ichiloto / console
A simple CLI tool for managing games made using the Ichiloto Game Engine.
Requires
- php: ^8.4.1
- amasiye/figlet: ^1.2.1
- ichiloto/editor: ^0.5
- laravel/prompts: ^0.3.1
- league/climate: ^3.8
- symfony/console: ^8.0
Requires (Dev)
- phpstan/phpstan: ^2.0
Suggests
None
Provides
None
Conflicts
None
Replaces
None
This package is auto-updated.
Last update: 2026-10-26 15:36:47 UTC
README
Ichiloto Console
The official command-line toolkit for the Ichiloto Engine.
This package powers the ichiloto executable: it forges new projects, opens the editor, launches games, and carries a few early scaffolding utilities for day-to-day engine work. The command surface is intentionally small and geared toward the core Ichiloto workflow:
- Install the CLI
- Create a project
- Open the editor
- Play and test
Stack
- PHP
^8.4.1 - Symfony Console
- Laravel Prompts
- League CLImate
amasiye/figletfor title art and terminal wordmarksichiloto/editorfor the project editor and validation commands
Commands
The CLI currently ships these commands:
ichiloto newfor guided project creation with a quest-like interactive flowichiloto editfor opening an Ichiloto project in the terminal editorichiloto playfor running a project's main entrypointichiloto upgradefor converting a project made for an older engine to the current project formatichiloto validatefor checking a project's content and save metadataichiloto generate:figletfor forging terminal title art, menu banners, and wordmarksichiloto generate:mapfor complete Engine 0.5 map scaffolding, created with its kind (--kind, one of the project's tilesets; asked when omitted)ichiloto generate:actorfor lightweight actor scaffoldingichiloto battlefor playing a fight from the arena, or simulating it to balance itichiloto renderer:installfor installing a verified renderer package into a project's Engine (no Rust or build tools required)
Getting Started
Install the CLI globally:
composer global require ichiloto/console
Create a new project:
ichiloto new my-rpg
Open the editor:
cd my-rpg
ichiloto edit
Play the project:
ichiloto play
Renderer Selection
In an interactive terminal, ichiloto play asks which renderer to use:
Select renderer
❯ Native Terminal
GPUI
The same choice can be made explicitly for scripts or repeatable launch commands:
ichiloto play --renderer=terminal ichiloto play --renderer=gpui
--gpui-renderer is a convenience alias for --renderer=gpui:
ichiloto play --gpui-renderer
Non-interactive launches default to the native terminal renderer unless a renderer is selected explicitly:
ichiloto play --no-interaction ichiloto play --no-interaction --renderer=gpui
Renderer implementation discovery is managed internally. The command-line
interface selects the stable terminal or gpui identity; it does not accept
an executable location.
The Engine consumes ICHILOTO_RENDERER and launches the registered platform
implementation. WSL uses the Linux renderer, not a Windows executable.
Tooling can ask the opened project's Engine which renderers are installed without starting a game, opening a window, updating packages or editing settings:
ichiloto renderer:list --directory=/path/to/project --json ichiloto play --renderer=auto --no-interaction
The ichiloto.renderers/1 report contains renderers entries with id,
displayName, available and an unavailable reason, plus preferredId.
Explicit auto prefers resolver-validated installed GPUI, otherwise Terminal.
This checks the installation, not a successful native handshake. An explicit
gpui choice never silently becomes Terminal. The ordinary interactive choice
and noninteractive Terminal default above remain unchanged. An older project
Engine without discovery reports a required update instead of guessed results.
Editor Play Startup
ichiloto play --start=new-game --renderer=auto --terminal-window --no-tmux --no-interaction ichiloto play --start=title --renderer=terminal --terminal-window --no-tmux --no-interaction
--start=new-game skips splash/title and uses the same New Game loader as the
title menu, at the project's authored starting map and cell. --start=title
opens the normal title flow. Neither option edits settings or reads a saved
game at startup. These options alone do not isolate settings or saves; use the
launch context below for isolated Editor playtesting. Ordinary gameplay after startup can still save normally. The
explicit mode is passed as process-only ICHILOTO_START_MODE; it refuses an
older Engine or a conflicting starting_scene rather than ignoring the request.
Without an explicit mode, custom-scene and ordinary startup remain supported.
play --launch-context='<json>' accepts one JSON object of at most 65,536
bytes, including whitespace (not a filename). Console validates the transport,
then probes the project's Engine through its vendor/autoload.php using
GameLaunchContext::fromArray. Unknown or invalid context fields and an older
Engine without the launch-context API are refused before any game/window launch.
The Engine owns the schema: optional mode, dataRoot, start, cinematicId
and battleTest. A field/cinematic start requires new-game; battle intent
cannot accompany field/title intent. Gameplay preflight remains in the Engine.
ichiloto play --launch-context='{"mode":"new-game","dataRoot":"/absolute/canonical/private-root","start":{"mapId":"region/field","x":2,"y":3}}' --renderer=auto --terminal-window --no-tmux --no-interaction
The caller creates and owns dataRoot. The project's LaunchDataRoot validates
that it is an existing, canonical, writable directory outside the project and
not its ancestor, initially containing only an optional regular
player-settings.json copy and safe launcher logs/. Console uses that same
validator and validatePath before preparing logs/error.log; game stderr,
PHP error_log and Terminal diagnostic mirroring all use this file. Without
dataRoot, the existing project logs/error.log location remains in use.
Console does not copy project data, alter settings/saves or remove the caller's
root. The Engine controls isolated runtime data and save policy.
--launch-context cannot accompany --start or any inherited
ICHILOTO_START_MODE, even an empty value. Inherited ICHILOTO_LAUNCH_CONTEXT
is no longer accepted by Console: pass the option instead. Validated JSON
is forwarded unchanged as process-only ICHILOTO_LAUNCH_CONTEXT to the game,
not the Console, renderer preparation, terminal opener or tmux server. Direct,
owned Terminal and new tmux launches share this transport; a stale tmux-server
startup mode is removed for the game. A context request refuses an existing
project tmux session rather than attaching to an unrelated game; use --no-tmux
for an independent launch. Existing ordinary-session attachment is unchanged.
--terminal-window applies only when the chosen renderer is Terminal, including
auto fallback. GPUI launches directly. Terminal gameplay receives its own
terminal input/output while the watched play process stays alive until the
game ends. Diagnostic log output and the child exit status reach the caller;
stopping the caller cancels its owned game/descendants and cleans private
scratch, without closing other terminals or quitting a shared Terminal app.
macOS uses a nonce-owned Terminal window, Linux uses X11/XWayland xterm, and
Windows uses a new console with local PowerShell/taskkill lifetime helpers.
Missing platform prerequisites produce a diagnostic, not a hidden fallback.
Native windows and Windows/Linux execution still require platform qualification.
When play finds an existing project tmux session, it attaches to the game
that is already running. A renderer option applies when a new game process is
launched and cannot change the renderer of an existing session.
Renderer source development
For Engine source checkouts with resources/renderers/development.json, a new
graphical ichiloto play launch checks whether the declared renderer source has
changed. The check does not build anything. In an interactive terminal, an
available update offers Update now, Continue this launch, or Skip this version.
Continue offers the update again next time; Skip suppresses it until the source
fingerprint changes. Non-interactive launches report the update and continue.
Game PHP and artwork changes do not invalidate the renderer source fingerprint.
Run ichiloto renderer:update (or ichiloto renderer:update <renderer>) to
build an optimized release package and install it on request. Console verifies
the package before installation and preserves the previous installation if a
build or verification fails. A failed update check or requested update warns but
does not prevent play from attempting the selected renderer; the Engine may
still reject a missing or incompatible installed renderer at startup. It never
silently switches to terminal.
This update path is limited to a non-vendored Engine checkout and its declared
renderer checkout. Composer packages, including --prefer-source installs inside
the project's vendor directory, do not search for source, run Cargo or download
packages. Terminal launches and tmux reattachments skip the check. Direct PHP
entrypoints use the installed renderer without an update check.
renderer:install remains available for installing a previously built package.
Automatic delivery of published platform packages is not implemented yet.
Project Scaffolding
ichiloto new creates a valid Ichiloto project structure, including:
ichiloto.jsoncomposer.json- a main PHP entrypoint
assets/Datastarter files- a starter actor
- a starter map
- save and log directories
Useful options:
ichiloto new my-rpg --hero "Arin"
ichiloto new my-rpg --battle-engine active_time
ichiloto new my-rpg --title-font slant
ichiloto new my-rpg --install
ichiloto new my-rpg --no-install
ichiloto new my-rpg --directory /path/to/projects/my-rpg
Every new project also gets a generated assets/Graphics/System/title.txt, so the title scene starts with a real banner instead of a blank placeholder.
Balancing a fight
ichiloto battle is a battle test, as in RPG Maker: it opens the arena so you
can set up a party and play a troop. Every fight starts fresh from the setup,
with a new party holding 99 of each item and a new troop. In the arena, go down
from the troop list into the party to change each member's actor, level and
equipment.
The party can also be set up on the command line, one --member per member
(up to four), as Actor[:level][,Slot=item...]; actors and items go by id or
name. Without --member it is the starting party. Anything the party cannot be
built from is refused, every problem named, before a battle starts:
ichiloto battle --member "Kaelion:20,Weapon=Iron Sword" --member Liora:18 --troop "Great Wolf"
A member can also carry a test loadout, so a command, skill or summon can be tried before the game makes it available:
Commands=replaces the member's command menu, by command id (attack,skill,magic,summon,item,guard,escape) or the label the project shows for it;Skills=grants abilities or spells from the project's skill catalogue, on top of what the member already knows;Summons=grants summons by id.
Each is a list separated by |. The grants exist only in the fresh test
party; they change no campaign progress. Costs, targets and the summon's own
rules still apply, and a summon the member cannot hold is refused like any
other problem. Loadouts are for playing a fight: --runs refuses them, because
its simulator has every battler attack and would never use them.
ichiloto battle --member "Kaelion:20,Commands=attack|skill|summon|item,Summons=djin" --member "Liora:20,Skills=Burn I|Heal I" --troop "Loch Ness"
Choose the renderer as ichiloto play does, with --renderer or
--gpui-renderer. Give it a run count instead and it simulates the fight
repeatedly, with the same party, and reports what the fight is:
ichiloto battle --member Kaelion:20 --troop "Bat x 2" --runs 100
The report opens with the party as fought — each member's level, what each slot holds by display name and stable id, the permanent growth it carries with the provenance of each entry, and every canonical stat with its layers, its cap, and the room left under that cap or what the cap threw away. Then, per troop: raw wins, losses and unfinished runs beside their shares, average turns, party health left on a win, and per battler damage, healing, HP lost, mitigation and how often they fell. The seed is printed because it is what makes a run repeatable.
Everything the report prints is the engine's own projection. Nothing is recalculated here, and where the engine does not aggregate something across a run — miss, critical, Guard and elemental-outcome rates — the report says so and names what would supply it, rather than inferring a number. One seeded attack per battler is shown from the simulator's preview seam, labelled as the single resolved action it is.
The report is a reading of the project, not a rehearsal on it. Everything a party or a troop holds is recorded before anything runs and put back before each troop is simulated, before each attacker previews — so every attacker swings at the same target from the same state — and once more when the report ends, whether it ends in the last line or in an error. Nothing is written to the project.
Every line is cut to the terminal it is printed to, measured in the columns a glyph actually occupies rather than in characters, so a name written in CJK or carrying an emoji cannot push a line off the side. The report stays readable at forty columns.
Upgrading an existing project
A project records its format version as "format" in ichiloto.json; a
project without one is format 0. The game and the editor refuse a project
whose format is not the engine's, and ichiloto play and ichiloto validate
stop before launching or reading it, printing the engine's explanation. From
the project root, run:
ichiloto upgrade ichiloto validate
The upgrade needs no arguments. It first lists, one line per pending format, what will change and how much, then asks before writing anything. It runs every step from the project's format to the engine's, in order, and records the new format after each one, so an interrupted upgrade continues where it stopped. A project that is already current is left untouched.
--dry-runprints the same list and changes nothing.--yes(-y) upgrades without the prompt; without a terminal it is required, so a script never converts a project by accident.- In a Git working tree the upgrade refuses to run over uncommitted changes,
so it is one reviewable, reversible change.
--allow-dirtyoverrides that. --directorynames another project directory, and--id=vendor/projectchooses the save identity when format 1 has to add one.
It ends by printing the follow-up items and writing them to
ichiloto-upgrade-report.md in the project. The chain has one step:
- Format 1: save metadata. Adds a permanent project id and
assets/Data/save-compatibility.php, preserving metadata that already exists. A missing id comes from a canonical Composer package name when there is one, otherwiseichiloto/<project-name>. Never change that id after save files exist.
FIGlet Generation
Use ichiloto generate:figlet whenever you want to reforge title art or create new terminal banners by hand:
ichiloto generate:figlet "Moonfall Legend" ichiloto generate:figlet "Moonfall Legend" --style epic ichiloto generate:figlet "Moonfall Legend" --font slant --output assets/Graphics/System/title.txt ichiloto generate:figlet --list-fonts
The curated --style options are tuned for Ichiloto's house look, while --font gives you direct access to the installed FIGlet fonts when you want exact control.
Runtime Notes
ichiloto editandichiloto playexpect to be run inside a valid Ichiloto project directory containingichiloto.json.- Both commands prefer
tmuxwhen it is available and the session is interactive, then fall back to direct launch when it is not.
Architecture
The executable entrypoint lives in bin/ichiloto.
Key source areas:
src/Commandscontains the Symfony Console commandssrc/Support/NewProjectScaffolder.phpbuilds fresh project skeletonssrc/AppConfig.phpreadsichiloto.jsonsrc/Utilcontains working-directory and path helpers
Local Development
Install the Console dependencies:
composer install
Run ./bin/ichiloto list as a quick smoke test after dependency changes.
The validate --migrate-actor-ids work on develop uses
Ichiloto\Editor\Actors\ActorIdentityMigration, which is not in Editor
0.5.1. Before a future Console release includes that command, release a matching
Editor version and verify Console's dependency constraint and a clean install
against it. No new release is implied by the local source checkout.
Sibling checkouts cascade automatically
The published dependencies resolve remotely — composer.json declares no
repositories, and tests/portable-composer-dependencies.php fails the build
if a local path ever reaches the committed manifest or lock. Working on
local changes needs no configuration at all, because the development
autoload cascades: autoload-dev maps Ichiloto\Editor\,
Ichiloto\Engine\, and Amasiye\Figlet\ onto the sibling checkouts
(../editor/src, ../engine/src, ../figlet/src/Figlet), and Composer
consults the root package's paths before a dependency's paths for the same
namespace. A sibling that exists wins; a sibling that does not exist falls
through to the vendored release. A public clone without siblings behaves
exactly like a release install, and tests/local-sibling-autoload.php
asserts whichever branch the environment is in.
Two edges the cascade does not cover, because only classes can shadow:
- helper files (
Helpers.php,Constants.php) always load from the vendored release — a dev sibling's new or changed helper functions are not picked up; - a dev sibling's new third-party dependency is not installed here.
To run the released combination while siblings are present, regenerate the
autoloader without the dev cascade: composer dump-autoload --no-dev
(plain composer dump-autoload restores it).
Full symlink installs, when the cascade is not enough
For deep dependency work that hits the edges above, use a Composer path
repository in an uncommitted overlay manifest so it can never ship.
Copy composer.json to composer.dev.json (gitignored, as is its lock),
add the local packages, and run Composer against the overlay:
{
"repositories": [
{ "type": "path", "url": "../editor", "options": { "symlink": true } }
],
"require": {
"ichiloto/editor": "dev-develop"
}
}
COMPOSER=composer.dev.json composer update
This reinstalls vendor/ with the symlinked package; run a plain
composer install to return to the released dependencies. A path
repository resolves at update time and fails when the directory is absent,
which is why it lives only in the ignored overlay — the committed manifest
stays installable everywhere.
Project Links
- Engine repository: github.com/ichiloto/engine
- Website repository: github.com/ichiloto/website-v2
- Console issues: github.com/ichiloto/console/issues
Contributing and Git workflow
Read GIT_WORKFLOW.md and install the Git guards with
sh scripts/install-git-guards.sh before contributing. All changes integrate
into develop; main is updated only by a PR from this repository's develop.