issun 0.10.0

A mini game engine for logic-focused games - Build games in ISSUN (一寸) of time
Documentation
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//! Plugin system for ISSUN
//!
//! Plugins allow you to compose game systems in a modular way.
//!
//! # Built-in Plugins (Future)
//!
//! ISSUN will provide optional built-in plugins for common game systems:
//! - `TurnBasedCombatPlugin`: Turn-based combat with damage calculation, combat log
//! - `InventoryPlugin`: Item management, equipment system
//! - `LootPlugin`: Drop generation, rarity system
//! - `DungeonPlugin`: Floor progression, room generation
//! - `BuffPlugin`: Buff/debuff management
//!
//! # Usage
//!
//! ```ignore
//! use issun::plugin::{Plugin, TurnBasedCombatPlugin};
//!
//! let game = GameBuilder::new()
//!     .add_plugin(TurnBasedCombatPlugin::default())
//!     .build();
//! ```

use async_trait::async_trait;

// Built-in plugins
pub mod accounting;
pub mod action;
pub mod chain_of_command;
pub mod combat;
pub mod contagion;
pub mod culture;
pub mod dungeon;
pub mod economy;
pub mod entropy;
pub mod faction;
pub mod generation;
pub mod holacracy;
pub mod inventory;
pub mod logistics;
pub mod loot;
pub mod macroeconomy;
pub mod market;
pub mod metrics;
pub mod modular_synthesis;
pub mod org_suite;
pub mod policy;
pub mod reputation;
pub mod research;
pub mod room_buff;
pub mod save_load;
pub mod social;
pub mod subjective_reality;
pub mod territory;
pub mod time;
pub mod worldmap;

// Re-exports for convenience
pub use action::{
    // Config
    ActionConfig,
    // Plugin
    ActionPlugin,
    // Types
    ActionPoints,
};

pub use combat::{
    // Events
    BattleId,
    BattleState,
    // Resources
    CombatConfig,
    CombatEndRequested,
    CombatEndedEvent,
    // Hook
    CombatHook,
    CombatLogEntry,
    // Plugin
    CombatPlugin,
    CombatResult,
    // Service
    CombatService,
    CombatStartRequested,
    CombatStartedEvent,
    CombatState,
    // System
    CombatSystem,
    CombatTurnAdvanceRequested,
    CombatTurnCompletedEvent,
    // Types
    Combatant,
    DamageResult,
    DefaultCombatHook,
};

pub use inventory::{
    DefaultInventoryHook,
    EntityId,
    // Resources
    InventoryConfig,
    InventoryError,
    // Hook
    InventoryHook,
    // Plugin
    InventoryPlugin,
    // Service
    InventoryService,
    InventoryState,
    // System
    InventorySystem,
    // Types
    Item,
    // Events
    ItemAddRequested,
    ItemAddedEvent,
    ItemId,
    ItemRemoveRequested,
    ItemRemovedEvent,
    ItemTransferRequested,
    ItemTransferredEvent,
    ItemUseRequested,
    ItemUsedEvent,
};

pub use loot::{
    DefaultLootHook,
    DropConfig,
    // Resources
    LootConfig,
    LootGenerateRequested,
    LootGeneratedEvent,
    // Hook
    LootHook,
    LootNotGeneratedEvent,
    // Plugin
    LootPlugin,
    // Service
    LootService,
    // Events
    LootSourceId,
    // System
    LootSystem,
    // Types
    Rarity,
    RarityRollRequested,
};

pub use dungeon::{
    // Types
    Connection,
    ConnectionPattern,
    ConnectionUnlockRequested,
    ConnectionUnlockedEvent,
    DefaultDungeonHook,
    // Resources
    DungeonConfig,
    // Hook
    DungeonHook,
    // Plugin
    DungeonPlugin,
    // Service
    DungeonService,
    DungeonState,
    // System
    DungeonSystem,
    FloorAdvanceRequested,
    FloorAdvancedEvent,
    RoomEnteredEvent,
    RoomId,
    // Events
    RoomMoveRequested,
};

pub use room_buff::{
    // Types
    ActiveBuff,
    ActiveBuffs,
    BuffAppliedEvent,
    BuffApplyRequested,
    BuffConfig,
    BuffDuration,
    BuffEffect,
    BuffExpiredEvent,
    // Events
    BuffId,
    BuffRemoveRequested,
    BuffRemovedEvent,
    // Service
    BuffService,
    // System
    BuffSystem,
    BuffTickRequested,
    DefaultRoomBuffHook,
    // Resources
    RoomBuffDatabase,
    // Hook
    RoomBuffHook,
    // Plugin
    RoomBuffPlugin,
};

pub use territory::{
    ControlChanged,
    DefaultTerritoryHook,
    Developed,
    // Resources
    Territories,
    // Types
    Territory,
    // Events
    TerritoryControlChangeRequested,
    TerritoryControlChangedEvent,
    TerritoryDevelopedEvent,
    TerritoryDevelopmentRequested,
    TerritoryEffects,
    TerritoryEffectsUpdatedEvent,
    TerritoryError,
    // Hook
    TerritoryHook,
    TerritoryId,
    // Plugin
    TerritoryPlugin,
    // Service
    TerritoryService,
    TerritoryState,
    // System
    TerritorySystem,
};

pub use faction::{
    DefaultFactionHook,
    // Types
    Faction,
    FactionError,
    // Hook
    FactionHook,
    FactionId,
    // Plugin
    FactionPlugin,
    FactionState,
    // System
    FactionSystem,
    // Resources
    Factions,
    Operation,
    OperationCompletedEvent,
    OperationFailedEvent,
    OperationId,
    // Events
    OperationLaunchRequested,
    OperationLaunchedEvent,
    OperationResolveRequested,
    OperationStatus,
    Outcome,
};

pub use policy::{
    AggregationStrategy,
    DefaultPolicyHook,
    // Resources
    Policies,
    // Types
    Policy,
    // Events
    PolicyActivateRequested,
    PolicyActivatedEvent,
    PolicyConfig,
    PolicyCycleRequested,
    PolicyDeactivateRequested,
    PolicyDeactivatedEvent,
    // Hook
    PolicyHook,
    PolicyId,
    // Plugin
    PolicyPlugin,
    PolicyState,
};

pub use reputation::{
    DefaultReputationHook,
    // Events
    ReputationChangeRequested,
    ReputationChangedEvent,
    // Resources
    ReputationConfig,
    ReputationEntry,
    ReputationError,
    // Hook
    ReputationHook,
    // Plugin
    ReputationPlugin,
    // Service
    ReputationService,
    ReputationSetRequested,
    ReputationState,
    // System
    ReputationSystem,
    ReputationThreshold,
    ReputationThresholdCrossedEvent,
    // Types
    SubjectId,
};

pub use research::{
    DefaultResearchHook,
    ProgressModel,
    ResearchCancelRequested,
    ResearchCancelledEvent,
    ResearchCompleteRequested,
    ResearchCompletedEvent,
    ResearchConfig,
    ResearchError,
    // Hook
    ResearchHook,
    // Types
    ResearchId,
    // Plugin
    ResearchPlugin,
    ResearchProgressRequested,
    ResearchProgressUpdatedEvent,
    ResearchProject,
    // Resources
    ResearchProjects,
    // Events
    ResearchQueueRequested,
    ResearchQueuedEvent,
    ResearchResult,
    ResearchStartRequested,
    ResearchStartedEvent,
    ResearchState,
    ResearchStatus,
    // System
    ResearchSystem,
};

pub use metrics::{
    AggregatedMetric,
    AggregationType,
    ClearMetricsRequested,
    CreateSnapshotRequested,
    // Events
    DefineMetricRequested,
    GenerateReportRequested,
    MetricDefined,
    MetricDefinition,
    // Types
    MetricId,
    MetricRecorded,
    MetricRemoved,
    // Reporting
    MetricReport,
    MetricSnapshot,
    MetricType,
    MetricValue,
    MetricsCleared,
    MetricsConfig,
    // Hook
    MetricsHook,
    // Plugin
    MetricsPlugin,
    // Resource
    MetricsRegistry,
    // System
    MetricsSystem,
    NoOpMetricsHook,
    RecordMetricRequested,
    RemoveMetricRequested,
    ReportGenerated,
    SnapshotCreated,
};

pub use save_load::{
    AutoSaveCompleted,
    AutoSaveRequested,
    DefaultSaveLoadHook,
    DeleteSaveRequested,
    GameLoaded,
    // Events - State
    GameSaved,
    GetSaveMetadataRequested,
    ListSavesRequested,
    LoadGameRequested,
    SaveDeleted,
    SaveFormat,
    // Events - Command
    SaveGameRequested,
    // Config
    SaveLoadConfig,
    SaveLoadFailed,
    // Hook
    SaveLoadHook,
    // Plugin
    SaveLoadPlugin,
    // System
    SaveLoadSystem,
    SaveMetadataRetrieved,
    SavesListed,
};

pub use time::{
    // Events
    ActionConsumedEvent,
    AdvanceTimeRequested,
    // Plugins
    BuiltInTimePlugin,
    DayChanged,
    // Resources
    GameTimer,
    // Config
    TimeConfig,
    TurnBasedTimePlugin,
};

pub use worldmap::{
    // Hook
    DefaultWorldMapHook,
    // Types
    Encounter,
    EncounterId,
    // Events
    EncounterResolvedEvent,
    EncounterTriggeredEvent,
    EntityPosition,
    EntityPositionChangedEvent,
    EntityTeleportRequested,
    Location,
    LocationDiscoverRequested,
    LocationDiscoveredEvent,
    LocationId,
    LocationType,
    Position,
    Route,
    RouteId,
    TerrainType,
    Travel,
    TravelCancelRequested,
    TravelCancelledEvent,
    TravelCompleted,
    TravelCompletedEvent,
    TravelError,
    TravelEvent,
    TravelId,
    TravelPauseRequested,
    TravelPausedEvent,
    TravelProgressEvent,
    TravelResumeRequested,
    TravelResumedEvent,
    TravelStartRequested,
    TravelStartedEvent,
    TravelStatus,
    // Config
    WorldMapConfig,
    WorldMapHook,
    // Plugin
    WorldMapPlugin,
    // Registry
    WorldMapRegistry,
    // Service
    WorldMapService,
    // State
    WorldMapState,
    // System
    WorldMapSystem,
};

pub use accounting::{
    // Resources
    AccountingConfig,
    // Hook
    AccountingHook,
    // Plugin
    AccountingPlugin,
    // Service
    AccountingService,
    AccountingState,
    // System
    AccountingSystem,
    // Types
    BudgetChannel,
    BudgetLedger,
    BudgetTransferRequested,
    BudgetTransferredEvent,
    DefaultAccountingHook,
    SettlementCompletedEvent,
    // Events
    SettlementRequested,
};

pub use economy::{
    // Types
    ConversionRule,
    // Resources
    ConversionRules,
    Currency,
    CurrencyDefinition,
    CurrencyDefinitions,
    CurrencyDeposited,
    CurrencyExchangeFailed,
    // Events - Command
    CurrencyExchangeRequested,
    // Events - State
    CurrencyExchanged,
    CurrencyId,
    CurrencyWithdrawn,
    EconomyConfig,
    // Service
    EconomyError,
    // Plugin
    EconomyPlugin,
    EconomyResult,
    EconomyService,
    // System
    EconomySystem,
    ExchangeRate,
    ExchangeRates,
    FlowResourceGenerated,
    RateType,
    ResourceAddRequested,
    ResourceAdded,
    ResourceConsumeFailed,
    ResourceConsumeRequested,
    ResourceConsumed,
    ResourceConversionFailed,
    ResourceConversionRequested,
    ResourceConverted,
    ResourceDefinition,
    ResourceDefinitions,
    ResourceId,
    // State
    ResourceInventory,
    ResourceType,
    Wallet,
};

// ChainOfCommandPlugin exports (Phase 1-5 complete ✅)
pub use chain_of_command::{
    AuthorityLevel,
    // Resources
    ChainOfCommandConfig,
    // Hook (Phase 4) ✅
    ChainOfCommandHook,
    // Plugin (Phase 5) ✅
    ChainOfCommandPlugin,
    DefaultChainOfCommandHook,
    // Service (Phase 3) ✅
    HierarchyService,
    // State (Phase 2) ✅
    HierarchyState,
    // System (Phase 4) ✅
    HierarchySystem,
    LoyaltyDecayProcessedEvent,
    LoyaltyDecayRequested,
    // Types
    Member,
    MemberAddRequested,
    MemberAddedEvent,
    MemberId,
    // Events (Phase 4) ✅
    MemberPromoteRequested,
    MemberPromotedEvent,
    MemberRemoveRequested,
    MemberRemovedEvent,
    Order,
    OrderError,
    OrderExecutedEvent,
    OrderIssueRequested,
    OrderOutcome,
    OrderRefusedEvent,
    OrderType,
    OrganizationHierarchy,
    Priority,
    PromotionError,
    PromotionFailedEvent,
    RankDefinition,
    RankDefinitions,
    RankId,
};

// CulturePlugin exports (Phase 0-5 complete ✅)
pub use culture::{
    Alignment,
    // Events (Phase 4a) ✅
    AlignmentCheckRequested,
    AlignmentCheckedEvent,
    // Member type is from types.rs in culture module
    // Config (Phase 1) ✅
    CultureConfig,
    CultureEffect,
    CultureError,
    // Hook (Phase 4b) ✅
    CultureHook,
    // Note: MemberAddRequested, MemberAddedEvent, MemberRemoveRequested, MemberRemovedEvent
    // conflict with chain_of_command. Use culture:: prefix when needed
    // Plugin (Phase 5) ✅
    CulturePlugin,
    // Service (Phase 3) ✅
    CultureService,
    // State (Phase 2) ✅
    CultureState,
    // System (Phase 4c) ✅
    CultureSystem,
    // Types (Phase 0) ✅
    // Note: MemberId, FactionId conflict with chain_of_command
    // Use culture::{MemberId, FactionId} when needed
    CultureTag,
    CultureTagAddRequested,
    CultureTagAddedEvent,
    CultureTagRemoveRequested,
    CultureTagRemovedEvent,
    DefaultCultureHook,
    FervorIncreasedEvent,
    MemberBreakdownEvent,
    MemberFanaticizedEvent,
    OrganizationCulture,
    PersonalityTrait,
    StressAccumulatedEvent,
};

// MarketPlugin exports (Phase 1-8 complete ✅)
pub use market::{
    DefaultMarketHook,
    DemandSupplySetEvent,
    DemandSupplySetRequested,
    ItemRegisterRequested,
    ItemRegisteredEvent,
    // Resources (Phase 2) ✅
    MarketConfig,
    // Types (Phase 1) ✅
    // Note: ItemId not exported to avoid conflict with inventory::ItemId
    // Use market::ItemId instead
    MarketData,
    MarketEvent,
    MarketEventAppliedEvent,
    MarketEventApplyRequested,
    MarketEventType,
    // Hook (Phase 5) ✅
    MarketHook,
    // Plugin (Phase 8) ✅
    MarketPlugin,
    // Service (Phase 4) ✅
    MarketService,
    // State (Phase 3) ✅
    MarketState,
    // System (Phase 7) ✅
    MarketSystem,
    MarketTrend,
    MarketTrendChangedEvent,
    PriceChange,
    PriceChangedEvent,
    // Events (Phase 6) ✅
    PriceUpdateRequested,
    PricesUpdatedEvent,
};

// OrganizationSuitePlugin exports (Phase 0 complete ✅)
pub use org_suite::{
    // Transition Framework (Phase 0) ✅
    ConditionContext,
    // Types (Phase 0) ✅
    FactionId as OrgSuiteFactionId,
    // Events (Phase 0) ✅
    FactionRegisterRequested as OrgSuiteFactionRegisterRequested,
    FactionRegisteredEvent as OrgSuiteFactionRegisteredEvent,
    OrgArchetype,
    OrgConverter,
    // Config (Phase 0) ✅
    OrgSuiteConfig,
    OrgSuiteError,
    // State (Phase 0) ✅
    OrgSuiteState,
    TransitionCondition,
    TransitionFailedEvent,
    TransitionHistory,
    TransitionOccurredEvent,
    TransitionRegistry,
    TransitionRequested,
    TransitionTrigger,
};

// ModularSynthesisPlugin exports (Phase 0-6 complete ✅)
pub use modular_synthesis::{
    ActiveSynthesis,
    CategoryId,
    DefaultSynthesisHook,
    DiscoveryState,
    Ingredient,
    // Note: RecipeId, EntityId not exported to avoid potential conflicts
    // Note: ItemId not exported to avoid conflict with inventory::ItemId
    // Use modular_synthesis::{RecipeId, EntityId, ItemId} instead
    IngredientType,
    // Plugin (Phase 6) ✅
    ModularSynthesisPlugin,
    // Recipe Registry (Phase 2) ✅
    Recipe,
    RecipeRegistry,
    ResultType,
    // Config (Phase 2) ✅
    SynthesisConfig,
    SynthesisError,
    // Hook (Phase 5) ✅
    SynthesisHook,
    // Types (Phase 1) ✅
    SynthesisId,
    SynthesisOutcome,
    SynthesisResult,
    // Service (Phase 4) ✅
    SynthesisService,
    SynthesisState,
    SynthesisStatus,
    // System (Phase 5) ✅
    SynthesisSystem,
    // State (Phase 3) ✅
    Timestamp,
};

use crate::builder::RuntimeResourceEntry;
use std::any::TypeId;

/// Plugin trait for system composition
#[async_trait]
pub trait Plugin: Send + Sync {
    /// Unique identifier for this plugin
    fn name(&self) -> &'static str;

    /// Register plugin components with the GameBuilder
    fn build(&self, builder: &mut dyn PluginBuilder);

    /// List of plugins this plugin depends on
    fn dependencies(&self) -> Vec<&'static str> {
        vec![]
    }

    /// Initialize plugin (called before build)
    async fn initialize(&mut self) {}
}

/// Builder interface for plugins to register components
pub trait PluginBuilder {
    /// Register an entity type
    fn register_entity(&mut self, name: &str, entity: Box<dyn crate::entity::Entity>);

    /// Register a service (Domain Service - pure functions)
    fn register_service(&mut self, service: Box<dyn crate::service::Service>);

    /// Register a system (Application Logic - orchestration)
    fn register_system(&mut self, system: Box<dyn crate::system::System>);

    /// Register a runtime (mutable) resource stored inside `ResourceContext`
    fn register_runtime_resource_boxed(
        &mut self,
        type_id: TypeId,
        resource: Box<dyn RuntimeResourceEntry>,
    );

    // Note: Scene registration removed in favor of SceneDirector-based architecture
    // Scenes are now managed directly by SceneDirector, not through plugins

    /// Register an asset
    fn register_asset(&mut self, name: &str, asset: Box<dyn std::any::Any + Send + Sync>);

    /// Get mutable access to the resources registry (internal use)
    fn resources_mut(&mut self) -> &mut crate::resources::Resources;
}

/// Extension trait for PluginBuilder with generic methods
pub trait PluginBuilderExt: PluginBuilder {
    /// Register a resource (read-only global data)
    ///
    /// Resources are type-based and accessible from Systems and Scenes.
    /// Use this to register configuration, asset databases, or lookup tables.
    ///
    /// # Example
    ///
    /// ```ignore
    /// builder.register_resource(DungeonConfig {
    ///     total_floors: 5,
    ///     rooms_per_floor: 3,
    /// });
    /// ```
    fn register_resource<T: crate::resources::Resource>(&mut self, resource: T) {
        self.resources_mut().register(resource);
    }

    /// Register a runtime resource (mutable shared state)
    ///
    /// These values live in `ResourceContext` and are mutated exclusively
    /// by systems. Use this for shared runtime state (party status, dungeon
    /// progression, active buffs, etc.).
    fn register_runtime_state<T: 'static + Send + Sync>(&mut self, resource: T) {
        self.register_runtime_resource_boxed(TypeId::of::<T>(), Box::new(resource));
    }
}

// Blanket implementation
impl<T: ?Sized + PluginBuilder> PluginBuilderExt for T {}