Files
turnstone/examples/door-game/understone/cli.py
T
Patrick Buckley dcc0e5fb0a feat(examples): Understone v0.7 — the deep, the satchel, the forge, rare beasts
The depth slice: four standing reasons to return past the daily reset.

- The rung ladder: the dungeon is a descent fought one rung per turn, each
  guardian a fixed tier. A loss bounces you home but your depth PERSISTS —
  you re-enter where you left off. The Wyrm now gates on BOTH level AND
  reaching the floor (the deep has a bottom, and you must have touched it).
- The satchel + the death-save: potions are CARRIED now (up to three),
  bought to the satchel, drunk with quaff. The heart of it: when any fight
  would kill the active fighter and they carry a draught, the strongest is
  drunk automatically — they survive standing at the potion's value, no
  bounce. This fires on EVERY fight (forest, rung, and the Wyrm itself —
  a potion carried to the climax is a real tactical choice); a Wyrm loss
  so saved is "driven back, alive but unproven," not devoured. The sleeping
  ambush victim never quaffs (they are asleep). combat.py stays pure — the
  satchel and the save live entirely in the façade.
- The forge: the shop spends scaling gold to add a +1 edge to equipped
  weapon or armour, capped — the late-game gold sink. Swapping or selling
  the piece loses the edge with it (one centralized unequip clears the
  bonus and the plus so a stat can never go phantom).
- Rare beasts: a few named foes prowl the forest via weighted selection,
  surfacing seldom; felling one is a public Herald flash and always yields
  a draught into the satchel. Rung guardians are never rare (fixed foes).

Four new player columns; four new banded settings; dungeon_tiers extended
to three rungs. Tests 283 -> 330; the death-save (all four paths), forge
accounting across forge/buy/sell/legacy, rung math, and weighted rare
selection all pinned, with the death-save and forge invariants
revert-verified.
2026-06-13 04:40:40 -07:00

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"""The pack-authoring command surface — validate a pack and scaffold a new one.
This module is deliberately pure: it imports only the loader and the standard
library, takes no part in argument parsing (``server.main`` owns the argparse
front end), and writes to the streams it is handed. That keeps the authoring
loop — ``newpack`` then ``validate`` — testable as plain function calls.
Two entry points back the two verbs:
* :func:`cli_validate` loads a pack and, on success, prints a human-readable
report; on failure it prints the loader's author-facing message and returns
a non-zero code. This is the feedback half of the loop.
* :func:`cli_newpack` scaffolds a new pack: it copies the bundled world as a
starting template and writes an ``AUTHORING.md`` manual whose bands table is
generated from the loader's own band data, so the documented limits can
never drift from the enforced ones.
"""
from __future__ import annotations
import shutil
import sys
from typing import TYPE_CHECKING, TextIO
from understone.engine.textwidth import SAFE_PALETTE
from understone.errors import WorldLoadError
from understone.world import PACKAGED_WORLD_DIR, loader
if TYPE_CHECKING:
from pathlib import Path
from understone.engine.world import World
# The six packaged content files copied verbatim as a new pack's template.
_PACK_FILES = (
"terrain.json",
"monsters.json",
"items.json",
"locations.json",
"events.json",
"world.json",
)
def cli_validate(pack_dir: Path, out: TextIO | None = None, err: TextIO | None = None) -> int:
"""Load *pack_dir* and report; return 0 if sound, 2 if it fails to load.
On success a pack report is written to *out* and the function returns 0.
On any :class:`WorldLoadError` the loader's message — which names the
file, index, and field at fault — is written to *err* and the function
returns 2. The author iterates against that message until the pack loads.
*out*/*err* default to the live ``sys.stdout``/``sys.stderr`` resolved at
call time, so a caller (or pytest's capture) may redirect them.
"""
out = out if out is not None else sys.stdout
err = err if err is not None else sys.stderr
try:
world = loader.load_world(pack_dir)
except WorldLoadError as exc:
print(f"The pack is flawed: {exc}", file=err)
return 2
print(_pack_report(world), file=out)
return 0
def cli_newpack(dest: Path, out: TextIO | None = None, err: TextIO | None = None) -> int:
"""Scaffold a new content pack at *dest*; return 0, or 2 if *dest* is taken.
Refuses to write into an existing non-empty directory (so an author never
clobbers work in progress). Otherwise it creates *dest*, copies the six
packaged content files as a starting template, and writes an
``AUTHORING.md`` manual generated from the live loader bands. The author
then edits or regenerates the JSON and runs ``validate``.
*out*/*err* default to the live ``sys.stdout``/``sys.stderr`` resolved at
call time, so a caller (or pytest's capture) may redirect them.
"""
out = out if out is not None else sys.stdout
err = err if err is not None else sys.stderr
if dest.exists() and dest.is_dir() and any(dest.iterdir()):
print(f"refusing to scaffold into non-empty directory: {dest}", file=err)
return 2
if dest.exists() and not dest.is_dir():
print(f"refusing to scaffold over a file: {dest}", file=err)
return 2
dest.mkdir(parents=True, exist_ok=True)
for name in _PACK_FILES:
shutil.copyfile(PACKAGED_WORLD_DIR / name, dest / name)
(dest / "AUTHORING.md").write_text(build_authoring_md(), encoding="utf-8")
print(f"Scaffolded a new pack at {dest}.", file=out)
print("Six content files plus AUTHORING.md are in place; the template is the", file=out)
print("shipped Vale of Understone, ready to edit or regenerate.", file=out)
print(f"Next: edit or regenerate the JSON, then: understone validate {dest}", file=out)
return 0
def _pack_report(world: World) -> str:
"""Render the success report for a loaded *world*.
Counts and shares are computed from the runtime world so the figures match
what the engine will actually run, not what the JSON nominally declares.
"""
settings = world.settings
boss_count = sum(1 for m in world.monsters if m.boss)
fight_share = _fight_share_pct(world)
lines = [
f"{world.name}{world.width}x{world.height}",
f" monsters : {len(world.monsters)} ({boss_count} boss)",
f" items : {len(world.items)}",
f" zones : {len(world.zones)}",
f" events : {len(world.events)} ({fight_share}% fight by weight)",
(
" settings : "
f"{settings.daily_turns} turns/day, "
f"bestow budget {settings.bestow_daily_budget}, "
f"Wyrm gate level {settings.wyrm_min_level}"
),
"",
"This pack is sound. The door stands open.",
]
return "\n".join(lines)
def _fight_share_pct(world: World) -> int:
"""Return the share of overworld encounter weight that is a ``fight``.
Reported by weight, not row count, because weight is the draw probability
the engine actually rolls against — it is the number an author tunes to hit
the ~55% fight feel.
"""
total = sum(e.weight for e in world.events)
if total == 0:
return 0
fight = sum(e.weight for e in world.events if e.kind == "fight")
return round(100 * fight / total)
def build_authoring_md() -> str:
"""Build the AUTHORING.md manual, bands table and glyph palette included.
Both the bands section and the safe-glyph palette are generated from live
source — the loader's own band tables and ``textwidth.SAFE_PALETTE`` — so
the documented limits and the suggested glyphs are exactly what the loader
enforces and admits, and cannot silently drift from it.
"""
md = _AUTHORING_TEMPLATE.replace("{{BANDS}}", _render_bands())
return md.replace("{{PALETTE}}", _render_palette())
def _render_bands() -> str:
"""Render the bands reference straight from the loader's band data."""
parts: list[str] = []
parts.append("### Map and counts\n")
parts.append(
f"* Map width and height: each `{loader.MAP_DIM_MIN}`..`{loader.MAP_DIM_MAX}` cells."
)
# monsters/items/events are their own files; locations and zones are lists
# inside world.json, so name each cap's real source.
count_source = {
"monsters": "`monsters.json`",
"items": "`items.json`",
"events": "`events.json`",
"locations": "`world.json` → `locations`",
"zones": "`world.json` → `zones`",
}
for name, cap in loader.MAX_COUNTS.items():
parts.append(f"* {count_source[name]}: at most `{cap}` entries.")
parts.append(
f"* Display names (monster, item, location): at most "
f"`{loader.MAX_NAME_LEN}` printable characters."
)
parts.append(
"* Map glyphs (terrain, location, legend keys): exactly one terminal "
"column (one printable code point, no fullwidth runes, no combining "
"marks — see the width rule above), and never one of "
+ ", ".join(f"`{g}`" for g in _reserved_glyph_list())
+ " (the frame box-drawing lines and the `@`/`☻` player markers)."
)
parts.append("")
parts.append("### Economy and progression settings (`world.json` → `settings`)\n")
parts.append("| field | allowed range |")
parts.append("| --- | --- |")
for field_name, (lo, hi) in loader.SETTINGS_BANDS.items():
rng = f"{lo}..{hi}" if hi is not None else f"{lo} or more"
parts.append(f"| `{field_name}` | `{rng}` |")
parts.append("")
parts.append("### Overworld event amounts (`events.json`, per kind)\n")
parts.append("| kind | min..max amount |")
parts.append("| --- | --- |")
for kind, (lo, hi) in loader.EVENT_AMOUNT_BANDS.items():
parts.append(f"| `{kind}` | `{lo}..{hi}` |")
parts.append(
"\n(`fight` and `lore` carry no amount; `fight` draws its foe from the "
"zone tier band, `lore` is pure flavour text.)"
)
return "\n".join(parts)
def _reserved_glyph_list() -> list[str]:
"""Return the reserved glyphs in a stable, readable order for the manual."""
box = [g for g in "┌┐└┘─│═" if g in loader.RESERVED_GLYPHS]
actors = [g for g in "@☻" if g in loader.RESERVED_GLYPHS]
return box + actors
def _render_palette() -> str:
"""Render the safe-glyph appendix straight from ``textwidth.SAFE_PALETTE``.
The glyphs are emitted in their declared order, wrapped in backticks so the
monospace renders them as discrete cells. Generated from the live constant,
so the suggested palette is exactly the set the loader's width gate admits.
"""
glyphs = " ".join(f"`{g}`" for g in SAFE_PALETTE)
return (
"Any single-column glyph the loader accepts is fair game, but these "
"carry the period BBS / CP437 flavour and are all guaranteed safe:\n\n"
f"{glyphs}"
)
_AUTHORING_TEMPLATE = """\
# Authoring a world pack for Understone
A *world pack* is a directory of six JSON files that the server loads at start
to become the entire game world — its map, its monsters, its economy, its
endgame. There is no code to write: you describe a world as data, the loader
validates it hard, and the server runs it. This file is the manual; you can
follow it cold, by hand or with an LLM.
The loop is short:
1. `understone newpack mypack` — scaffold this template (you are reading the
copy it wrote into `mypack/AUTHORING.md`).
2. Edit or regenerate the JSON files to describe your world.
3. `understone validate mypack` — the loader checks the pack and either prints
a report ending **"This pack is sound. The door stands open."** or tells you
exactly which file, row, and field is wrong.
4. Repeat step 2 until it is sound, then serve it:
`UNDERSTONE_WORLD=mypack understone`.
The loader's error messages are written FOR you: every failure names the file,
the index, and the field, and says what was expected. Treat them as the
feedback loop — iterate until the report says the door stands open.
---
## The six files and how they fit together
| file | shape | holds |
| --- | --- | --- |
| `terrain.json` | object keyed by legend char | terrain kinds: glyph, walkability, encounter rate |
| `monsters.json` | list | monster stat blocks, tiered; one flagged the boss |
| `items.json` | list | weapons, armour, consumables for the shop |
| `locations.json` | object keyed by location key | building kinds: name, glyph, menu actions, flavour |
| `events.json` | object with an `events` list | the weighted overworld encounter table |
| `world.json` | object | the map, placements, zones, and `settings` that bind it all |
The cross-references the loader enforces:
* every character in `world.json` → `legend` must name a terrain `key` from
`terrain.json`; every character in `terrain_rows` must be in that legend;
* every placement in `world.json` → `locations` must name a key defined in
`locations.json`, and must sit on walkable terrain;
* `settings.starting_weapon` / `starting_armor` must be ids from
`items.json`; `settings.boss_monster` must be an id from `monsters.json`
that is flagged `"boss": true`; `settings.rare_drop_item` must be an id from
`items.json` whose `slot` is `consumable`;
* every tier in `settings.dungeon_tiers` must be backed by a NON-boss monster;
* every zone's tier band must overlap at least one monster tier.
---
## File-by-file schema
### `terrain.json`
An object whose keys are the single-character legend symbols used in the map.
```json
{
".": {"key": "grass", "glyph": ".", "walkable": true, "encounter_rate": 0.1, "color": "floor"}
}
```
* `key` — internal name the map legend resolves to.
* `glyph` — the single character drawn on the map (see glyph rules below).
* `walkable` — may a player stand here.
* `encounter_rate` — `0.0`..`1.0`, the per-step chance a walk rolls the event
table on this terrain.
* `color` — a palette role string (`floor`, `tree`, `water`, `wall`, ...).
### `monsters.json`
A list of stat blocks. `tier` groups foes by difficulty; zones and the dungeon
gauntlet draw from tiers. Exactly one monster should be the boss.
```json
{"tier": 2, "name": "Goblin", "hp": 12, "atk": 5, "def": 1, "xp": 18, "gold": 7}
```
The boss adds an `id` and `"boss": true`, and is referenced by
`settings.boss_monster`:
```json
{"tier": 6, "name": "the Wyrm Below", "hp": 120, "atk": 24, "def": 8,
"xp": 400, "gold": 250, "boss": true, "id": "wyrm_below"}
```
Two optional fields tune random forest encounters. `weight` (default `10`,
must be `> 0`) biases the weighted draw within a zone band — a low weight
surfaces seldom — and `rare` (default `false`) marks a named beast that, on
its kill, fires a public Herald flash and drops the pack's `rare_drop_item`
into the slayer's satchel. Rung guardians ignore both (a rung always takes the
FIRST monster of its tier, never a weighted roll), so a rare should not be the
first entry of a tier that backs a `dungeon_tiers` rung.
```json
{"tier": 2, "name": "the Gilded Stag", "hp": 16, "atk": 6, "def": 2,
"xp": 40, "gold": 60, "weight": 1, "rare": true}
```
### `items.json`
A list of equipment and consumables. `slot` is `weapon`, `armor`, or
`consumable`. Weapons add `atk`, armour adds `def`, consumables `heal`.
```json
{"id": "short_sword", "name": "Short Sword", "slot": "weapon", "atk": 5, "price": 40}
```
### `locations.json`
An object keyed by location key. Each entry is a building kind with a menu of
`actions` the player may take inside it.
```json
{
"inn": {"kind": "inn", "name": "The Sleeping Drake", "glyph": "I",
"color": "town", "actions": ["rest", "leave"],
"flavor": ["Lamplight pools on worn oak tables."]}
}
```
The verbs the engine understands are `rest` (inn), `buy`/`sell`/`forge` (shop),
`heal` (healer), `descend`/`challenge` (dungeon), and `leave`. (`quaff` is legal
anywhere and needs no menu entry.) Give each building the menu that matches its
role.
### `events.json`
An object with an `events` list — the weighted overworld encounter table the
server rolls as a player walks.
```json
{"events": [
{"kind": "fight", "weight": 82, "text": "Something snarls out of the brush."},
{"kind": "gold", "weight": 8, "text": "a rotted coin-purse", "min": 4, "max": 12}
]}
```
* `kind` — `fight`, `gold`, `heal`, `trap`, or `lore`.
* `weight` — relative draw weight (`> 0`).
* `text` — required (non-empty) for every kind except `fight`.
* `min`/`max` — required for the value-bearing kinds (`gold`, `heal`, `trap`).
There MUST be at least one `fight` row, or a walk could never find a monster.
### `world.json`
The binding file: `name`, `width`, `height`, `spawn` `[x, y]`, a `legend`
mapping characters to terrain keys, `terrain_rows` (one string per row, each
exactly `width` long), a `locations` list of `{"key", "x", "y"}` placements,
a `zones` list (rectangles that bias monster tiers), and a `settings` object.
```json
{"key": "forest_near", "rect": [30, 18, 60, 36], "tier_lo": 1, "tier_hi": 2}
```
---
## The bands — the limits the loader enforces
These are generated from the loader's own tables, so they are exactly what
`validate` checks. A value outside its band is a load error.
{{BANDS}}
---
## Glyph width — the one-column rule
Every glyph drawn on the map must occupy **exactly one terminal column**. The
frames are box-drawing rectangles; a glyph that renders two columns (a CJK
ideograph like `龍`, an emoji like `🌲`, a fullwidth ``) shoves its row right
and tears the border, and a combining mark (a decomposed `é`, a lone accent)
stacks onto its neighbour and breaks the count the other way. The loader
rejects all of these at load.
What is admitted is judged for the **Western monospace** metrics every
Understone surface actually uses (the Watch's pinned font stack, a chat
client's code block): under those metrics the East-Asian "Ambiguous" width
class renders single-column, and that class is the CP437 heartland — `█`, `♣`,
`↑`, `∩`, `≈`, `★` all live there — so the rule admits it and bars only the
genuinely double-width Wide and Fullwidth classes.
### Safe glyph palette
{{PALETTE}}
---
## Design guidance
**Turn economy.** `daily_turns` is the whole pacing lever: only fighting,
descending, and challenging the Wyrm spend a turn (moving, resting, shopping
are free). A small budget (the Vale uses 10) makes this a correspondence game
played a little each day. Set `rest_cost`, `heal_cost_per_hp`, and shop prices
so a day's gold roughly covers a day's recovery — too cheap and there is no
tension, too dear and a hero stalls.
**Tier curve.** Lay monster tiers as a rising staircase: each tier should be a
real step up in `hp`/`atk` and a real step up in `xp`/`gold`, so the reward of
pushing into a harder zone pays for the risk. Keep two or three foes per tier
for variety. The boss should tower over the top random tier — it is the climax.
**Encounter feel.** Aim for roughly 55% of overworld encounter WEIGHT on
`fight` rows; the rest is the texture of travel — small gold finds, healing
springs, harmless traps, and lore that hints at the endgame. (The validate
report prints your actual fight share so you can tune it.)
**Glyphs.** Map glyphs must render as exactly one terminal column (see the
one-column rule above) and must never collide with the frame's box-drawing
lines or the `@`/`☻` player markers. Pick glyphs that read at a glance — the
bundled Vale uses `.` open ground, `≋` water, `♣` tree, `⌂` inn, `$` shop, `✚`
healer, `∩` dungeon — and lean on the safe palette for period flavour.
**Boss rules.** Exactly one monster carries `"boss": true` and an `id`, and
`settings.boss_monster` points at it. The boss is the only win condition and is
faced only through the `challenge` verb, gated by `settings.wyrm_min_level`. A
boss tier must NOT appear in `settings.dungeon_tiers`: the gauntlet excludes
boss monsters, so a boss-only rung would be unfillable — back every dungeon
tier with at least one ordinary monster.
**The deep, the satchel, and the forge.** `dungeon_tiers` is now a RUNG LADDER
fought one rung per `descend` — list the tiers shallow-to-deep, and make it long
enough to feel like a journey (the Vale uses three). The Wyrm gates on reaching
the floor as well as on level. Size the satchel with `satchel_max` (the Vale
carries 3) — it is the death-save reserve, so keep it small. The forge is the
late-game gold sink: `forge_base_cost` is the price of a +1 edge and scales up
each tier (`base * (current_plus + 1)`), capped at `forge_max_plus`; price it so
a fully-forged piece is a multi-day saving.
**Rare beasts.** A rare monster is a small legend: give it a low `weight` so it
surfaces seldom, stats and rewards a clear notch above its tier, and remember it
always drops `rare_drop_item` (a consumable) into the satchel. Keep rares OFF
the first slot of any `dungeon_tiers` tier, or they would become a fixed rung
guardian instead of a rare roll.
**Location menus.** Give each building only the actions it can honour. An inn
that offers `buy` but no shop logic will confuse the narrator; match the menu
to the building's role. The shop verbs are `buy`, `sell`, and `forge`.
---
## The validate loop
Run `understone validate mypack` after every change. On success you get a
report — name, size, monster/item/zone/event counts, fight share, and the key
settings — ending in **"This pack is sound. The door stands open."** On
failure you get one precise line naming the file, the row, and the field.
The error messages are deliberately instructive: they are the authoring API.
Keep editing and re-validating until the door stands open, then point the
server at your pack with `UNDERSTONE_WORLD=mypack`.
"""