ^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:56:13\n |\n 56 | KeyCode::Char('j') | KeyCode::Down => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:56:34\n |\n 56 | KeyCode::Char('j') | KeyCode::Down => {\n | ^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:63:13\n |\n 63 | KeyCode::Char('k') | KeyCode::Up => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:63:34\n |\n 63 | KeyCode::Char('k') | KeyCode::Up => {\n | ^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:70:13\n |\n 70 | KeyCode::Char('l') | KeyCode::Right => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:70:34\n |\n 70 | KeyCode::Char('l') | KeyCode::Right => {\n | ^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:78:13\n |\n 78 | KeyCode::Char('y') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:85:13\n |\n 85 | KeyCode::Char('u') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:92:13\n |\n 92 | KeyCode::Char('b') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:99:13\n |\n 99 | KeyCode::Char('n') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:107:13\n |\n 107 | KeyCode::Char('.') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:111:13\n |\n 111 | KeyCode::Char('q') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo | |
| [2025-12-07T23:14:05.140Z] [INFO] /registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0277]: the trait bound `impl Iterator<Item = &std::string::String>: DoubleEndedIterator` is not satisfied\n --> src/tui/widgets.rs:187:14\n |\n187 | .rev()\n | ^^^ the trait `DoubleEndedIterator` is not implemented for `impl Iterator<Item = &std::string::String>`\n |\nnote: required by a bound in `rev`\n --> /rustc/ed61e7d7e242494fb7057f2657300d9e77bb4fcb/library/core/src/iter/traits/iterator.rs:3350:5\n\nerror[E0599]: the method `map` exists for struct `Rev<impl Iterator<Item = &std::string::String>>`, but its trait bounds were not satisfied\n --> src/tui/widgets.rs:188:14\n |\n184 | let messages: Vec<Line> = self\n | ___________________________________-\n185 | | .log\n186 | | .recent(self.max_lines)\n187 | | .rev()\n188 | | .map(|msg| Line::from(Span::raw(msg.as_str())))\n | | -^^^ method cannot be called on `Rev<impl Iterator<Item = &std::string::String>>` due to unsatisfied trait bounds\n | |_____________|\n |\n |\n = note: the following trait bounds were not satisfied:\n `impl Iterator<Item = &std::string::String>: DoubleEndedIterator`\n which is required by `Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n `Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n which is required by `&mut Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n\nwarning: unused import: `rand::Rng`\n --> src/screens/gameplay.rs:166:9\n |\n166 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: unused import: `rand::Rng`\n --> src/screens/gameplay.rs:121:9\n |\n121 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: unused import: `rand::Rng`\n --> src/game/map.rs:151:13\n |\n151 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: variable does not need to be mutable\n --> src/ai/worker.rs:212:5\n |\n212 | mut channels: ResMut<AiWorkerChannels>,\n | ----^^^^^^^^\n | |\n | help: remove this `mut`\n |\n = note: `#[warn(unused_mut)]` (part of `#[warn(unused)]`) on by default\n\nSome errors have detailed explanations: E0277, E0308, E0599.\nFor more information about an error, try `rustc --explain E0277`.\nwarning: `neurohack` (bin \"neurohack\") generated 7 warnings\nerror: could not compile `neurohack` (bin \"neurohack\") due to 19 previous errors; 7 warnings emitted","is_error":false}]},"parent_tool_use_id":null,"session_id":"ca92ea25-151a-4561-bd3b-f56bdef0446d","uuid":"b32d1a56-fa50-4ac8-ad1e-10556185104f","tool_use_result":{"stdout":" Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765148430436)\nwarning: unused import: `ItemKind`\n --> src/ai/bridge.rs:6:51\n |\n6 | use crate::game::{Description, Dialogue, GameMap, ItemKind, MonsterKind, Position, Room};\n | ^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `rand::SeedableRng`\n --> src/screens/gameplay.rs:4:5\n |\n4 | use rand::SeedableRng;\n | ^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `HelpWidget`, `LogWidget`, `MapWidget`, `NarrativeWidget`, and `StatsWidget`\n --> src/tui/mod.rs:7:19\n |\n7 | pub use widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n | ^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^^^ ^^^^^^^^^^^\n\nerror[E0599]: no function or associated item named `from_entropy` found for struct `StdRng` in the current scope\n --> src/screens/gameplay.rs:49:39\n |\n 49 | let mut rng = rand::rngs::StdRng::from_entropy();\n | ^^^^^^^^^^^^ function or associated item not found in `StdRng`\n |\nhelp: there is an associated function `from_rng` with a similar name\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/rand_core-0.9.3/src/lib.rs:521:5\n |\n521 | fn from_rng(rng: &mut impl RngCore) -> Self {\n | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:42:35\n |\n 42 | if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n | -------- ^^^^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyModifiers`, found `crossterm::event::KeyModifiers`\n | |\n | arguments to this method are incorrect\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:635:1\n |\n635 | / bitflags! {\n636 | | /// Represents key modifiers (shift, control, alt, etc.).\n637 | | ///\n638 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n652 | | }\n | |_^ this is the expected type `ratatui::crossterm::event::KeyModifiers`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:832:1\n |\n832 | / bitflags! {\n833 | | /// Represents key modifiers (shift, control, alt, etc.).\n834 | | ///\n835 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n849 | | }\n | |_^ this is the found type `crossterm::event::KeyModifiers`\n = help: you can use `cargo tree` to explore your dependency tree\nnote: method defined here\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:635:1\n |\n635 | / bitflags! {\n636 | | /// Represents key modifiers (shift, control, alt, etc.).\n637 | | ///\n638 | | /// **Note:** `SUPER`, `HYPER`, and `META` can only be read if\n... |\n652 | | }\n | |_^\n = note: this error originates in the macro `$crate::__declare_public_bitflags` which comes from the expansion of the macro `bitflags` (in Nightly builds, run with -Z macro-backtrace for more info)\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:42:73\n |\n 42 | if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n | -------- ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n | |\n | expected because this is `ratatui::crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:49:13\n |\n 49 | KeyCode::Char('h') | KeyCode::Left => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:49:34\n |\n 49 | KeyCode::Char('h') | KeyCode::Left => {\n | ^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:56:13\n |\n 56 | KeyCode::Char('j') | KeyCode::Down => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:56:34\n |\n 56 | KeyCode::Char('j') | KeyCode::Down => {\n | ^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:63:13\n |\n 63 | KeyCode::Char('k') | KeyCode::Up => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:63:34\n |\n 63 | KeyCode::Char('k') | KeyCode::Up => {\n | ^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:70:13\n |\n 70 | KeyCode::Char('l') | KeyCode::Right => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:70:34\n |\n 70 | KeyCode::Char('l') | KeyCode::Right => {\n | ^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:78:13\n |\n 78 | KeyCode::Char('y') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:85:13\n |\n 85 | KeyCode::Char('u') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:92:13\n |\n 92 | KeyCode::Char('b') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:99:13\n |\n 99 | KeyCode::Char('n') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:107:13\n |\n 107 | KeyCode::Char('.') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0308]: mismatched types\n --> src/tui/render.rs:111:13\n |\n 111 | KeyCode::Char('q') => {\n | ^^^^^^^^^^^^^^^^^^ expected `ratatui::crossterm::event::KeyCode`, found `crossterm::event::KeyCode`\n |\nnote: two different versions of crate `crossterm` are being used; two types coming from two different versions of the same crate are different types even if they look the same\n --> /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.29.0/src/event.rs:1226:1\n |\n1226 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the found type `crossterm::event::KeyCode`\n |\n ::: /home/hive/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/crossterm-0.28.1/src/event.rs:1011:1\n |\n1011 | pub enum KeyCode {\n | ^^^^^^^^^^^^^^^^ this is the expected type `ratatui::crossterm::event::KeyCode`\n |\n ::: src/theme/mod.rs:12:9\n |\n 12 | use ratatui::style::Color;\n | ------- one version of crate `crossterm` used here, as a dependency of crate `ratatui`\n |\n ::: src/tui/render.rs:6:5\n |\n 6 | use crossterm::event::{KeyCode, KeyModifiers};\n | --------- one version of crate `crossterm` used here, as a direct dependency of the current crate\n = help: you can use `cargo tree` to explore your dependency tree\n\nerror[E0277]: the trait bound `impl Iterator<Item = &std::string::String>: DoubleEndedIterator` is not satisfied\n --> src/tui/widgets.rs:187:14\n |\n187 | .rev()\n | ^^^ the trait `DoubleEndedIterator` is not implemented for `impl Iterator<Item = &std::string::String>`\n |\nnote: required by a bound in `rev`\n --> /rustc/ed61e7d7e242494fb7057f2657300d9e77bb4fcb/library/core/src/iter/traits/iterator.rs:3350:5\n\nerror[E0599]: the method `map` exists for struct `Rev<impl Iterator<Item = &std::string::String>>`, but its trait bounds were not satisfied\n --> src/tui/widgets.rs:188:14\n |\n184 | let messages: Vec<Line> = self\n | ___________________________________-\n185 | | .log\n186 | | .recent(self.max_lines)\n187 | | .rev()\n188 | | .map(|msg| Line::from(Span::raw(msg.as_str())))\n | | -^^^ method cannot be called on `Rev<impl Iterator<Item = &std::string::String>>` due to unsatisfied trait bounds\n | |_____________|\n |\n |\n = note: the following trait bounds were not satisfied:\n `impl Iterator<Item = &std::string::String>: DoubleEndedIterator`\n which is required by `Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n `Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n which is required by `&mut Rev<impl Iterator<Item = &std::string::String>>: Iterator`\n\nwarning: unused import: `rand::Rng`\n --> src/screens/gameplay.rs:166:9\n |\n166 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: unused import: `rand::Rng`\n --> src/screens/gameplay.rs:121:9\n |\n121 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: unused import: `rand::Rng`\n --> src/game/map.rs:151:13\n |\n151 | use rand::Rng;\n | ^^^^^^^^^\n\nwarning: variable does not need to be mutable\n --> src/ai/worker.rs:212:5\n |\n212 | mut channels: ResMut<AiWorkerChannels>,\n | ----^^^^^^^^\n | |\n | help: remove this `mut`\n |\n = note: `#[warn(unused_mut)]` (part of `#[warn(unused)]`) on by default\n\nSome errors have detailed explanations: E0277, E0308, E0599.\nFor more information about an error, try `rustc --explain E0277`.\nwarning: `neurohack` (bin \"neurohack\") generated 7 warnings\nerror: could not compile `neurohack` (bin \"neurohack\") due to 19 previous errors; 7 warnings emitted","stderr":"","interrupted":false,"isImage":false}} | |
| [2025-12-07T23:14:10.104Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_016i1Zr4sEt6ayVrhrEaQFiA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I see two main issues:\n1. Crossterm version mismatch (ratatui uses 0.28.1 but we have 0.29 in Cargo.toml)\n2. rand API changes\n3. Iterator issue with rev()\n\nLet me fix these:" | |
| } | |
| ], | |
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| } | |
| [2025-12-07T23:14:11.024Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_016i1Zr4sEt6ayVrhrEaQFiA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Lbsd77oKtHnYNpmfH27Ln7", | |
| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1765148430436/Cargo.toml" | |
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| [2025-12-07T23:14:11.069Z] [INFO] { | |
| "type": "user", | |
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| "content": " 1→[package]\n 2→name = \"neurohack\"\n 3→version = \"0.1.0\"\n 4→edition = \"2024\"\n 5→license = \"MIT OR Apache-2.0\"\n 6→description = \"A TUI Roguelike with AI-powered narrative generation\"\n 7→repository = \"https://github.com/uselessgoddess/nhack\"\n 8→\n 9→[dependencies]\n 10→# Bevy ECS & core\n 11→bevy = { version = \"0.17\", default-features = false, features = [\n 12→ \"bevy_state\",\n 13→ \"multi_threaded\",\n 14→ \"std\",\n 15→] }\n 16→\n 17→# TUI framework\n 18→bevy_ratatui = \"0.10\"\n 19→ratatui = \"0.29\"\n 20→crossterm = \"0.29\"\n 21→\n 22→# Async runtime for non-blocking AI calls\n 23→tokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n 24→\n 25→# HTTP client for Ollama API\n 26→reqwest = { version = \"0.12\", features = [\"json\"] }\n 27→\n 28→# Serialization for structured AI responses\n 29→serde = { version = \"1\", features = [\"derive\"] }\n 30→serde_json = \"1\"\n 31→\n 32→# Logging\n 33→tracing = { version = \"0.1\", features = [\n 34→ \"max_level_debug\",\n 35→ \"release_max_level_warn\",\n 36→] }\n 37→\n 38→# Random number generation for roguelike mechanics\n 39→rand = \"0.9\"\n 40→\n 41→# Error handling\n 42→thiserror = \"2\"\n 43→\n 44→[dev-dependencies]\n 45→tokio-test = \"0.4\"\n 46→\n 47→[features]\n 48→default = [\"dev_native\"]\n 49→dev = [\n 50→ \"bevy/dynamic_linking\",\n 51→ \"bevy/bevy_dev_tools\",\n 52→ \"bevy/track_location\",\n 53→]\n 54→dev_native = [\"dev\"]\n 55→\n 56→[lints.rust]\n 57→unexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n 58→\n 59→[lints.clippy]\n 60→too_many_arguments = \"allow\"\n 61→type_complexity = \"allow\"\n 62→nonstandard_macro_braces = \"warn\"\n 63→\n 64→# Compile with Performance Optimizations\n 65→[profile.dev]\n 66→opt-level = 1\n 67→\n 68→[profile.dev.package.\"*\"]\n 69→opt-level = 3\n 70→\n 71→[profile.release]\n 72→codegen-units = 1\n 73→lto = \"thin\"\n 74→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
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| "content": "[package]\nname = \"neurohack\"\nversion = \"0.1.0\"\nedition = \"2024\"\nlicense = \"MIT OR Apache-2.0\"\ndescription = \"A TUI Roguelike with AI-powered narrative generation\"\nrepository = \"https://github.com/uselessgoddess/nhack\"\n\n[dependencies]\n# Bevy ECS & core\nbevy = { version = \"0.17\", default-features = false, features = [\n \"bevy_state\",\n \"multi_threaded\",\n \"std\",\n] }\n\n# TUI framework\nbevy_ratatui = \"0.10\"\nratatui = \"0.29\"\ncrossterm = \"0.29\"\n\n# Async runtime for non-blocking AI calls\ntokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n\n# HTTP client for Ollama API\nreqwest = { version = \"0.12\", features = [\"json\"] }\n\n# Serialization for structured AI responses\nserde = { version = \"1\", features = [\"derive\"] }\nserde_json = \"1\"\n\n# Logging\ntracing = { version = \"0.1\", features = [\n \"max_level_debug\",\n \"release_max_level_warn\",\n] }\n\n# Random number generation for roguelike mechanics\nrand = \"0.9\"\n\n# Error handling\nthiserror = \"2\"\n\n[dev-dependencies]\ntokio-test = \"0.4\"\n\n[features]\ndefault = [\"dev_native\"]\ndev = [\n \"bevy/dynamic_linking\",\n \"bevy/bevy_dev_tools\",\n \"bevy/track_location\",\n]\ndev_native = [\"dev\"]\n\n[lints.rust]\nunexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n\n[lints.clippy]\ntoo_many_arguments = \"allow\"\ntype_complexity = \"allow\"\nnonstandard_macro_braces = \"warn\"\n\n# Compile with Performance Optimizations\n[profile.dev]\nopt-level = 1\n\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n[profile.release]\ncodegen-units = 1\nlto = \"thin\"\n", | |
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| "content": "[package]\nname = \"neurohack\"\nversion = \"0.1.0\"\nedition = \"2024\"\nlicense = \"MIT OR Apache-2.0\"\ndescription = \"A TUI Roguelike with AI-powered narrative generation\"\nrepository = \"https://github.com/uselessgoddess/nhack\"\n\n[dependencies]\n# Bevy ECS & core\nbevy = { version = \"0.17\", default-features = false, features = [\n \"bevy_state\",\n \"multi_threaded\",\n \"std\",\n] }\n\n# TUI framework\nbevy_ratatui = \"0.10\"\nratatui = \"0.29\"\n# Use the same crossterm version that ratatui uses\ncrossterm = \"0.28\"\n\n# Async runtime for non-blocking AI calls\ntokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n\n# HTTP client for Ollama API\nreqwest = { version = \"0.12\", features = [\"json\"] }\n\n# Serialization for structured AI responses\nserde = { version = \"1\", features = [\"derive\"] }\nserde_json = \"1\"\n\n# Logging\ntracing = { version = \"0.1\", features = [\n \"max_level_debug\",\n \"release_max_level_warn\",\n] }\n\n# Random number generation for roguelike mechanics\nrand = \"0.9\"\ngetrandom = \"0.3\"\n\n# Error handling\nthiserror = \"2\"\n\n[dev-dependencies]\ntokio-test = \"0.4\"\n\n[features]\ndefault = [\"dev_native\"]\ndev = [\n \"bevy/dynamic_linking\",\n \"bevy/bevy_dev_tools\",\n \"bevy/track_location\",\n]\ndev_native = [\"dev\"]\n\n[lints.rust]\nunexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n\n[lints.clippy]\ntoo_many_arguments = \"allow\"\ntype_complexity = \"allow\"\nnonstandard_macro_braces = \"warn\"\n\n# Compile with Performance Optimizations\n[profile.dev]\nopt-level = 1\n\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n[profile.release]\ncodegen-units = 1\nlto = \"thin\"\n" | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/Cargo.toml has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→[package]\n 2→name = \"neurohack\"\n 3→version = \"0.1.0\"\n 4→edition = \"2024\"\n 5→license = \"MIT OR Apache-2.0\"\n 6→description = \"A TUI Roguelike with AI-powered narrative generation\"\n 7→repository = \"https://github.com/uselessgoddess/nhack\"\n 8→\n 9→[dependencies]\n 10→# Bevy ECS & core\n 11→bevy = { version = \"0.17\", default-features = false, features = [\n 12→ \"bevy_state\",\n 13→ \"multi_threaded\",\n 14→ \"std\",\n 15→] }\n 16→\n 17→# TUI framework\n 18→bevy_ratatui = \"0.10\"\n 19→ratatui = \"0.29\"\n 20→# Use the same crossterm version that ratatui uses\n 21→crossterm = \"0.28\"\n 22→\n 23→# Async runtime for non-blocking AI calls\n 24→tokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n 25→\n 26→# HTTP client for Ollama API\n 27→reqwest = { version = \"0.12\", features = [\"json\"] }\n 28→\n 29→# Serialization for structured AI responses\n 30→serde = { version = \"1\", features = [\"derive\"] }\n 31→serde_json = \"1\"\n 32→\n 33→# Logging\n 34→tracing = { version = \"0.1\", features = [\n 35→ \"max_level_debug\",\n 36→ \"release_max_level_warn\",\n 37→] }\n 38→\n 39→# Random number generation for roguelike mechanics\n 40→rand = \"0.9\"\n 41→getrandom = \"0.3\"\n 42→\n 43→# Error handling\n 44→thiserror = \"2\"\n 45→\n 46→[dev-dependencies]\n 47→tokio-test = \"0.4\"\n 48→\n 49→[features]\n 50→default = [\"dev_native\"]\n 51→dev = [\n 52→ \"bevy/dynamic_linking\",\n 53→ \"bevy/bevy_dev_tools\",\n 54→ \"bevy/track_location\",\n 55→]\n 56→dev_native = [\"dev\"]\n 57→\n 58→[lints.rust]\n 59→unexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n 60→\n 61→[lints.clippy]\n 62→too_many_arguments = \"allow\"\n 63→type_complexity = \"allow\"\n 64→nonstandard_macro_braces = \"warn\"\n 65→\n 66→# Compile with Performance Optimizations\n 67→[profile.dev]\n 68→opt-level = 1\n 69→\n 70→[profile.dev.package.\"*\"]\n 71→opt-level = 3\n 72→\n 73→[profile.release]\n 74→codegen-units = 1\n 75→lto = \"thin\"\n 76→" | |
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| "content": "[package]\nname = \"neurohack\"\nversion = \"0.1.0\"\nedition = \"2024\"\nlicense = \"MIT OR Apache-2.0\"\ndescription = \"A TUI Roguelike with AI-powered narrative generation\"\nrepository = \"https://github.com/uselessgoddess/nhack\"\n\n[dependencies]\n# Bevy ECS & core\nbevy = { version = \"0.17\", default-features = false, features = [\n \"bevy_state\",\n \"multi_threaded\",\n \"std\",\n] }\n\n# TUI framework\nbevy_ratatui = \"0.10\"\nratatui = \"0.29\"\n# Use the same crossterm version that ratatui uses\ncrossterm = \"0.28\"\n\n# Async runtime for non-blocking AI calls\ntokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n\n# HTTP client for Ollama API\nreqwest = { version = \"0.12\", features = [\"json\"] }\n\n# Serialization for structured AI responses\nserde = { version = \"1\", features = [\"derive\"] }\nserde_json = \"1\"\n\n# Logging\ntracing = { version = \"0.1\", features = [\n \"max_level_debug\",\n \"release_max_level_warn\",\n] }\n\n# Random number generation for roguelike mechanics\nrand = \"0.9\"\ngetrandom = \"0.3\"\n\n# Error handling\nthiserror = \"2\"\n\n[dev-dependencies]\ntokio-test = \"0.4\"\n\n[features]\ndefault = [\"dev_native\"]\ndev = [\n \"bevy/dynamic_linking\",\n \"bevy/bevy_dev_tools\",\n \"bevy/track_location\",\n]\ndev_native = [\"dev\"]\n\n[lints.rust]\nunexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n\n[lints.clippy]\ntoo_many_arguments = \"allow\"\ntype_complexity = \"allow\"\nnonstandard_macro_braces = \"warn\"\n\n# Compile with Performance Optimizations\n[profile.dev]\nopt-level = 1\n\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n[profile.release]\ncodegen-units = 1\nlto = \"thin\"\n", | |
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| " # TUI framework", | |
| " bevy_ratatui = \"0.10\"", | |
| " ratatui = \"0.29\"", | |
| "-crossterm = \"0.29\"", | |
| "+# Use the same crossterm version that ratatui uses", | |
| "+crossterm = \"0.28\"", | |
| " ", | |
| " # Async runtime for non-blocking AI calls", | |
| " tokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }" | |
| ] | |
| }, | |
| { | |
| "oldStart": 37, | |
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| " ", | |
| " # Random number generation for roguelike mechanics", | |
| " rand = \"0.9\"", | |
| "+getrandom = \"0.3\"", | |
| " ", | |
| " # Error handling", | |
| " thiserror = \"2\"" | |
| ] | |
| } | |
| ], | |
| "originalFile": "[package]\nname = \"neurohack\"\nversion = \"0.1.0\"\nedition = \"2024\"\nlicense = \"MIT OR Apache-2.0\"\ndescription = \"A TUI Roguelike with AI-powered narrative generation\"\nrepository = \"https://github.com/uselessgoddess/nhack\"\n\n[dependencies]\n# Bevy ECS & core\nbevy = { version = \"0.17\", default-features = false, features = [\n \"bevy_state\",\n \"multi_threaded\",\n \"std\",\n] }\n\n# TUI framework\nbevy_ratatui = \"0.10\"\nratatui = \"0.29\"\ncrossterm = \"0.29\"\n\n# Async runtime for non-blocking AI calls\ntokio = { version = \"1\", features = [\"rt-multi-thread\", \"sync\", \"macros\"] }\n\n# HTTP client for Ollama API\nreqwest = { version = \"0.12\", features = [\"json\"] }\n\n# Serialization for structured AI responses\nserde = { version = \"1\", features = [\"derive\"] }\nserde_json = \"1\"\n\n# Logging\ntracing = { version = \"0.1\", features = [\n \"max_level_debug\",\n \"release_max_level_warn\",\n] }\n\n# Random number generation for roguelike mechanics\nrand = \"0.9\"\n\n# Error handling\nthiserror = \"2\"\n\n[dev-dependencies]\ntokio-test = \"0.4\"\n\n[features]\ndefault = [\"dev_native\"]\ndev = [\n \"bevy/dynamic_linking\",\n \"bevy/bevy_dev_tools\",\n \"bevy/track_location\",\n]\ndev_native = [\"dev\"]\n\n[lints.rust]\nunexpected_cfgs = { level = \"warn\", check-cfg = [\"cfg(bevy_lint)\"] }\n\n[lints.clippy]\ntoo_many_arguments = \"allow\"\ntype_complexity = \"allow\"\nnonstandard_macro_braces = \"warn\"\n\n# Compile with Performance Optimizations\n[profile.dev]\nopt-level = 1\n\n[profile.dev.package.\"*\"]\nopt-level = 3\n\n[profile.release]\ncodegen-units = 1\nlto = \"thin\"\n" | |
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| [2025-12-07T23:14:22.616Z] [INFO] { | |
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| "text": "Now let me fix the gameplay.rs to use the correct rand API:" | |
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| [2025-12-07T23:14:23.803Z] [INFO] { | |
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| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs", | |
| "old_string": "use bevy::prelude::*;\nuse rand::SeedableRng;", | |
| "new_string": "use bevy::prelude::*;\nuse rand::Rng;" | |
| } | |
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| } | |
| [2025-12-07T23:14:23.855Z] [INFO] { | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! Gameplay screen systems.\n 2→\n 3→use bevy::prelude::*;\n 4→use rand::Rng;\n 5→\n 6→use super::GameScreen;\n 7→use crate::ai::{\n 8→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind," | |
| } | |
| ] | |
| }, | |
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| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs", | |
| "oldString": "use bevy::prelude::*;\nuse rand::SeedableRng;", | |
| "newString": "use bevy::prelude::*;\nuse rand::Rng;", | |
| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::SeedableRng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| " //! Gameplay screen systems.", | |
| " ", | |
| " use bevy::prelude::*;", | |
| "-use rand::SeedableRng;", | |
| "+use rand::Rng;", | |
| " ", | |
| " use super::GameScreen;", | |
| " use crate::ai::{" | |
| ] | |
| } | |
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| "old_string": " // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);", | |
| "new_string": " // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);" | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 44→ *log = GameLog::new(100);\n 45→ log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n 46→ log.add(\"Use hjkl or arrow keys to move.\");\n 47→\n 48→ // Generate dungeon\n 49→ let mut rng = rand::rng();\n 50→ map.generate_dungeon(&mut rng);\n 51→\n 52→ // Spawn player in the first room\n 53→ let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n 54→" | |
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| "oldString": " // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);", | |
| "newString": " // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);", | |
| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::Rng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rngs::StdRng::from_entropy();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| " log.add(\"Use hjkl or arrow keys to move.\");", | |
| " ", | |
| " // Generate dungeon", | |
| "- let mut rng = rand::rngs::StdRng::from_entropy();", | |
| "+ let mut rng = rand::rng();", | |
| " map.generate_dungeon(&mut rng);", | |
| " ", | |
| " // Spawn player in the first room" | |
| ] | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 116→\n 117→ log.add(\"You descend into the darkness...\");\n 118→}\n 119→\n 120→fn random_monster(rng: &mut impl Rng) -> MonsterKind {\n 121→ match rng.random_range(0..6) {\n 122→ 0 => MonsterKind::Orc,\n 123→ 1 => MonsterKind::Goblin,\n 124→ 2 => MonsterKind::Troll,\n 125→ 3 => MonsterKind::Wraith," | |
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| "oldString": "fn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {", | |
| "newString": "fn random_monster(rng: &mut impl Rng) -> MonsterKind {\n match rng.random_range(0..6) {", | |
| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::Rng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl rand::Rng) -> MonsterKind {\n use rand::Rng;\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| "- use rand::Rng;", | |
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| " match rng.random_range(0..6) {", | |
| " 0 => MonsterKind::Orc,", | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 160→ MonsterKind::Demon => 4,\n 161→ }\n 162→}\n 163→\n 164→fn random_item(rng: &mut impl Rng) -> ItemKind {\n 165→ match rng.random_range(0..7) {\n 166→ 0 => ItemKind::HealthPotion,\n 167→ 1 => ItemKind::Sword,\n 168→ 2 => ItemKind::Shield,\n 169→ 3 => ItemKind::Gold," | |
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| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::Rng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl Rng) -> MonsterKind {\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl rand::Rng) -> ItemKind {\n use rand::Rng;\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| "content": "The file /tmp/gh-issue-solver-1765148430436/src/screens/gameplay.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 88→ },\n 89→ ));\n 90→ }\n 91→\n 92→ // 40% chance of item in each room\n 93→ if rng.random_bool(0.4) {\n 94→ let (cx, cy) = room.center();\n 95→ // Offset item from center so it doesn't overlap with monster\n 96→ let item_x = cx + rng.random_range(-2..=2);\n 97→ let item_y = cy + rng.random_range(-2..=2);\n 98→ let item_kind = random_item(&mut rng);" | |
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| "originalFile": "//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::Rng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n use rand::Rng;\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl Rng) -> MonsterKind {\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl Rng) -> ItemKind {\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n", | |
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| " ", | |
| " // 40% chance of item in each room", | |
| " if rng.random_bool(0.4) {", | |
| "- use rand::Rng;", | |
| " let (cx, cy) = room.center();", | |
| " // Offset item from center so it doesn't overlap with monster", | |
| " let item_x = cx + rng.random_range(-2..=2);" | |
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| "text": "Now let me fix the map.rs file:" | |
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| "content": " 145→ pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n 146→ self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n 147→ }\n 148→\n 149→ /// Generate a simple dungeon with rooms and corridors.\n 150→ pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n 151→ use rand::Rng;\n 152→\n 153→ const MAX_ROOMS: usize = 10;\n 154→ const MIN_ROOM_SIZE: i32 = 4;\n 155→ const MAX_ROOM_SIZE: i32 = 10;\n 156→\n 157→ self.rooms.clear();\n 158→\n 159→ for room_id in 0..MAX_ROOMS {\n 160→ let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n 161→ let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n 162→ let x = rng.random_range(1..self.width - w - 1);\n 163→ let y = rng.random_range(1..self.height - h - 1);\n 164→\n 165→ let new_room = Room::new(x, y, w, h, room_id);\n 166→\n 167→ // Check for intersections with existing rooms\n 168→ let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n 169→\n 170→ if !intersects {\n 171→ self.carve_room(&new_room);\n 172→\n 173→ if !self.rooms.is_empty() {\n 174→ // Connect to previous room\n 175→ let (new_x, new_y) = new_room.center();\n 176→ let (prev_x, prev_y) = self.rooms.last().unwrap().center();\n 177→\n 178→ if rng.random_bool(0.5) {\n 179→ self.carve_horizontal_tunnel(prev_x, new_x, prev_y);\n 180→ self.carve_vertical_tunnel(prev_y, new_y, new_x);\n 181→ } else {\n 182→ self.carve_vertical_tunnel(prev_y, new_y, prev_x);\n 183→ self.carve_horizontal_tunnel(prev_x, new_x, new_y);\n 184→ }\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n }\n\n /// Generate a simple dungeon with rooms and corridors.\n pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n use rand::Rng;\n\n const MAX_ROOMS: usize = 10;\n const MIN_ROOM_SIZE: i32 = 4;\n const MAX_ROOM_SIZE: i32 = 10;\n\n self.rooms.clear();\n\n for room_id in 0..MAX_ROOMS {\n let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let x = rng.random_range(1..self.width - w - 1);\n let y = rng.random_range(1..self.height - h - 1);\n\n let new_room = Room::new(x, y, w, h, room_id);\n\n // Check for intersections with existing rooms\n let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n\n if !intersects {\n self.carve_room(&new_room);\n\n if !self.rooms.is_empty() {\n // Connect to previous room\n let (new_x, new_y) = new_room.center();\n |
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