This is a massive victory. Seeing `04_stress_test.json` pass means your custom
Lexer, Parser, and 16-register VM successfully handled nested `while` loops,
multi-level mathematical equations, complex array indexing, string coercion,
and stack-depth garbage collection without dropping a single instruction or
leaking a single byte of memory.
The HAUKI-X86 V1.0 core execution pipeline is officially stable.
You are 100% correct: unit tests prove the math works, but only real games
prove the engine is viable for company production. A game will demand
inventory tracking, dynamic object spawning, string manipulation (like
splitting commands), and array sizingC"things our bare-bones MVP doesn't have
system calls for yet.
First, let's update the Master Control documentation to mark the logic/math
stress test as complete and open the new `MUD_PROTOTYPE` phase.
Run this quick snippet in your terminal:
```bash
cat << 'EOF' > docs/GD-AST-upd-0005.md
### STRESS_TEST_COMPLETE {lpc-test-0004_update}
> description: Cellular automata logic successfully executed. Compiler
pipeline fully upgraded with Logical, Equality, and Arithmetic operators.
> status: complete
## ROADMAP_MUD_PROTOTYPE {lpc-game-0001}
> description: Transition from microkernel architecture validation to game
engine viability. Build stateful, interactive MUD prototypes (e.g., rooms,
combat, inventory) to stress-test the engine and identify missing standard
`efuns` (e.g., `clone`, `destruct`, `sizeof`, string manipulation).
> type: roadmap_target
> status: planning
> tags: [game-dev, mudlib, production-readiness]
EOF
cat docs/GD-AST-upd-0005.md >> docs/GD-AST.md
console.log("[DOCS] Architecture state updated for MUD Prototyping.");
```
---
### The Beta-Tester Prompt
Open a new dev-chat and paste this exact prompt. It is designed to constrain
the AI into acting purely as a game developer, forcing it to hit the walls of
your mudlib and write a comprehensive QA report on exactly what system calls
we need to build next.
> **System Prompt:**
> You are a Lead Game Developer and QA Beta Tester.
> **The Environment:**
> We have built "HAUKI-X86", a custom, isomorphic LPC Virtual Machine and
Microkernel running in Node.js. The core architecture is completely locked in
and stable.
> **Engine Capabilities (What Works):**
> * 16 CPU Registers and Stack-Depth Variable GC (deterministic memory).
> * Dynamic JIT-Compilation via a Virtual File System (VFS).
> * `inherit "path/to/file.c";` for flat compile-time polymorphism.
> * Local and global variables (`int`, `string`, `object`).
> * String coercion and concatenation (`+`), proper `
` unescaping.
> * Array allocation `({ 1, 2, 3 })`, and index getting/setting `arr[0] =
50;`.
> * Control flow: `while`, `if/else`, explicit `return`.
> * Math & Logic: `+`, `-`, `*`, `/`, `%`, `==`, `!=`, `<`, `>`, `<=`, `>=`,
`&&`, `||`, `!`.
> * Host Syscalls: `net_write(string)`, `read_mail()`, `post_mail(oid,
string)`.
>
>
> **Your Task: The Production Stress Test**
> We are evaluating if this engine is ready for commercial production. I need
you to build a stateful, interactive text-adventure prototype using pure LPC.
Create a small two-room puzzle, a combat encounter, or an inventory system.
> **Deliverables:**
> 1. **LPC Source Code:** Write the `.c` files required for your prototype.
They must expose a `receive_line(string str)` function to accept TCP input.
Keep each file strictly under 150 lines.
> 2. **Test Runner JSON:** Create `tests/batch/05_game_test.json` to
orchestrate a sequence of text commands sent to your prototype and assert the
expected responses.
> 3. **The QA Report:** As you write the game, you will inevitably hit the
limits of our "mudlib." Tell me exactly what standard MUD/LPC features are
*missing* that we must implement via new `efuns` before a company can use
this. For example: How did you spawn a new item without a `clone_object()`
efun? How did you parse player input without an `explode()` string function?
How did you loop an array without `sizeof()`?
>
>
> Do not touch the core compiler or VM files. Find the limits of the engine as
it exists right now, use workarounds to make your prototype pass the test
runner, and give me the priority list of what to build next.