Add named Marks and cross-room NPC pathfinding
- Mark: a debug non-collidable named destination (pixel-art target icon), editor tool + name modal, globally-unique names, programmatic Room:addMark - NPCs walk to Marks: each RGB copy is a per-room resident (like the player), running its own A* on its own colour layer, transferring rooms as it crosses seams; rendered and collided by the room it currently stands in - Player copies are obstacles in NPC pathfinding - A* is footprint-aware for multi-cell NPCs - Editor: click an NPC to open a filterable destination picker - Ink: Dialogue.open binds walk_to; Jorge can be sent to "end"/"begin" - Fix: a blocked NPC now replans each tick and resumes instead of freezing - [npc] move diagnostics under DEBUG (start/goal/route or block reason) - Docs (adding-npcs) + CLAUDE.md LÖVE 11.x/float-colour corrections - Fix test harness loadSprite stub; movement tests green (28) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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17 changed files with 2755 additions and 43 deletions
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@ -26,9 +26,15 @@ local function advance()
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selected = 1
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end
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function Dialogue.open(book)
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-- `bindings` (optional) is a {name = function} table wired in as Ink external
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-- functions before the story starts, so a book can call e.g. `~ walk_to("gate")`
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-- to drive game state. Dialogable supplies these per talker (see dialogable.lua).
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function Dialogue.open(book, bindings)
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if story then return end -- already talking: ignore repeat bumps
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story = narrator.init_story(book)
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if bindings then
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for name, fn in pairs(bindings) do story:bind(name, fn) end
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end
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story:begin()
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advance()
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end
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