pub struct ScriptEngine { /* private fields */ }Implementations§
Source§impl ScriptEngine
impl ScriptEngine
pub fn new() -> Self
pub fn state(&self) -> &EngineState
pub fn is_idle(&self) -> bool
pub fn is_waiting(&self) -> bool
pub fn set_flag(&mut self, flag: &str, value: bool)
pub fn get_flag(&self, flag: &str) -> bool
Sourcepub fn get_all_flags(&self) -> HashMap<String, bool>
pub fn get_all_flags(&self) -> HashMap<String, bool>
Return a snapshot of all flags currently held in the bridge. Used by the overworld to persist flags across map transitions.
Sourcepub fn seed_flags(&mut self, flags: &HashMap<String, bool>)
pub fn seed_flags(&mut self, flags: &HashMap<String, bool>)
Bulk-insert flags into the bridge (additive — does not clear existing). Called after creating a new ScriptEngine to restore persistent flags.
Sourcepub fn seed_rng(&mut self, seed: u64)
pub fn seed_rng(&mut self, seed: u64)
Pin the script-side RNG to a deterministic starting state. Intended for
tests; a value of 0 is treated as the default non-zero seed.
Sourcepub fn mix_rng(&mut self, entropy: u64)
pub fn mix_rng(&mut self, entropy: u64)
Mix externally-sourced entropy into the script-side RNG. The game layer
calls this (e.g. once per frame with a draw from the overworld RNG) so
game.showRandomText(...) picks vary between playthroughs even though
scripts themselves have no access to Math.random/Date.now.
Sourcepub fn seed_number(&mut self, k: &str, v: f64)
pub fn seed_number(&mut self, k: &str, v: f64)
Seed a numeric value read by synchronous query functions.
Sourcepub fn seed_text(&mut self, k: &str, v: &str)
pub fn seed_text(&mut self, k: &str, v: &str)
Seed a text value read by synchronous query functions.
Sourcepub fn seed_set(&mut self, k: &str, vals: &[String])
pub fn seed_set(&mut self, k: &str, vals: &[String])
Seed a string set read by synchronous query functions (e.g. the player’s bag, as a set of item constant names).
pub fn set_player_position(&mut self, x: u8, y: u8)
pub fn set_lang(&mut self, lang: &str)
pub fn load_script(&mut self, source: &str) -> Result<(), ScriptEngineError>
Sourcepub fn call_function(
&mut self,
fn_name: &str,
args: &[JsValue],
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn call_function( &mut self, fn_name: &str, args: &[JsValue], ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Call a JS async function by name (e.g., “scriptDefault”, “talkProf”).
The function must be export-ed from the loaded module.
Returns the first ScriptCommand if the function immediately awaits one.
Sourcepub fn tick(&mut self) -> Option<ScriptCommand>
pub fn tick(&mut self) -> Option<ScriptCommand>
Called each frame by the game loop. Returns the current pending command if the script is waiting.
Sourcepub fn signal_done(
&mut self,
result: CommandResult,
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn signal_done( &mut self, result: CommandResult, ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Signal that the game has completed the pending command. Resolves the JS promise so the async function can continue.
Sourcepub fn register_async_fn(
&mut self,
name: &str,
builder: impl Fn(&[JsValue], &mut Context) -> JsResult<ScriptCommand> + 'static,
)
pub fn register_async_fn( &mut self, name: &str, builder: impl Fn(&[JsValue], &mut Context) -> JsResult<ScriptCommand> + 'static, )
Register an async command function on the game global JS object.
The builder closure receives JS arguments and returns a ScriptCommand.
The engine automatically creates a Promise, stores the command + resolve
function in the bridge, and returns the Promise to JS.
This is the building block for ScriptApiRegistrar implementations.
Sourcepub fn register_sync_fn<F>(&mut self, name: &str, f: F)
pub fn register_sync_fn<F>(&mut self, name: &str, f: F)
Register a synchronous query function on the game global JS object.
Unlike register_async_fn, the closure returns
a JsValue directly (no promise, no pending command). It is handed a
read-only BridgeView over the seeded query state so it can answer
@if-style conditions immediately.
Sourcepub fn with_api(registrar: &dyn ScriptApiRegistrar) -> Self
pub fn with_api(registrar: &dyn ScriptApiRegistrar) -> Self
Construct a ScriptEngine with a game-specific API registrar.
Core APIs (showText, moveNpc, getFlag, warpTo, playMusic, etc.) are always
registered. The registrar adds game-specific APIs such as giveMonster,
startBattle, etc.
Source§impl ScriptEngine
impl ScriptEngine
Sourcepub fn call_function_no_args(
&mut self,
fn_name: &str,
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn call_function_no_args( &mut self, fn_name: &str, ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Call a JS function with no arguments.
Sourcepub fn call_function_with_u8(
&mut self,
fn_name: &str,
arg: u8,
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn call_function_with_u8( &mut self, fn_name: &str, arg: u8, ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Call a JS function with a single u8 argument (e.g., npc text_id lookup).
Sourcepub fn call_function_with_xy(
&mut self,
fn_name: &str,
x: u16,
y: u16,
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn call_function_with_xy( &mut self, fn_name: &str, x: u16, y: u16, ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Call a JS function with two u16 arguments (e.g., coord event trigger).
Sourcepub fn call_function_with_str(
&mut self,
fn_name: &str,
arg: &str,
) -> Result<Option<ScriptCommand>, ScriptEngineError>
pub fn call_function_with_str( &mut self, fn_name: &str, arg: &str, ) -> Result<Option<ScriptCommand>, ScriptEngineError>
Call a JS function with a single string argument.
Sourcepub fn has_function(&mut self, fn_name: &str) -> bool
pub fn has_function(&mut self, fn_name: &str) -> bool
Check if a JS function exists in the module’s exports (matching the
storyline_ resolution used by Self::call_function).
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for ScriptEngine
impl !Send for ScriptEngine
impl !Sync for ScriptEngine
impl !UnwindSafe for ScriptEngine
impl Freeze for ScriptEngine
impl Unpin for ScriptEngine
impl UnsafeUnpin for ScriptEngine
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