Specimen Report · Odin

rpg-quint

phiat/rpg-quint

Formal RPG system specs in Quint with model-based testing for Odin implementations

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model-based-testingodinquintrpgraylib
![Odin](https://img.shields.io/badge/Odin-lang-blue) ![Quint](https://img.shields.io/badge/Quint-formal%20spec-purple) ![Raylib](https://img.shields.io/badge/raylib-5.5-green) ![License](https://img.shields.io/badge/license-MIT-blue) # Quint Crawl — Formally Verified RPG A raylib RPG game built on formally verified game logic. Every game rule is specified in [Quint](https://quint-lang.org/), tested via Model-Based Testing (MBT), and implemented in [Odin](https://odin-lang.org/). Inspired by: [Model-Based Testing for D&D](https://www.loskutoff.com/blog/model-based-testing-dnd/) ![Title Screen](screenshots/title.png) ![Map Exploration](screenshots/map.png) ![Combat](screenshots/combat.png) ![Inventory](screenshots/inventory.png) ## The Game **Quint Crawl** is a turn-based RPG rendered with raylib. Explore a 9x9 world grid (81 zones across 5 difficulty levels), fight enemies, gather resources, craft gear, and level up to conquer the Castle. ```bash just play # build and run the game ``` The game logic in `quint_crawl/` is the single source of truth — shared by both the raylib game and the MBT test harness. Every state transition is formally specified and verified. ## Controls ### Movement | Key | Action | |-----|--------| | WASD | Move between zones | | J | Fast travel (between unlocked village waypoints) | ### Combat — Sword | Key | Action | |-----|--------| | E | Initiate fight | | A | Basic attack | | K | Combo (3-hit chain: Slash → Thrust → Finisher) | | H | Heavy strike (2x damage, cooldown) | ### Combat — Actions & Skills | Key | Action | |-----|--------| | Y | Battle cry (ATK buff) | | Z | Shield block | | N | Counter-attack (block + retaliatory hit) | | I | Fortify (extended DEF buff) | | F | Flee | ### Combat — Tactical | Key | Action | |-----|--------| | P | Use potion | | V | Apply poison (venom sac) | | X | Antidote | | B | Throw bomb (flat damage, bypasses DEF) | | M | Smoke bomb (guaranteed escape) | | INS | Use holy water (full heal) | ### Exploration | Key | Action | |-----|--------| | R | Rest (restore stamina) | | G | Gather wood | | M | Mine iron | | Z | Open treasure chest (chest zones only) | | - | Eat ration (restore stamina) | | I | Open inventory (ESC to close) | ### Village | Key | Action | |-----|--------| | B | Buy potions | | F | Buy bombs | | / | Buy smoke bombs | | ' | Buy rations | | C | Craft sword (Level 2+) (Shift+C: batch 3) | | Q | Equip | | T | Repair sword | | O | Craft venom sac | | U | Respec skills | | \ | Salvage sword | | = | Upgrade salvage level | | 1–7 | Unlock skill (when points available) | | 8–0 | Enchant sword slots 1–3 | | F1 | Recycle 3 wood → ration | | F2 | Recycle 3 iron → battery | | F3 | Recycle 3 potion → holy water | | L | Claim victory (at Level 5 Castle, after the Boss) | ### Companions | Key | Action | |-----|--------| | , | Adopt local companion | | . | Feed companion | | ; | Dismiss companion | | ' | Companion command (in combat) | ### System | Key | Action | |-----|--------| | F5 | Save | | F9 | Load | See the HUD sidebar for zone-specific actions. ## Features - **World** — 9x9 grid, 5 difficulty levels, biome tiling (3x3 pattern repeats across regions), fog of war, HUD minimap, mouse hover tooltips, per-zone weather (Clear/Rain/Fog/Storm) affecting combat/gathering/movement, village waypoints with fast travel, one-time treasure chests with tier-scaled gold rewards. - **Combat** — turn-based, stamina-gated actions, 3-hit combo chain with damage multipliers, cooldown abilities (heavy strike, battle cry, fortify, counter-attack), status effects (poison, ATK/DEF buffs) with turn-based ticking, enemy respawn timer (5-turn cooldown after a kill), four weapon types (sword / dagger / battery pistol / staff; `weapon_type` gates combat actions — sword and dagger share blade-combat paths with per-weapon stamina + attack tuning). - **Bestiary** — data-driven catalog of 200 named enemies across 20 archetypes (4 per tier, 5 tiers), 6 trait tags (Undead/Beast/Elemental/Construct/Humanoid/Aberration), trait-keyed secondary loot drops. - **Elemental system** — 4-element cycle (Fire > Ice > Lightning > Earth > Fire) with 2x/1x/0.5x damage multipliers. - **Companions** — data-driven species catalog (Wolf/Hawk/Turtle/Fox/Bear/Owl/Lynx/Sprite) with biome-gated adoption, trait affinities (Attacker/Defender/Scout/Support), rarity tiers (Common/Rare/Legendary), species-specific perks (HP regen / mana regen / stamina vigor / loyalty bond), loyalty-on-combat loop (inactive below LOW_LOYALTY until fed), in-combat command, village training to raise rarity, and a 3-stage companion quest chain. The spec verifies the abstract (trait × rarity) effect space; Odin grows the catalog freely without code changes. - **Progression** — XP/level-up, skill tree with 3 branches (Offense/Defense/Utility), 1 point per level, respec at village, 3 prerequisite-gated quests (Slime Slayer → Venture Forth → Castle Conqueror) tracked in the HUD, Castle Boss encounter gates the final victory claim. - **Items & crafting** — resource gathering (wood, iron), level-gated sword crafting (Lv2+, batch-of-3 option), sword durability with village repair, salvage system (upgradeable 1–3), 3-slot weapon enchantment (fire/ice/vampiric/lightning; fire/ice mutually exclusive), venom sac crafting, holy water crafting (holy_dust + wood → out-of-combat full heal), fire scrolls (bypass mana gate), loot drops with pity-counter guarantee, zone-tiered sword rarity drops (Common/Rare/Legendary with ATK scaling), per-tier unique archetype trophies (5 collectible drops that grant a permanent ATK bonus), village recycling (3-for-1 wood/iron/potion conversion), full-screen inventory overlay ([I] to open), inventory capacity (30 items) enforced across gathering/shopping/loot. - **Persistence & polish** — save/load snapshot with full state round-trip; post-processing effects (zone tint, chromatic aberration, low-HP pulse, level-up bloom, poison overlay). ## How MBT works ``` specs/*.qnt ──[quint run --mbt]──▶ traces/*.itf.json ──[odin test]──▶ pass/fail │ Odin implementation ◀───┘ (*_mbt/*.odin) replayed against spec expectations ``` 1. **Write a Quint spec** — state variables, actions (state transitions), invariants (properties that must always hold) 2. **Generate traces** — Quint explores the state space nondeterministically and records execution traces in ITF (Intermediate Trace Format) 3. **Write Odin glue** — a step handler (dispatches action names to your code) and a state getter (reads your implementation's state back for comparison) 4. **Replay** — the MBT runner walks each trace step, mutates your implementation, and checks that every state variable matches the spec's expectation ## Project structure ``` quint_crawl/ Shared game logic (Game_State, all action procs, constants) quint_crawl_game/ Raylib game executable (rendering, input, UI, shaders) assets/ GLSL shaders (effects.fs) quint_mbt/ Shared Odin library: ITF parser + trace replayer quint_crawl_mbt/ MBT harness for the integrated game spec specs/ Quint formal specifications core/ Character fundamentals (rpg, healing, leveling, stamina) combat/ Combat systems (combat, combat_full, status, cooldown, elemental) items/ Equipment & crafting (equip, durability, enchantment, crafting, salvage, ...) economy/ Trade & loot (shop, dynamic_shop, trade, loot) world/ Exploration (world_grid, trap, respawn, companion) social/ Progression & social (party, quest, skill_tree, reputation, summoning) quint_crawl.qnt Integrated game spec mbt/ Per-module Odin MBT test harnesses (mirroring specs/ layout) core/ ... combat/ ... items/ ... economy/ ... world/ ... social/ ... traces/ Generated ITF trace files (.itf.json) docs/ Design documents (asset specs, etc.) justfile Task runner for common workflows ``` ## Modules The integrated game spec lives at `specs/quint_crawl.qnt` — 7 record-typed state vars, ~50 actions, ~46 invariants covering HP/gold/level/position/inventory bounds, level gates, skill prerequisites, quest counters, cooldowns, status effects, enchantment slots, companion loyalty, and victory conditions. Alongside it, `specs/{core,combat,items,economy,world,social}/` holds 38 standalone spec modules (rpg, combat, equip, healing, stacking, shop, status, crafting, party, leveling, cooldown, quest, durability, loot, respawn, dynamic_shop, combat_full, capacity_craft, gated_craft, stamina, skill_tree, reputation, summoning, world_grid, elemental, enchantment, trap, companion, salvage, auction, faction, fast_travel, dialogue, fog_of_war, permadeath, bounty, trade) that each verify one subsystem in isolation — useful as unit tests for the underlying mechanics before integration. ## Quick start ```bash just play # build and run the game just build-game # build without running just check # typecheck all specs just traces # generate MBT traces for all specs just test # run all Odin MBT tests just all # check + traces + test just retest # traces + test just check-one rpg # typecheck one spec just test-one rpg # test one module just trace rpg rpg_run # regenerate one trace just trace-crawl # regenerate quint_crawl traces (5x, 100k samples) just test-crawl # regen traces + run crawl MBT tests just verify NAME MAIN INVARIANT # run invariant check (100k traces, 20 steps) ``` ## Prerequisites - [Odin](https://odin-lang.org/) (with vendor:raylib) - [Quint](https://quint-lang.org/) (tested with 0.32.0) - [just](https://github.com/casey/just) (task runner) - X server or WSLg (if running on WSL) ## Docs - [Asset Design Guide](docs/assets-design.md) — sprite specs for V2 visual upgrade (91 required assets)
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