incanto 0.57.0 → 0.59.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (96) hide show
  1. package/README.md +6 -4
  2. package/bin/incanto-check.mjs +27 -0
  3. package/bin/incanto-multiplay.mjs +170 -0
  4. package/bin/incanto-new.mjs +29 -7
  5. package/bin/incanto-playtest.mjs +28 -2
  6. package/bin/incanto-verify.mjs +155 -19
  7. package/bin/incanto.mjs +107 -0
  8. package/dist/2d.d.ts +8 -2
  9. package/dist/2d.js +3 -3
  10. package/dist/3d.d.ts +9 -3
  11. package/dist/3d.js +4 -4
  12. package/dist/{behavior-l08AEbq9.d.ts → behavior-DWKTUzKI.d.ts} +10 -0
  13. package/dist/{create-game-C5jQYPah.js → create-game-BiW8Men_.js} +61 -13
  14. package/dist/{create-game-DpbUrMOQ.js → create-game-CHDLDQsQ.js} +6 -6
  15. package/dist/debug.d.ts +1 -1
  16. package/dist/debug.js +2 -2
  17. package/dist/{duplicate-BPLZDZpd.js → duplicate-DJQd44CD.js} +1 -1
  18. package/dist/{environment-presets-CvvQr_bJ.js → environment-presets-DRAz5EV9.js} +12 -10
  19. package/dist/{gameplay-BVphcxmE.js → gameplay-BBEjPFsR.js} +62 -34
  20. package/dist/gameplay.d.ts +1 -1
  21. package/dist/gameplay.js +1 -1
  22. package/dist/index.d.ts +36 -8
  23. package/dist/index.js +8 -8
  24. package/dist/{json-BLk7H2Qa.js → json-CwwhxQgb.js} +7 -1
  25. package/dist/{loader-BcrRSjxB.js → loader-D8n7TU8W.js} +142 -5
  26. package/dist/{loader-BbEMTuWg.d.ts → loader-TvkRFbyL.d.ts} +1 -1
  27. package/dist/net.d.ts +2 -2
  28. package/dist/net.js +1 -1
  29. package/dist/{pathfinding-mEN4V1CU.d.ts → pathfinding-BqWBb0kh.d.ts} +1 -1
  30. package/dist/{physics-2d-BLcvEFDR.js → physics-2d-BaRSRrrZ.js} +14 -3
  31. package/dist/{physics-3d-QBrfIT2Y.js → physics-3d-CYxjh-HW.js} +15 -4
  32. package/dist/quiet-rapier-BAJ4K94N.js +46 -0
  33. package/dist/react.d.ts +1 -1
  34. package/dist/react.js +2 -2
  35. package/dist/{register-C6ZBFRjd.js → register-BpFcgdcL.js} +57 -27
  36. package/dist/{register-Ch70uByv.js → register-CDrAQqPp.js} +90 -41
  37. package/dist/{registry-C7u42TID.js → registry-WWcQcfMr.js} +1 -1
  38. package/dist/{replay-s7I2GstT.js → replay-CEPyQtF_.js} +31 -7
  39. package/dist/{replay-Dw6gMlYA.d.ts → replay-O-yAGM76.d.ts} +1 -1
  40. package/dist/{split-screen-B0baBwxI.d.ts → split-screen-BQ3tAsf-.d.ts} +38 -1
  41. package/dist/{split-screen-DLsUrleX.js → split-screen-DDMZutQ6.js} +56 -13
  42. package/dist/{sprite-animation-C0wXLBZJ.js → sprite-animation-CY-mrr1L.js} +1 -1
  43. package/dist/{src-CGjmPw65.js → src-CY21B462.js} +1 -1
  44. package/dist/{teardown-Cs113S9F.js → teardown-RApWnM1G.js} +1 -1
  45. package/dist/{test-it1VekWs.js → test-DHYuFyAu.js} +292 -31
  46. package/dist/test.d.ts +104 -6
  47. package/dist/test.js +3 -3
  48. package/dist/vite.js +2 -2
  49. package/editor/assets/{agent8-CGT7r3Mb.js → agent8-BoRGtVxK.js} +1 -1
  50. package/editor/assets/{debug-BxWSIHG3.js → debug-CzdyCg75.js} +1 -1
  51. package/editor/assets/{index-CV1m-aX5.js → index-VesuVEhe.js} +91 -91
  52. package/editor/index.html +1 -1
  53. package/package.json +3 -1
  54. package/schemas/scene.schema.json +1174 -70
  55. package/skills/incanto-building-2d-games.md +13 -0
  56. package/skills/incanto-building-3d-games.md +3 -3
  57. package/skills/incanto-localization.md +40 -8
  58. package/skills/incanto-multiplayer.md +57 -4
  59. package/skills/incanto-node-reference.md +18 -0
  60. package/skills/incanto-physics-and-input.md +26 -0
  61. package/skills/incanto-playtesting.md +19 -5
  62. package/skills/incanto-verifying-your-game.md +33 -4
  63. package/templates-app/beacon-isle-3d/package.json +1 -1
  64. package/templates-app/beacon-isle-3d/src/game.scene.json +7 -6
  65. package/templates-app/platformer-2d/PROJECT/Context.md +70 -0
  66. package/templates-app/platformer-2d/PROJECT/Requirements.md +63 -0
  67. package/templates-app/platformer-2d/PROJECT/Status.md +60 -0
  68. package/templates-app/platformer-2d/PROJECT/Structure.md +77 -0
  69. package/templates-app/platformer-2d/docs/project-2d-rules.md +61 -0
  70. package/templates-app/platformer-2d/index.html +99 -0
  71. package/templates-app/platformer-2d/package.json +23 -0
  72. package/templates-app/platformer-2d/src/behaviors.ts +541 -0
  73. package/templates-app/platformer-2d/src/game.scene.json +2061 -0
  74. package/templates-app/platformer-2d/src/main.ts +68 -0
  75. package/templates-app/platformer-2d/tsconfig.json +13 -0
  76. package/templates-app/platformer-2d/verify.ts +275 -0
  77. package/templates-app/platformer-2d/vite.config.ts +12 -0
  78. package/templates-app/star-survivor/PROJECT/Context.md +55 -0
  79. package/templates-app/star-survivor/PROJECT/Requirements.md +47 -0
  80. package/templates-app/star-survivor/PROJECT/Status.md +44 -0
  81. package/templates-app/star-survivor/PROJECT/Structure.md +63 -0
  82. package/templates-app/star-survivor/docs/project-2d-rules.md +53 -0
  83. package/templates-app/star-survivor/index.html +232 -0
  84. package/templates-app/star-survivor/package.json +23 -0
  85. package/templates-app/star-survivor/src/behaviors.ts +624 -0
  86. package/templates-app/star-survivor/src/game.scene.json +464 -0
  87. package/templates-app/star-survivor/src/main.ts +49 -0
  88. package/templates-app/star-survivor/tsconfig.json +13 -0
  89. package/templates-app/star-survivor/verify.ts +193 -0
  90. package/templates-app/star-survivor/vite.config.ts +12 -0
  91. package/templates-app/tps-3d/package.json +1 -1
  92. package/templates-app/tps-3d/src/game.scene.json +6 -3
  93. package/templates-app/tps-3d/verify.ts +17 -1
  94. package/templates-app/village-quest-3d/package.json +1 -1
  95. package/templates-app/village-quest-3d/src/grove.scene.json +14 -13
  96. package/templates-app/village-quest-3d/src/village.scene.json +5 -5
package/README.md CHANGED
@@ -6,7 +6,8 @@ rule is JSON an AI agent can read, diff, and rewrite — rendered by three.js.
6
6
  ## Start with a whole game
7
7
 
8
8
  ```bash
9
- bunx incanto-new my-game # Beacon Isle — the flagship 3D template
9
+ bunx incanto new my-game # Beacon Isle — the flagship 3D template
10
+ bunx incanto new my-2d --template platformer-2d # the 2D flagship
10
11
  cd my-game && bun install && bun run dev
11
12
  ```
12
13
 
@@ -20,8 +21,9 @@ rest declared in JSON. `bun run verify` plays the entire quest **headlessly**
20
21
  and replays recorded input bit-identically: the agent loop is author → verify →
21
22
  fix, no browser needed.
22
23
 
23
- `bunx incanto-new --list` shows the other starters (third-person shooter,
24
- quest vignette).
24
+ `bunx incanto new --list` shows all five starters, grouped by dimension: three
25
+ 3D (island adventure, third-person shooter, quest vignette) and two 2D
26
+ (platformer, survivors-like).
25
27
 
26
28
  ## Or wire the engine yourself
27
29
 
@@ -76,7 +78,7 @@ in a world full of them). In code: `physics.debugDraw = true` + `physics.debugSc
76
78
 
77
79
  ## The agent8 asset library
78
80
 
79
- `bunx incanto-editor --token <v8 access token>` (or `INCANTO_V8_TOKEN`) adds a
81
+ `bunx incanto editor --token <v8 access token>` (or `INCANTO_V8_TOKEN`) adds a
80
82
  **📚** button to every field that takes a resource — model, texture, sprite
81
83
  sheet, sound. Shelves, search, real previews (a GLB is rendered by the engine
82
84
  itself), and one pick writes the URL, or the scene `assets{}` entry plus its
@@ -14,6 +14,7 @@
14
14
  * each scene file.
15
15
  */
16
16
  import { existsSync, lstatSync, readdirSync, readFileSync, statSync } from 'node:fs';
17
+ import { createRequire } from 'node:module';
17
18
  import { dirname, join, resolve } from 'node:path';
18
19
  import { fileURLToPath, pathToFileURL } from 'node:url';
19
20
 
@@ -87,6 +88,15 @@ function missingArt(file, json) {
87
88
  join(sceneDir, '..', rel),
88
89
  ];
89
90
  if (candidates.some((p) => existsSync(p))) continue;
91
+ // A BARE PACKAGE SPECIFIER is a bundler import, not a path — and it is the
92
+ // form the assets skill teaches for built-in art
93
+ // (`incanto/assets/items/coin.png`). A scene had no way to say "this URL
94
+ // arrives from the bundler": a made-up placeholder (`$KNIGHT_URL`) got
95
+ // flagged here as art nobody copied, and an empty string — which the loop
96
+ // above still skips — is rejected outright by the loader. So the honest
97
+ // spelling was unwritable, and every 2D example that uses built-in art
98
+ // warned about art that works.
99
+ if (resolvesAsPackageAsset(url, sceneDir)) continue;
90
100
  out.push(
91
101
  `$${key} → ${url} is not in the project ` +
92
102
  `(looked in ${relativeish(root, join(root, 'public'))}, ${relativeish(root, root)}` +
@@ -96,6 +106,23 @@ function missingArt(file, json) {
96
106
  return out;
97
107
  }
98
108
 
109
+ /**
110
+ * Can this url be resolved as a file inside an installed package?
111
+ *
112
+ * `incanto/assets/items/coin.png` is what the bundler is handed and what the
113
+ * skills teach; if the package resolves it, the file is really there.
114
+ */
115
+ function resolvesAsPackageAsset(url, from) {
116
+ if (url.startsWith('.') || url.startsWith('/')) return false;
117
+ // A bare specifier: `pkg/path` or `@scope/pkg/path`.
118
+ if (!/^(@[^/]+\/)?[^@/][^/]*\//.test(url)) return false;
119
+ try {
120
+ return existsSync(createRequire(join(from, 'noop.js')).resolve(url));
121
+ } catch {
122
+ return false;
123
+ }
124
+ }
125
+
99
126
  /** Nearest ancestor with a package.json, else the scene's own directory. */
100
127
  function projectRoot(from) {
101
128
  let dir = resolve(from);
@@ -0,0 +1,170 @@
1
+ #!/usr/bin/env node
2
+ /**
3
+ * incanto-multiplay — run a real match headlessly and check the clients AGREE.
4
+ *
5
+ * bunx incanto multiplay src/game.scene.json
6
+ * bunx incanto multiplay src/game.scene.json --players 3 --seconds 8 --json
7
+ *
8
+ * A desync is the purest silent failure this engine can have: both clients
9
+ * run, neither errors, and they are playing different games. Nothing checked
10
+ * for one — the harness measured room MEMBERSHIP, so "saw p2" meant "p2 is in
11
+ * the room", not "p2's data arrived", and a game whose replication was
12
+ * completely dead reported exactly what a working one did.
13
+ *
14
+ * WHAT THIS PROVES, AND WHAT IT DOES NOT. Every client runs against one
15
+ * in-memory server: no latency, no loss, no reordering. So this measures the
16
+ * APPLY path and the protocol shape, and says nothing about a live wire — a
17
+ * reconnect that never re-joins, a throttle that discards a payload, a batch
18
+ * dropped on a closed socket.
19
+ */
20
+ import { existsSync, readFileSync } from 'node:fs';
21
+ import { dirname, join, resolve } from 'node:path';
22
+ import { fileURLToPath, pathToFileURL } from 'node:url';
23
+
24
+ const PKG = join(dirname(fileURLToPath(import.meta.url)), '..');
25
+
26
+ const argv = process.argv.slice(2);
27
+ const flag = (name, fallback) => {
28
+ const i = argv.indexOf(name);
29
+ return i >= 0 ? argv[i + 1] : fallback;
30
+ };
31
+
32
+ if (argv.includes('--help') || argv.includes('-h')) {
33
+ console.log(`Usage: incanto multiplay [scene.json] [options]
34
+
35
+ --players N clients in the match (default 2)
36
+ --seconds N simulated seconds (default 5)
37
+ --seed N make the match reproducible (default 1)
38
+ --behaviors FILE your Behavior subclasses (.ts works on bun / node >= 23.6)
39
+ --scenes a=b.json a scene a NetworkSpawner names, repeatable
40
+ --no-late-join skip the late-joining client
41
+ --json machine-readable report
42
+
43
+ Checks that every client holds the SAME value for every replicated key, plus
44
+ one client that joins AFTER the match settles — the only observer that reads
45
+ the authoritative snapshot fresh, and so the only one that can see a value
46
+ erased from it.`);
47
+ process.exit(0);
48
+ }
49
+
50
+ const named = argv.find((a) => !a.startsWith('-') && a.endsWith('.json'));
51
+ if (!named) {
52
+ console.error('incanto-multiplay: name the scene, e.g. src/game.scene.json');
53
+ process.exit(2);
54
+ }
55
+ const scenePath = resolve(named);
56
+ if (!existsSync(scenePath)) {
57
+ console.error(`no such scene: ${scenePath}`);
58
+ process.exit(1);
59
+ }
60
+
61
+ const { playMultiplayer, multiplayText, registerAllNodes } = await import(
62
+ pathToFileURL(join(PKG, 'dist', 'test.js')).href
63
+ );
64
+ registerAllNodes();
65
+
66
+ const sceneJson = JSON.parse(readFileSync(scenePath, 'utf-8'));
67
+ const sceneDir = dirname(scenePath);
68
+
69
+ // Without the game's own behaviours a scene that names one throws
70
+ // `Unknown behavior` before a single frame runs — so load them when we are
71
+ // given them, and stub what is left. A stubbed behaviour still lets the
72
+ // SCENE's replication run, which is what this command measures.
73
+ const behaviorsFile = flag('--behaviors', null);
74
+ if (behaviorsFile) {
75
+ try {
76
+ const mod = await import(pathToFileURL(resolve(behaviorsFile)).href);
77
+ const { registerBehavior, Behavior } = await import(
78
+ pathToFileURL(join(PKG, 'dist', 'index.js')).href
79
+ );
80
+ for (const [name, value] of Object.entries(mod)) {
81
+ if (typeof value === 'function' && value.prototype instanceof Behavior) {
82
+ registerBehavior(name, value, { replace: true });
83
+ }
84
+ }
85
+ } catch (e) {
86
+ console.error(`could not load --behaviors '${behaviorsFile}' (${e?.message ?? e}).`);
87
+ process.exit(1);
88
+ }
89
+ }
90
+
91
+ /**
92
+ * Scenes a `NetworkSpawner` names.
93
+ *
94
+ * `--scenes remote-player=src/remote.scene.json` is explicit; otherwise every
95
+ * spawner's `scene` prop is looked for as a sibling file, which is where the
96
+ * templates put them. A spawner whose scene cannot be found materialises
97
+ * nothing, and the agreement check reports that as `missing` rather than
98
+ * letting it read as "this game has no remote players".
99
+ */
100
+ const scenes = {};
101
+ for (let i = 0; i < argv.length; i++) {
102
+ if (argv[i] !== '--scenes') continue;
103
+ const [key, file] = String(argv[i + 1] ?? '').split('=');
104
+ if (key && file) scenes[key] = JSON.parse(readFileSync(resolve(sceneDir, file), 'utf-8'));
105
+ }
106
+ const spawnerScenes = new Set();
107
+ const walk = (node) => {
108
+ if (node?.type === 'NetworkSpawner' && typeof node.props?.scene === 'string') {
109
+ spawnerScenes.add(node.props.scene);
110
+ }
111
+ for (const child of node?.children ?? []) walk(child);
112
+ };
113
+ walk(sceneJson.root);
114
+ for (const name of spawnerScenes) {
115
+ if (scenes[name]) continue;
116
+ for (const guess of [`${name}.scene.json`, `${name}.json`]) {
117
+ const at = resolve(sceneDir, guess);
118
+ if (existsSync(at)) {
119
+ scenes[name] = JSON.parse(readFileSync(at, 'utf-8'));
120
+ break;
121
+ }
122
+ }
123
+ }
124
+
125
+ let report;
126
+ try {
127
+ report = await playMultiplayer({
128
+ scene: sceneJson,
129
+ scenes,
130
+ players: Number(flag('--players', 2)) || 2,
131
+ seconds: Number(flag('--seconds', 5)) || 5,
132
+ seed: Number(flag('--seed', 1)) || 1,
133
+ lateJoin: !argv.includes('--no-late-join'),
134
+ load: {
135
+ stubMissingBehaviors: true,
136
+ resolveScene: (p) => JSON.parse(readFileSync(resolve(sceneDir, p), 'utf-8')),
137
+ },
138
+ // Move the owner, or every replicated key holds its authored value and two
139
+ // motionless clients agree about nothing in particular.
140
+ drive: (player, frame) => {
141
+ const root = player.engine.scene?.root;
142
+ const owner = root && findOwner(root);
143
+ if (!owner || !Array.isArray(owner.position)) return;
144
+ const spin = (player.account.charCodeAt(1) || 1) * 0.7;
145
+ owner.position = owner.position.map((v, i) =>
146
+ i === 1 && owner.position.length === 3 ? v : Math.sin(frame / 20 + spin + i) * 4,
147
+ );
148
+ },
149
+ });
150
+ } catch (e) {
151
+ console.error(`multiplay failed: ${e?.message ?? e}`);
152
+ process.exit(1);
153
+ }
154
+
155
+ /** The single `network.mode === 'owner'` node, the way the manager finds it. */
156
+ function findOwner(node) {
157
+ if (node.network?.mode === 'owner') return node;
158
+ for (const child of node.children ?? []) {
159
+ const found = findOwner(child);
160
+ if (found) return found;
161
+ }
162
+ return null;
163
+ }
164
+
165
+ if (argv.includes('--json')) {
166
+ process.stdout.write(`${JSON.stringify(report, null, 2)}\n`);
167
+ } else {
168
+ process.stdout.write(`${multiplayText(report)}\n`);
169
+ }
170
+ process.exit(report.ok ? 0 : 1);
@@ -2,9 +2,9 @@
2
2
  /**
3
3
  * incanto-new — scaffold a ready-to-run incanto game from a shipped template:
4
4
  *
5
- * bunx incanto-new my-game # Beacon Isle (3D flagship)
6
- * bunx incanto-new my-game --template tps-3d # third-person shooter
7
- * bunx incanto-new --list
5
+ * bunx incanto new my-game # Beacon Isle (3D flagship)
6
+ * bunx incanto new my-game --template tps-3d # third-person shooter
7
+ * bunx incanto new --list
8
8
  *
9
9
  * Copies the template, names the package after the directory, prints the
10
10
  * three commands that get you playing. Templates are real npm consumers —
@@ -19,11 +19,25 @@ const TEMPLATES_DIR = join(PKG, 'templates-app');
19
19
 
20
20
  const DESCRIPTIONS = {
21
21
  'beacon-isle-3d':
22
- '3D island action-adventure (the flagship): generated world, quest NPC, terrain-nav enemies, melee',
23
- 'village-quest-3d': '3D quest vignette: dialogue, scene transitions, patrol AI, sword combat',
22
+ 'island action-adventure (the 3D flagship): generated world, quest NPC, terrain-nav enemies, melee',
23
+ 'village-quest-3d': 'quest vignette: dialogue, scene transitions, patrol AI, sword combat',
24
24
  'tps-3d': 'third-person arena shooter: GLB soldier, hitscan rifle, enemy waves',
25
+ 'platformer-2d':
26
+ 'side-scrolling platformer (the 2D flagship): tilemap level, coyote-time jump, follow cam, coins',
27
+ 'star-survivor':
28
+ 'survivors-like: waves that never stop, auto-attack, upgrades, a clock to outlast',
25
29
  };
26
30
 
31
+ /**
32
+ * Which half of the engine a starter belongs to.
33
+ *
34
+ * The list was three templates, all 3D, printed in one alphabetical column —
35
+ * while the engine shipped a whole 2D half with its own nodes, physics,
36
+ * tilemaps and skill. Someone building a 2D game read that list and concluded
37
+ * there was nothing for them.
38
+ */
39
+ const DIMENSION = (name) => (name.endsWith('-2d') || name === 'star-survivor' ? '2d' : '3d');
40
+
27
41
  function listTemplates() {
28
42
  if (!existsSync(TEMPLATES_DIR)) return [];
29
43
  return readdirSync(TEMPLATES_DIR, { withFileTypes: true })
@@ -34,9 +48,17 @@ function listTemplates() {
34
48
 
35
49
  const argv = process.argv.slice(2);
36
50
  if (argv.includes('--list') || argv.includes('-l')) {
37
- for (const t of listTemplates()) {
38
- console.log(` ${t.padEnd(20)} ${DESCRIPTIONS[t] ?? ''}`);
51
+ const all = listTemplates();
52
+ for (const [dim, heading] of [
53
+ ['3d', '3D'],
54
+ ['2d', '2D'],
55
+ ]) {
56
+ const group = all.filter((t) => DIMENSION(t) === dim);
57
+ if (group.length === 0) continue;
58
+ console.log(`\n ${heading}`);
59
+ for (const t of group) console.log(` ${t.padEnd(20)} ${DESCRIPTIONS[t] ?? ''}`);
39
60
  }
61
+ console.log('\n bunx incanto new my-game --template <name> (default: beacon-isle-3d)\n');
40
62
  process.exit(0);
41
63
  }
42
64
 
@@ -78,9 +78,35 @@ if (args.behaviors) {
78
78
  try {
79
79
  mod = await import(pathToFileURL(resolve(args.behaviors)).href);
80
80
  } catch (e) {
81
+ const why = e?.message ?? String(e);
82
+ // NODE CANNOT IMPORT THE PATTERN WE TEACH. Every template's behaviors.ts
83
+ // does `import gameJson from './game.scene.json'` — the documented way to
84
+ // read your own scene — and node's type stripping refuses a JSON import
85
+ // without `with { type: 'json' }`. Vite is fine with it, bun is fine with
86
+ // it, and this bin's shebang is node, so `--behaviors` failed on the
87
+ // engine's own flagship template. Hand the work to bun rather than telling
88
+ // the author their file is wrong: it is not.
89
+ const nodeCannotReadIt = /import attribute|Unknown file extension/i.test(why);
90
+ if (nodeCannotReadIt && !process.versions.bun && !process.env.INCANTO_BUN_REEXEC) {
91
+ const { spawnSync } = await import('node:child_process');
92
+ const hasBun = spawnSync('bun', ['--version'], { stdio: 'ignore' }).status === 0;
93
+ if (hasBun) {
94
+ const here = fileURLToPath(import.meta.url);
95
+ const again = spawnSync('bun', [here, ...process.argv.slice(2)], {
96
+ stdio: 'inherit',
97
+ env: { ...process.env, INCANTO_BUN_REEXEC: '1' },
98
+ });
99
+ process.exit(again.status ?? 1);
100
+ }
101
+ }
81
102
  console.error(
82
- `could not load --behaviors '${args.behaviors}' (${e?.message ?? e}). ` +
83
- 'Pass the file that exports your Behavior subclasses, e.g. src/behaviors.ts.',
103
+ `could not load --behaviors '${args.behaviors}' (${why}).` +
104
+ (nodeCannotReadIt
105
+ ? '\n\nThis is node refusing your file, not a problem with it: node cannot' +
106
+ "\nimport JSON from a .ts module without `with { type: 'json' }`, and every" +
107
+ '\nincanto template imports its scene that way. Run it with bun, which' +
108
+ '\nreads the file as written: `bunx incanto playtest <scene> --behaviors <file>`.'
109
+ : '\nPass the file that exports your Behavior subclasses, e.g. src/behaviors.ts.'),
84
110
  );
85
111
  process.exit(1);
86
112
  }
@@ -19,8 +19,8 @@
19
19
  * what to arrange, and says so in the summary.
20
20
  */
21
21
  import { spawnSync } from 'node:child_process';
22
- import { existsSync, readdirSync, statSync } from 'node:fs';
23
- import { dirname, join } from 'node:path';
22
+ import { existsSync, readdirSync, readFileSync, statSync } from 'node:fs';
23
+ import { dirname, join, relative } from 'node:path';
24
24
  import { fileURLToPath, pathToFileURL } from 'node:url';
25
25
 
26
26
  const PKG = join(dirname(fileURLToPath(import.meta.url)), '..');
@@ -35,18 +35,21 @@ const flag = (name) => {
35
35
  return i >= 0 ? argv[i + 1] : null;
36
36
  };
37
37
  if (argv.includes('--help') || argv.includes('-h')) {
38
- console.log(`Usage: incanto-verify [scene.json] [--behaviors FILE] [--json]
38
+ console.log(`Usage: incanto verify [scene.json] [--behaviors FILE] [--json]
39
39
 
40
40
  Walks the whole ladder and tells you the ONE thing to do next:
41
41
 
42
42
  loads the scene is legal and every asset resolves (incanto-check)
43
43
  plays a seeded run can actually finish it (incanto-playtest)
44
+ feels the sounds and effects it declares actually fired (engine.audio/effects)
45
+ agrees two clients hold the same replicated values (incanto-multiplay)
44
46
  draws the GPU drew something and the subject is in shot (incanto-frame)
45
47
  says the running game logs no errors and lost no assets (incanto-logs)
46
48
 
47
49
  Without a scene it looks for one *.scene.json under the current directory.
48
- "draws" needs a dev server with the page open; without one it is reported as
49
- NOT MEASURED rather than failed a missing measurement is not a broken game.`);
50
+ "draws" needs a dev server with the page open, and "agrees" needs a scene with
51
+ a "multiplayer" header; without either they are reported as NOT MEASURED rather
52
+ than failed — a missing measurement is not a broken game.`);
50
53
  process.exit(0);
51
54
  }
52
55
 
@@ -102,7 +105,34 @@ if (!existsSync(scene) || !statSync(scene).isFile()) {
102
105
  process.exit(1);
103
106
  }
104
107
 
105
- const behaviors = flag('--behaviors');
108
+ /**
109
+ * Find the file that holds the game's Behavior subclasses.
110
+ *
111
+ * The scene was auto-discovered from the start; the behaviours were not, and
112
+ * without them a playtest runs the STRUCTURE with every script stubbed. On the
113
+ * engine's own flagship template that means the quest never advances, so bare
114
+ * `incanto-verify` — the exact command the README prints — reported `plays` as
115
+ * a failure and told the reader to re-run a different tool by hand, with the
116
+ * path to a file sitting right next to the scene it had already found.
117
+ */
118
+ function findBehaviors(sceneFile) {
119
+ const named = flag('--behaviors');
120
+ if (named) return { file: named, guessed: false };
121
+ const near = dirname(sceneFile);
122
+ for (const dir of [near, join(near, '..'), process.cwd(), join(process.cwd(), 'src')]) {
123
+ for (const base of ['behaviors', 'behaviours']) {
124
+ for (const ext of ['.ts', '.js', '.mjs']) {
125
+ const candidate = join(dir, base + ext);
126
+ if (existsSync(candidate) && statSync(candidate).isFile()) {
127
+ return { file: candidate, guessed: true };
128
+ }
129
+ }
130
+ }
131
+ }
132
+ return { file: null, guessed: false };
133
+ }
134
+
135
+ const { file: behaviors, guessed: guessedBehaviors } = findBehaviors(scene);
106
136
  const rungs = [];
107
137
 
108
138
  // ---- loads ---------------------------------------------------------------
@@ -145,25 +175,61 @@ if (rungs[0].status === 'pass') {
145
175
  // walkabout template has no end, and calling that a failure sends its author
146
176
  // hunting a bug that was never there.
147
177
  const noGoal = out && out.declaresWin === false;
178
+ // A quest — talk to the NPC, clear the enemies, light the wards — cannot be
179
+ // finished by a random walker, ever. Reporting that as a FAILED rung means
180
+ // the headline command permanently says NOT verified about a correct game,
181
+ // which teaches its author to stop reading it. If every run played to the
182
+ // end of its budget without erroring, falling or wedging, the rung has not
183
+ // failed: it has not measured, and the author's own scripted harness is what
184
+ // can judge this game.
185
+ // Three of the five outcomes are GAMEPLAY, not defects. `won`, `lost` and
186
+ // `unfinished` all mean the game ran; a random player dying half the time in
187
+ // a platformer is the hazards working. The defects are `error` (a behaviour
188
+ // threw), `fell` (left the world) and `stuck` (went nowhere), and those are
189
+ // what this rung is for.
190
+ const PLAYED = new Set(['won', 'lost', 'unfinished']);
191
+ const playedOut =
192
+ out && (out.runs?.length ?? 0) > 0 && out.runs.every((x) => PLAYED.has(x.outcome));
193
+ const tally = (name) => out?.runs?.filter((x) => x.outcome === name).length ?? 0;
148
194
  rungs.push(
149
195
  r.status === 0
150
196
  ? { name: 'plays', status: 'pass', summary: `${won} of ${total} seeded runs finished it` }
151
- : noGoal
197
+ : playedOut
152
198
  ? {
153
199
  name: 'plays',
154
200
  status: 'unmeasured',
155
- summary: `nothing declares a win — ${total} runs played without error, and there was no end to reach`,
156
- fix: 'if it is meant to be finishable, emit `won` (GameFlow, ScoreKeeper, or your own behaviour)',
157
- }
158
- : {
159
- name: 'plays',
160
- status: 'fail',
161
201
  summary:
162
- total > 0 ? `no run finished it (${total} tried)` : 'the playtest could not run',
163
- fix: behaviors
164
- ? `see which runs stalled and where: \`incanto-playtest ${scene} --behaviors ${behaviors}\``
165
- : `run it with your behaviours — without them the structure plays and your game logic does not: \`incanto-playtest ${scene} --behaviors src/behaviors.ts\``,
166
- },
202
+ `${total} runs played without reaching a win` +
203
+ ` (${[
204
+ tally('lost') && `${tally('lost')} lost`,
205
+ tally('unfinished') && `${tally('unfinished')} ran out the clock`,
206
+ ]
207
+ .filter(Boolean)
208
+ .join(', ')})`,
209
+ fix: 'nothing here is broken — a win that takes skill or a sequence is out of reach of random play. Judge it with a scripted run: `bun run verify`, or `runScript` from `incanto/test`',
210
+ }
211
+ : noGoal
212
+ ? {
213
+ name: 'plays',
214
+ status: 'unmeasured',
215
+ summary: `nothing declares a win — ${total} runs played without error, and there was no end to reach`,
216
+ fix: 'if it is meant to be finishable, emit `won` (GameFlow, ScoreKeeper, or your own behaviour)',
217
+ }
218
+ : {
219
+ name: 'plays',
220
+ status: 'fail',
221
+ summary:
222
+ total > 0
223
+ ? `no run finished it (${total} tried)`
224
+ : // "could not run" with no reason is the tool doing to its
225
+ // reader exactly what this whole ladder exists to prevent:
226
+ // reporting a failure it already knows the cause of. The
227
+ // child printed one; pass it on.
228
+ `the playtest could not run — ${firstLine(r.stderr) || `exit ${r.status}`}`,
229
+ fix: behaviors
230
+ ? `see which runs stalled and where: \`incanto-playtest ${scene} --behaviors ${behaviors}\``
231
+ : `run it with your behaviours — without them the structure plays and your game logic does not: \`incanto-playtest ${scene} --behaviors src/behaviors.ts\``,
232
+ },
167
233
  );
168
234
  } else {
169
235
  rungs.push({ name: 'plays', status: 'skipped', summary: 'not run — the scene does not load' });
@@ -211,6 +277,67 @@ if (rungs[0].status === 'pass') {
211
277
  }
212
278
  }
213
279
 
280
+ // ---- agrees --------------------------------------------------------------
281
+ // A desync is the purest silent failure this engine has: both clients run,
282
+ // neither errors, and they are playing different games. Skipped outright for a
283
+ // single-player game, because a rung that always passes is decoration.
284
+ {
285
+ const isMultiplayer = (() => {
286
+ try {
287
+ const doc = JSON.parse(readFileSync(scene, 'utf-8'));
288
+ return Boolean(doc?.multiplayer);
289
+ } catch {
290
+ return false;
291
+ }
292
+ })();
293
+ if (!isMultiplayer) {
294
+ rungs.push({
295
+ name: 'agrees',
296
+ status: 'skipped',
297
+ summary: 'not run — this scene has no `multiplayer` header',
298
+ });
299
+ } else {
300
+ const args = [scene, '--json', '--seconds', '4'];
301
+ if (behaviors) args.push('--behaviors', behaviors);
302
+ const r = run('multiplay', args);
303
+ const out = safeJson(r.stdout);
304
+ if (!out) {
305
+ rungs.push({
306
+ name: 'agrees',
307
+ status: 'unmeasured',
308
+ summary: `the match could not run — ${firstLine(r.stderr) || `exit ${r.status}`}`,
309
+ fix: `see it in full: \`incanto multiplay ${scene}\``,
310
+ });
311
+ } else if (out.keysCompared === 0) {
312
+ // Nothing moved, so nothing was compared. Saying "pass" here is how a
313
+ // rung becomes decorative.
314
+ rungs.push({
315
+ name: 'agrees',
316
+ status: 'unmeasured',
317
+ summary: 'no owner node declared any sync keys, so agreement was not tested',
318
+ fix: 'give the player node `network: { mode: "owner", sync: ["position"] }`',
319
+ });
320
+ } else if (out.ok) {
321
+ rungs.push({
322
+ name: 'agrees',
323
+ status: 'pass',
324
+ summary:
325
+ `${out.keysCompared} replicated value(s) match across clients` +
326
+ `${out.lateJoinChecked ? ' and a late joiner' : ''}` +
327
+ ' — over one in-memory server, not a live wire',
328
+ });
329
+ } else {
330
+ const first = out.disagreements?.[0];
331
+ rungs.push({
332
+ name: 'agrees',
333
+ status: 'fail',
334
+ summary: first ? first.summary : (out.problems?.[0] ?? 'the clients disagreed'),
335
+ fix: `every disagreement: \`incanto multiplay ${scene}\``,
336
+ });
337
+ }
338
+ }
339
+ }
340
+
214
341
  // ---- draws ---------------------------------------------------------------
215
342
  {
216
343
  const r = run('frame', ['--json']);
@@ -298,7 +425,16 @@ function firstLine(text) {
298
425
  }
299
426
 
300
427
  const verdict = ladderVerdict(rungs);
301
- console.log(asJson ? JSON.stringify({ scene, ...verdict }, null, 2) : ladderText(verdict));
428
+ if (asJson) {
429
+ console.log(JSON.stringify({ scene, behaviors, ...verdict }, null, 2));
430
+ } else {
431
+ if (guessedBehaviors) {
432
+ console.log(
433
+ `· behaviours: ${relative(process.cwd(), behaviors) || behaviors} (found, not named)`,
434
+ );
435
+ }
436
+ console.log(ladderText(verdict));
437
+ }
302
438
  // `exitCode`, never `process.exit()`: stdout to a PIPE is written
303
439
  // asynchronously, and exiting discards whatever has not flushed. A --json
304
440
  // report read by another program came back truncated — silently, and only